Exemplo n.º 1
0
// ALL FACE
void NPC::AllFace(int identity, int section, double x) {
    bool anyID = (identity == -1 ? true : false);
    bool anySec = (section == -1 ? true : false);
    NPCMOB* thisnpc;
    for(int i = 0; i < GM_NPCS_COUNT; i++) {
        thisnpc = Get(i);
        if (anyID || thisnpc->id == identity) {
            if(anySec || GetSection(thisnpc) == section) {
                if(x < thisnpc->momentum.x) {
                    FaceDirection(thisnpc, -1);
                } else {
                    FaceDirection(thisnpc, 1);
                }
            }
        }
    }	
}
void Enemy::Update(int x_tile, int y_tile, Tilemap* map)
{
    anim.Tick();
    time_until_next_step.Update();
    offset_from_tile *= 0.9;
    int player_x, player_y;

    map->PlayerObject(player_x, player_y);

    // Check if this enemy actually cares about the player at the moment

    Vector dist((float)player_x - (float)x_tile, (float)player_y - (float)y_tile);

    if (dist.X()*dist.X() + dist.Y()*dist.Y() <= radius_of_caring*radius_of_caring) { // I'm pretty sure its quicker to multiply that run a sqare root. Doubt it makes any real difference though
        FaceDirection(Strategy(Vector(x_tile, y_tile), Vector(player_x, player_y), map));
        if (!map->IsMovementBlocked()) {
            int new_x = x_tile, new_y = y_tile;
            Vector tile_offset;
            switch (dir) {
                case up:
                    new_y = y_tile > 0 ? (int)y_tile - 1 : y_tile;
                    tile_offset = Vector(0.0, tile_dim.Y());
                    break;
                case down:
                    new_y = y_tile < 10 ? y_tile + 1 : y_tile;
                    tile_offset = Vector(0.0, -tile_dim.Y());
                    break;
                case left:
                    new_x = x_tile > 0 ? (int)x_tile - 1 : x_tile;
                    tile_offset = Vector(tile_dim.X(), 0.0);
                    break;
                case right:
                    new_x = x_tile < 10 ? x_tile + 1 : x_tile;
                    tile_offset = Vector(-tile_dim.X(), 0.0);
                    break;
                case nowhere:
                default:
                    // Stay still
                    break;
            }

            if (time_until_next_step) {
                offset_from_tile = tile_offset;
                TileObject* obj_swapping_with = map->ObjectAt(new_x, new_y);
                if (obj_swapping_with != NULL && obj_swapping_with->WhatAmI() == player1)
                    ((Player*)(map->ObjectAt(new_x, new_y)))->CollidedWithEnemy(map);
                else {
                    owner->SwapObjects(map->GetTile(new_x, new_y));
                    time_until_next_step.SetTicks(step_time);
                }
            }
        }
    }
}
void Player::CollidedWithEnemy(Tilemap* map)
{
    map->BlockMovement(60);
    --lives;
    reward = reward_entered_level_with;
    ammo = ammo_entered_level_with;
    map->SetUpMap(generated_tilemap, generated_objectmap, this);
    FaceDirection(up);
    offset_from_tile = Vector(0, 32);
    died = true;
}
Exemplo n.º 4
0
void Humanoid::MoveInDirection(Vector *vMove)
{
	SetMaxSpeed(vMove->Length());

	if(*vMove!=Vector(0.0f, 0.0f, 0.0f))
	{
		if(vInternal.LengthSquared()<GetMaxSpeed()*GetMaxSpeed())
		{
			Vector vForce= *vMove/(GetAcceleration()*Timer::GetElapsedTime());
			vInternal+=vForce;
		}
	}

	if(!vMove->IsZeroVector())
		FaceDirection(*vMove);
}
void Player::Update(int x, int y, Tilemap* map)
{
    map->SetVisibility(x-2, y-1, 50);
    map->SetVisibility(x-2, y, 50);
    map->SetVisibility(x-2, y+1, 50);
    map->SetVisibility(x+2, y-1, 50);
    map->SetVisibility(x+2, y, 50);
    map->SetVisibility(x+2, y+1, 50);
    map->SetVisibility(x-1, y-2, 50);
    map->SetVisibility(x, y-2, 50);
    map->SetVisibility(x+1, y-2, 50);
    map->SetVisibility(x-1, y+2, 50);
    map->SetVisibility(x, y+2, 50);
    map->SetVisibility(x+1, y+2, 50);

    map->SetVisibility(x-1, y-1, 200);
    map->SetVisibility(x-1, y, 256);
    map->SetVisibility(x-1, y+1, 200);
    map->SetVisibility(x, y-1, 256);
    map->SetVisibility(x, y, 256);
    map->SetVisibility(x, y+1, 256);
    map->SetVisibility(x+1, y-1, 200);
    map->SetVisibility(x+1, y, 256);
    map->SetVisibility(x+1, y+1, 200);

    anim.Tick();
    time_until_next_step.Update();
    can_do_special_ability.Update();
    time_until_stop_shot.Update();

    bool move_tile = false;
    Vector which_tile_go_to;

