コード例 #1
0
ファイル: trap.cpp プロジェクト: vingiarrusso/Server
//todo: rewrite this to not need direct access to trap members.
bool ZoneDatabase::LoadTraps(const char* zonename, int16 version) {

	std::string query = StringFormat("SELECT id, x, y, z, effect, effectvalue, effectvalue2, skill, "
									"maxzdiff, radius, chance, message, respawn_time, respawn_var, level "
									"FROM traps WHERE zone='%s' AND version=%u", zonename, version);
	auto results = QueryDatabase(query);
	if (!results.Success()) {
		return false;
	}

	for (auto row = results.begin(); row != results.end(); ++row) {
		Trap* trap = new Trap();
		trap->trap_id = atoi(row[0]);
		trap->m_Position = glm::vec3(atof(row[1]), atof(row[2]), atof(row[3]));
		trap->effect = atoi(row[4]);
		trap->effectvalue = atoi(row[5]);
		trap->effectvalue2 = atoi(row[6]);
		trap->skill = atoi(row[7]);
		trap->maxzdiff = atof(row[8]);
		trap->radius = atof(row[9]);
		trap->chance = atoi(row[10]);
		trap->message = row[11];
		trap->respawn_time = atoi(row[12]);
		trap->respawn_var = atoi(row[13]);
		trap->level = atoi(row[14]);
		entity_list.AddTrap(trap);
		trap->CreateHiddenTrigger();
	}

	return true;
}
コード例 #2
0
void InGameState::checkAndResolveDynamicCollision()
{
	Circle avatarBC(m_avatar->getPostion(), m_avatar->getRadius() / 4);

	for(unsigned int index = 0; index < m_monsters.size(); index++)
	{
		Monster* monster = m_monsters.at(index);
		if (!monster->isDead())
		{
			Circle monsterBC(monster->getPostion(),monster->getRadius() / 4);

			if(avatarBC.collidesWith(monsterBC))
			{
				if (m_stats->isSuperMode())
				{
					monster->kill();
					m_stats->addScore(MONSTER_KILLED);
				}
				else
					m_avatar->kill();
			}
		}
		for (unsigned int bomb = 0; bomb < m_bombs.size(); bomb++)
		{
			if (m_bombs[bomb]->isColliding(monster) && !monster->isDead())
			{
				monster->kill();
				m_stats->addScore(MONSTER_KILLED);
			}
		}
	}

	for (unsigned int bomb = 0; bomb < m_bombs.size(); bomb++)
	{
		if (m_bombs[bomb]->isColliding(m_avatar))
		{
			m_avatar->kill();
		}
	}

	if (!m_avatar->inAir())
	{
		for(unsigned int index = 0; index < m_traps.size(); index++)
		{
			Trap* trap = m_traps.at(index);
			Circle trapBC(trap->getPostion(),trap->getRadius() / 8);

			if(avatarBC.collidesWith(trapBC))
			{
				m_avatar->kill();
			}
		}
	}
}
コード例 #3
0
ファイル: trap.cpp プロジェクト: jcon321/Server
void EntityList::ClearTrapPointers()
{
	auto it = trap_list.begin();
	while (it != trap_list.end()) 
	{
		Trap* cur = it->second;
		if (cur->IsTrap())
		{
			cur->DestroyHiddenTrigger();
		}
		++it;
	}
}
コード例 #4
0
ファイル: trap.cpp プロジェクト: jcon321/Server
void EntityList::UpdateAllTraps(bool respawn, bool repopnow)
{
	auto it = trap_list.begin();
	while (it != trap_list.end()) 
	{
		Trap* cur = it->second;
		if (cur->IsTrap())
		{			
			cur->UpdateTrap(respawn, repopnow);
		}
		++it;
	}

