Пример #1
0
/**
 * 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;
}
Пример #2
0
/**
 * 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);
}
Пример #3
0
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);
        }
    }
}