/** * Stop performing an explosion. * @param e The Explosion to end. * @param parameter Unused parameter. */ static void Explosion_Func_Stop(Explosion *e, uint16 parameter) { VARIABLE_NOT_USED(parameter); g_map[Tile_PackTile(e->position)].hasExplosion = false; Explosion_Update(0, e); e->commands = NULL; }
/** * Set the SpriteID of the Explosion. * @param e The Explosion to change. * @param spriteID The new SpriteID for the Explosion. */ static void Explosion_Func_SetSpriteID(Explosion *e, uint16 spriteID) { e->spriteID = spriteID; Explosion_Update(2, e); }
void GameManage_UpdateWorldEntities(GameManager* gm, World* world) { Vector* bullets_vector = &world->bullets_vector; Vector* bonus_vector = &world->bonus_vector; Vector* monsters_vector = &world->monsters_vector; Vector* explosions_vector = &world->explosions_vector; Vector* decals_vector = &world->decals_vector; Vector* props_vector = &world->props_vector; for(int i = 0 ; i < world->map_size ; i++) { if(world->map[i] != NULL) { // Entity_CalculateVisibility(world->map[i], world); if(world->map[i]->t == Cat_Door) { Door_Update(world->map[i], world); } if(!world->map[i]->alive) { free(world->map[i]);//walls don't have any compotent, no need to destroy them world->map[i] = NULL; } } } for(int i = 0 ; i < Vector_Count(bullets_vector) ; i++) { if(Vector_Get(bullets_vector, i) != NULL) { Entity* projectile = (Entity*)Vector_Get(bullets_vector, i); Entity_CalculateVisibility(projectile, world); if(!bullet_time_g) { if(projectile->t == Cat_Bullet) { Bullet_Update(projectile, world); } else if(projectile->t == Cat_Grenade) { Grenade_Update(projectile, world); if(!projectile->alive) { Vector_Push(explosions_vector, Explosion_Create(projectile->x - 64, projectile->y - 64) ); } } if (projectile->alive == false) { Entity_Destroy(projectile); Vector_Delete(bullets_vector, i); } } } else { printf("Error during update of bullets vector : bullet = NULL"); } } if(gm->ai_on) { for(int i = 0 ; i < Vector_Count(monsters_vector) ; i++) { Entity* mob = (struct Entity*)Vector_Get(monsters_vector, i); if(Entity_CheckDistance(mob, &world->player, 800)) { Entity_CalculateVisibility(mob, world); } if(mob->zombieC->aggressive || Entity_CheckDistance(mob, &world->player, 400)) { Zombie_Update(mob, world); } if (mob->alive == false) { Zombie_Die(mob, bonus_vector, decals_vector); Entity_Destroy(mob); Vector_Delete(monsters_vector, i); } } } for(int i = 0 ; i < Vector_Count(bonus_vector) ; i++) { if(Vector_Get(bonus_vector, i) != NULL) { Entity* bonus = (Entity*)Vector_Get(bonus_vector, i); if(Entity_CheckDistance(bonus, &world->player, 800)) { if(!bullet_time_g) { Bonus_Update(bonus, &world->player); } Entity_CalculateVisibility(bonus, world); } if (bonus->alive == false) { Entity_Destroy(bonus); Vector_Delete(bonus_vector, i); } } else { printf("Error during update of bonus vector : bonus = NULL"); } } for(int i = 0 ; i < Vector_Count(decals_vector) ; i++) { Entity* decal = (Entity*)Vector_Get(decals_vector, i); if(Entity_CheckDistance(decal, &world->player, 800)) { Entity_CalculateVisibility(decal, world); } if(Vector_Count(decals_vector) > 200) { if(decal->is_ennemy) { Vector_Delete(decals_vector, i); } } } for(int i = 0 ; i < Vector_Count(props_vector) ; i++) { Entity* prop = (Entity*)Vector_Get(props_vector, i); if(Entity_CheckDistance(prop, &world->player, 800)) { Entity_CalculateVisibility(prop, world); } if (!prop->alive) { Entity_Destroy(prop); Vector_Delete(props_vector, i); } } for(int i = 0 ; i < Vector_Count(explosions_vector) ; i++) { Entity* exp = (Entity*)Vector_Get(explosions_vector, i); if(!bullet_time_g) { Explosion_Update(exp, world); } Entity_CalculateVisibility(exp, world); if (!exp->alive) { Entity_Destroy(exp); Vector_Delete(explosions_vector, i); } } }