	Log.Out(Logs::General, Logs::Traps, "All traps updated.");
}
コード例 #5
0
ファイル: trap.cpp プロジェクト: jcon321/Server
bool EntityList::IsTrapGroupSpawned(uint32 trap_id, uint8 group)
{
	auto it = trap_list.begin();
	while (it != trap_list.end()) 
	{
		Trap* cur = it->second;
		if (cur->IsTrap() && cur->group == group && cur->trap_id != trap_id)
		{
			return true;
		}
		++it;
	}

	return false;
}
コード例 #6
0
ファイル: trap.cpp プロジェクト: jcon321/Server
bool ZoneDatabase::LoadTraps(const char* zonename, int16 version) {

	std::string query = StringFormat("SELECT id, x, y, z, effect, effectvalue, effectvalue2, skill, "
									"maxzdiff, radius, chance, message, respawn_time, respawn_var, level, "
									"`group`, triggered_number, despawn_when_triggered FROM traps WHERE zone='%s' AND version=%u", zonename, version);
	auto results = QueryDatabase(query);
	if (!results.Success()) {
		return false;
	}

	for (auto row = results.begin(); row != results.end(); ++row) {
		uint32 tid = atoi(row[0]);
		uint8 grp = atoi(row[15]);

		if(grp > 0)
		{
			// If a member of our group is already spawned skip loading this trap.
			if(entity_list.IsTrapGroupSpawned(tid, grp))
			{
				continue;
			}
		}

		Trap* trap = new Trap();
		trap->trap_id = tid;
		trap->db_id = tid;
		trap->m_Position = glm::vec3(atof(row[1]), atof(row[2]), atof(row[3]));
		trap->effect = atoi(row[4]);
		trap->effectvalue = atoi(row[5]);
		trap->effectvalue2 = atoi(row[6]);
		trap->skill = atoi(row[7]);
		trap->maxzdiff = atof(row[8]);
		trap->radius = atof(row[9]);
		trap->chance = atoi(row[10]);
		trap->message = row[11];
		trap->respawn_time = atoi(row[12]);
		trap->respawn_var = atoi(row[13]);
		trap->level = atoi(row[14]);
		trap->group = grp;
		trap->triggered_number = atoi(row[16]);
		trap->despawn_when_triggered = atoi(row[17]);
		entity_list.AddTrap(trap);
		trap->CreateHiddenTrigger();
		Log.Out(Logs::General, Logs::Traps, "Trap %d successfully loaded.", trap->trap_id);
	}

	return true;
}
コード例 #7
0
ファイル: main.cpp プロジェクト: deep1010/WebGL_OpenGL
void draw() {
    // clear the color and depth in the frame buffer
    glClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);

    // use the loaded shader program
    // Don't change unless you know what you are doing
    glUseProgram (programID);

    // Eye - Location of camera. Don't change unless you are sure!!
    // glm::vec3 eye ( 5*cos(camera_rotation_angle*M_PI/180.0f), 0, 5*sin(camera_rotation_angle*M_PI/180.0f) );
    // Target - Where is the camera looking at.  Don't change unless you are sure!!
    // glm::vec3 target (0, 0, 0);
    // Up - Up vector defines tilt of camera.  Don't change unless you are sure!!
    // glm::vec3 up (0, 1, 0);

    // Compute Camera matrix (view)
    // Matrices.view = glm::lookAt( eye, target, up ); // Rotating Camera for 3D
    // Don't change unless you are sure!!
    Matrices.view = glm::lookAt(glm::vec3(0, 0, 3), glm::vec3(0, 0, 0), glm::vec3(0, 1, 0)); // Fixed camera for 2D (ortho) in XY plane

    // Compute ViewProject matrix as view/camera might not be changed for this frame (basic scenario)
    // Don't change unless you are sure!!
    glm::mat4 VP = Matrices.projection * Matrices.view;

    // Send our transformation to the currently bound shader, in the "MVP" uniform
    // For each model you render, since the MVP will be different (at least the M part)
    // Don't change unless you are sure!!
    glm::mat4 MVP;  // MVP = Projection * View * Model