    offset_from_tile *= 0.8;
    if (!map->IsMovementBlocked()) {
        if (key[KEY_UP]) {
            if (map->GetTile(x, y-1).IsPassable() && time_until_next_step.Finished()) {
                move_tile = true;
                which_tile_go_to = Vector(x, y-1);
                offset_from_tile = Vector(0.0, tile_dim.Y());
            }
            FaceDirection(up);
        }
        else if (key[KEY_DOWN]) {
            if (map->GetTile(x, y+1).IsPassable() && time_until_next_step.Finished()) {
                move_tile = true;
                which_tile_go_to = Vector(x, y+1);
                offset_from_tile = Vector(0.0, -tile_dim.Y());
            }
            FaceDirection(down);
        }
        else if (key[KEY_LEFT]) {
            if (map->GetTile(x-1, y).IsPassable() && time_until_next_step.Finished()) {
                move_tile = true;
                which_tile_go_to = Vector(x-1, y);
                offset_from_tile = Vector(tile_dim.X(), 0.0);
            }
            FaceDirection(left);
        }
        else if (key[KEY_RIGHT]) {
            if (map->GetTile(x+1, y).IsPassable() && time_until_next_step.Finished()) {
                move_tile = true;
                which_tile_go_to = Vector(x+1, y);
                offset_from_tile = Vector(-tile_dim.X(), 0.0);
            }
            FaceDirection(right);
        }

        if (key[KEY_SPACE] && can_do_special_ability && ammo > 0) {
            TileObject* first_object_found = NULL;
            int x_tile_stopped_at, y_tile_stopped_at;
            switch (dir) {
                case up: {
                    for (int i=y-1; i>=0; --i) {
                        x_tile_stopped_at = x;
                        y_tile_stopped_at = i;
                        first_object_found = map->ObjectAt(x, i);
                        if (first_object_found != NULL || !map->GetTile(x, i).IsPassable())
                            break;
                        if (i==0) break;
                    }
                    break;
                }
                case down: {
                    for (int i=y+1; i<9; ++i) {
                        x_tile_stopped_at = x;
                        y_tile_stopped_at = i;
                        first_object_found = map->ObjectAt(x, i);
                        if (first_object_found != NULL || !map->GetTile(x, i).IsPassable())
                            break;
                    }
                    break;
                }
                case left: {
                    for (int i=x-1; i>=0; --i) {
                        x_tile_stopped_at = i;
                        y_tile_stopped_at = y;
                        first_object_found = map->ObjectAt(i, y);
                        if (first_object_found != NULL || !map->GetTile(i, y).IsPassable())
                            break;
                        if (i==0) break;
                    }
                    break;
                }
                case right: {
                    for (int i=x+1; i<10; ++i) {
                        x_tile_stopped_at = i;
                        y_tile_stopped_at = y;
                        first_object_found = map->ObjectAt(i, y);
                        if (first_object_found != NULL || !map->GetTile(i, y).IsPassable())
                            break;
                    }
                    break;
                }
                case nowhere:
                default:
                    break;
            }
            if (first_object_found != NULL && first_object_found->WhatAmI() == enemy) {
                map->GetTile(x_tile_stopped_at, y_tile_stopped_at).SetTileType(5);
                delete (Enemy1*)first_object_found;
                map->GetTile(x_tile_stopped_at, y_tile_stopped_at).SetObject(NULL);
                map->GetTile(x_tile_stopped_at, y_tile_stopped_at).SetTileType(GLOBDAT_tile_bloodstainedpath);
            }
            time_until_next_step.SetTicks(24);
            time_until_stop_shot.SetTicks(20);
            can_do_special_ability.SetTicks(60);
            where_to_shoot = Vector(x_tile_stopped_at, y_tile_stopped_at);
            --ammo;
        }
    }

    if (move_tile) {
        // Check whats on the tile
        Tile& new_tile = map->GetTile(which_tile_go_to.XInt(), which_tile_go_to.YInt());
        TileObject* object_on_new_tile = new_tile.GetObject();
        ObjectType obj_type;
        if (object_on_new_tile == NULL)
            obj_type = nothing;
        else
            obj_type = object_on_new_tile->WhatAmI();
        switch (obj_type) {
            default:
            case nothing:
                owner->SwapObjects(map->GetTile(which_tile_go_to.XInt(), which_tile_go_to.YInt()));
                time_until_next_step.SetTicks(10);
                break;
            case civilian1:
                last_reward_recieved = ((Civilian*)(object_on_new_tile))->GetReward();
                reward += last_reward_recieved;
                new_tile.RemoveObject();
                owner->SwapObjects(new_tile);
                time_until_next_step.SetTicks(10);
                map->DoCivilianSplash();
                break;
            case enemy:
                CollidedWithEnemy(map);
                break;
            case nextlevel:
                ++current_level;
                GenerateTilemap();
                map->SetUpMap(generated_tilemap, generated_objectmap, this);
                map->SetAllVisibilities(1);
                break;
            case ammo_stash:
                ammo += 1+rand() % max_ammo_from_stash-1;
                delete (AmmoStash*)(new_tile.RemoveObject());;
                owner->SwapObjects(new_tile);
                time_until_next_step.SetTicks(10);
                break;
        }
    }
}