    // Scene render
    trap1.draw(VP);
    ball1.draw(VP);
    flr.draw(VP);
    trampoline1.draw(VP);
    trampoline2.draw(VP);
    if(level==1)
    {
        trampoline3.draw(VP);
        trampoline4.draw(VP);
        trap2.draw(VP);
    }
        for(int i=0;i<10;i++)
        if(!enemy[level][i].hitflag)
            enemy[level][i].draw(VP);

}
コード例 #8
0
ファイル: trap.cpp プロジェクト: jcon321/Server
void EntityList::GetTrapInfo(Client* client)
{
	uint8 count = 0;
	auto it = trap_list.begin();
	while (it != trap_list.end()) 
	{
		Trap* cur = it->second;
		if (cur->IsTrap())
		{
			bool isset = (cur->chkarea_timer.Enabled() && !cur->reset_timer.Enabled());
			client->Message(CC_Default, " Trap: (%d) found at %0.2f,%0.2f,%0.2f. Times Triggered: %d Is Active: %d Group: %d Message: %s", cur->trap_id, cur->m_Position.x, cur->m_Position.y, cur->m_Position.z, cur->times_triggered, isset, cur->group, cur->message.c_str());
			++count;
		}
		++it;
	}

	client->Message(CC_Default, "%d traps found.", count);
}
コード例 #9
0
//checks for trap collisions
void PlayerActor::doTrapCollision(float* nextX, float* nextY)
{
	//loop through the traps and check collision
	vector<Trap*>* traps = dxMan->GetTraps();
	for(vector<Trap*>::iterator iter = traps->begin(); iter != traps->end(); ++iter)
	{
		Trap* trapTest = *iter;
		bool hit = TestTrapCollision(trapTest, nextX, nextY);
		if (hit)
		{
			//check if trap is dangerous at this time
			if(trapTest->trapWillKill() || trapTest->trapType == 3)
			{
				trapTest->OnPlayerCollide(this);
			}
		}
	}
}
コード例 #10
0
ファイル: trap.cpp プロジェクト: eqmactop/Server
//todo: rewrite this to not need direct access to trap members.
bool ZoneDatabase::LoadTraps(const char* zonename, int16 version) {
	char errbuf[MYSQL_ERRMSG_SIZE];
	char *query = 0;
	MYSQL_RES *result;
	MYSQL_ROW row;

	//	int char_num = 0;
	unsigned long* lengths;

	if (RunQuery(query, MakeAnyLenString(&query, "SELECT id,x,y,z,effect,effectvalue,effectvalue2,skill,maxzdiff,radius,chance,message,respawn_time,respawn_var,level FROM traps WHERE zone='%s' AND version=%u", zonename, version), errbuf, &result)) {
		safe_delete_array(query);
		while ((row = mysql_fetch_row(result)))
		{
			lengths = mysql_fetch_lengths(result);
			Trap* trap = new Trap();
			trap->trap_id = atoi(row[0]);
			trap->x = atof(row[1]);
			trap->y = atof(row[2]);
			trap->z = atof(row[3]);
			trap->effect = atoi(row[4]);
			trap->effectvalue = atoi(row[5]);
			trap->effectvalue2 = atoi(row[6]);
			trap->skill = atoi(row[7]);
			trap->maxzdiff = atof(row[8]);
			trap->radius = atof(row[9]);
			trap->chance = atoi(row[10]);
			trap->message = row[11];
			trap->respawn_time = atoi(row[12]);
			trap->respawn_var = atoi(row[13]);
			trap->level = atoi(row[14]);
			entity_list.AddTrap(trap);
			trap->CreateHiddenTrigger();
		}
		mysql_free_result(result);
	}
	else {
		LogFile->write(EQEMuLog::Error, "Error in LoadTraps query '%s': %s", query, errbuf);
		safe_delete_array(query);
		return false;
	}

	return true;
}
コード例 #11
0
ファイル: main.cpp プロジェクト: deep1010/WebGL_OpenGL
void tick_elements() {
    if(ball1.onwater())
    {
        if(ball1.speedx>0)
            ball1.speedx=waterspeed;
        else
            ball1.speedx=-waterspeed;
    }
    ball1.tick();
    ball1.checkheight();
    if(level==1)
    {
        if(enemy[1][9].position.x >= 3.8)
            for(int i=0;i<10;i++)
                enemy[1][i].speedx=-0.01;
        if(enemy[1][6].position.x <= -3.8)
            for(int i=0;i<10;i++)
                enemy[1][i].speedx=0.01;
        for(int i=0;i<10;i++)
            enemy[1][i].tick();
    }
    if(detect_collision(ball1.bounding_box(),trap1.bounding_box()) ||( detect_collision(ball1.bounding_box(),trap2.bounding_box()) && level==1))
    {
        if(life==0)
        {
            quit(window);
        }
        else
        {
            ball1.reset_speedy();
            ball1.position.y+=0.4;
            ball1.speedy=0.04;
            life--;
            disp_score();
        }
    }
}
コード例 #12
0
uint16 Map::RunOver(uint8 x, uint8 y, bool memonly, Creature *c,
                  int32 dangerFactor, bool Incor, bool Meld)
{
  if (!Incor && SolidAt(x,y)) {
    if (Meld) {
      int i = TTER(PTerrainAt(x,y,c))->Material;
      if (i == MAT_GRANITE || i == MAT_MAGMA || i == MAT_QUARTZ ||
          i == MAT_GEMSTONE || i == MAT_MINERAL)
        ; // we can walk here
      else
        return 0; 
    } else return 0;
  } 
  if (memonly && !At(x,y).Memory)
    return 0;
  if (At(x,y).Contents) {
    Creature *ca; Trap *tr; Door *dr;
    for (ca=FCreatureAt(x,y);ca;ca=NCreatureAt(x,y))
      if (ca && c->Percieves(ca) && ca->isHostileTo(c))
        return 0;
    for (tr=FTrapAt(x,y);tr;tr=NTrapAt(x,y)) {
      if (tr->TrapFlags & TS_FOUND)
        if (!(tr->TrapFlags & TS_DISARMED)) {
          if (dangerFactor & DF_IGNORE_TRAPS)
            return (sizeX * 3) + (tr->TrapLevel() * 10);
          else
            return 0;
        } 
    } 
    for (dr=FDoorAt(x,y);dr;dr=NDoorAt(x,y))
      if (!(dr->DoorFlags & DF_OPEN))
        return 0;
  }
  rID stickyID = StickyAt(x,y); 
  if (stickyID && 
      !c->HasStati(STUCK) && 
      !c->HasMFlag(M_AMORPH) && 
      !c->isAerial() && 
      c->onPlane() == PHASE_MATERIAL && 
      c->ResistLevel(AD_STUK) != -1 && 
      !c->HasAbility(CA_WOODLAND_STRIDE)) {
    if (dangerFactor & DF_IGNORE_TERRAIN) 
      return (sizeX * 3);
    else
      return 0; 
  } 

  Feature * f; 
  for (f=FFeatureAt(x,y);f;f=NFeatureAt(x,y)) 
    if (TFEAT(f->fID)->PEvent(EV_MON_CONSIDER,c,f,f->fID) == ABORT) {
      if (dangerFactor & DF_IGNORE_TERRAIN) 
        return (sizeX * 3);
      else
        return 0; 
    } 
  if (At(x,y).Terrain) { 
    rID t = PTerrainAt(x,y,c);
    if (TTER(t)->HasFlag(TF_WARN)) {
      if (TTER(t)->PEvent(EV_MON_CONSIDER,c,t) == ABORT) {
        if (dangerFactor & DF_IGNORE_TERRAIN) 
            return (sizeX * 3);
        else
            return 0; 
      } 
    } 
    if (TTER(t)->MoveMod)
      return 4;
    else
      return 2; 
  }
  return 2;
}