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diff --git a/src/ChestEntity.cpp b/src/ChestEntity.cpp
index 973ffc1..d05a118 100644
--- a/src/ChestEntity.cpp
+++ b/src/ChestEntity.cpp
@@ -1,81 +1,83 @@
#include "ChestEntity.h"
#include "PlayerEntity.h"
+#include "WitchBlastGame.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "sfml_game/SpriteEntity.h"
#include "Constants.h"
-ChestEntity::ChestEntity(float x, float y, int chestType, bool isOpen)
+ChestEntity::ChestEntity(float x, float y, int chestType, bool isOpen, WitchBlastGame* parent)
: CollidingSpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CHEST), x, y, 48, 48)
{
type = ENTITY_CHEST;
imagesProLine = 2;
this->isOpen = isOpen;
this->chestType = chestType;
frame = chestType * 2 + (isOpen ? 1 : 0);
+ parentGame = parent;
+ setMap(parent->getCurrentMap(), TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
}
bool ChestEntity::getOpened()
{
return isOpen;
}
int ChestEntity::getChestType()
{
return chestType;
}
void ChestEntity::animate(float delay)
{
CollidingSpriteEntity::animate(delay);
if (!isOpen) testSpriteCollisions();
z = y + height/2;
}
void ChestEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
}
void ChestEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
PlayerEntity* playerEntity = dynamic_cast<PlayerEntity*>(entity);
if (collideWithEntity(entity))
{
if (!isOpen && playerEntity != NULL && !playerEntity->isDead())
{
open();
frame += 1;
}
}
}
void ChestEntity::open()
{
isOpen = true;
SoundManager::getSoundManager()->playSound(SOUND_CHEST_OPENING);
if (chestType == CHEST_BASIC)
{
for (int i = 0; i < 5; i++)
{
- ItemEntity* newItem = new ItemEntity(itemCopperCoin, x, y);
- newItem->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ ItemEntity* newItem = new ItemEntity(itemCopperCoin, x, y, parentGame);
newItem->setVelocity(Vector2D(50.0f + rand()% 150));
newItem->setViscosity(0.96f);
}
}
else if (chestType == CHEST_FAIRY)
{
- ItemEntity* newItem = new ItemEntity(itemFairy, x, y);
- newItem->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
- newItem->setVelocity(Vector2D(50.0f + rand()% 150));
- newItem->setViscosity(0.96f);
+ ItemEntity* newItem = new ItemEntity(itemFairy, x, y, parentGame);
+ newItem->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ newItem->setVelocity(Vector2D(50.0f + rand()% 150));
+ newItem->setViscosity(0.96f);
}
}
diff --git a/src/ChestEntity.h b/src/ChestEntity.h
index 6940d69..a35d7f6 100644
--- a/src/ChestEntity.h
+++ b/src/ChestEntity.h
@@ -1,26 +1,29 @@
#ifndef CHESTENTITY_H
#define CHESTENTITY_H
#include "sfml_game/CollidingSpriteEntity.h"
+class WitchBlastGame;
+
class ChestEntity : public CollidingSpriteEntity
{
public:
- ChestEntity(float x, float y, int chestType, bool isOpen);
+ ChestEntity(float x, float y, int chestType, bool isOpen, WitchBlastGame* parent);
virtual void animate(float delay);
virtual void calculateBB();
void open();
bool getOpened();
int getChestType();
protected:
virtual void readCollidingEntity(CollidingSpriteEntity* entity);
private:
bool isOpen;
int chestType;
+ WitchBlastGame* parentGame;
};
#endif // CHESTENTITY_H
diff --git a/src/DungeonMap.cpp b/src/DungeonMap.cpp
index b9d88cf..daa7050 100644
--- a/src/DungeonMap.cpp
+++ b/src/DungeonMap.cpp
@@ -1,480 +1,478 @@
#include "DungeonMap.h"
#include "GameFloor.h"
#include "ItemEntity.h"
#include "ChestEntity.h"
#include "sfml_game/ImageManager.h"
#include <cstdlib>
#include <stdio.h>
#include <iostream>
DungeonMap::DungeonMap(int width, int height) : GameMap(width, height)
{
}
DungeonMap::DungeonMap(GameFloor* gameFloor, int x, int y) : GameMap(MAP_WIDTH, MAP_HEIGHT)
{
this->gameFloor = gameFloor;
this->x = x;
this->y = y;
cleared = false;
visited = false;
known = false;
}
DungeonMap::~DungeonMap()
{
//dtor
}
bool DungeonMap::isVisited()
{
return visited;
}
void DungeonMap::setVisited(bool b)
{
visited = b;
}
bool DungeonMap::isKnown()
{
return known;
}
void DungeonMap::setKnown(bool b)
{
known = b;
}
bool DungeonMap::isCleared()
{
return cleared;
}
void DungeonMap::setCleared(bool b)
{
cleared = b;
}
roomTypeEnum DungeonMap::getRoomType()
{
return roomType;
}
void DungeonMap::setRoomType(roomTypeEnum roomType)
{
this->roomType = roomType;
}
std::list<DungeonMap::itemListElement> DungeonMap::getItemList()
{
return (itemList);
}
std::list<DungeonMap::chestListElement> DungeonMap::getChestList()
{
return (chestList);
}
std::list<DungeonMap::spriteListElement> DungeonMap::getSpriteList()
{
return (spriteList);
}
void DungeonMap::displayToConsole()
{
for (int j=0; j < MAP_HEIGHT; j++)
{
for (int i=0; i < MAP_WIDTH; i++)
{
printf("%d", map[i][j]);
}
printf("\n");
}
printf("\n");
}
bool DungeonMap::isDownBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
if (map[x][y] >= MAP_WALL) return true;
return false;
}
bool DungeonMap::isUpBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
if (map[x][y] >= MAP_WALL) return true;
return false;
}
bool DungeonMap::isLeftBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
if (map[x][y] >= MAP_WALL) return true;
return false;
}
bool DungeonMap::isRightBlocking(int x, int y)
{
if (!inMap(x, y)) return false;
if (map[x][y] >= MAP_WALL) return true;
return false;
}
bool DungeonMap::isWalkable(int x, int y)
{
return (map[x][y] < MAP_WALL);
}
void DungeonMap::randomize(int n)
{
int i, j;
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
initRoom();
// bonus
if (n == 5)
{
roomType = roomTypeBonus;
}
// others
else if (n > 0)
{
int r = rand() % 4;
if (r == 0) // corner blocks
{
map[1][1] = 4;
map[1][MAP_HEIGHT -2] = 4;
map[MAP_WIDTH - 2][1] = 4;
map[MAP_WIDTH - 2][MAP_HEIGHT -2] = 4;
}
else if (r == 1) // bloc in the middle
{
for (i = x0-1; i <= x0+1; i++)
for (j = y0-1; j <= y0+1; j++)
map[i][j] = 4;
}
else if (r == 2) // checker
{
for (i = 2; i < MAP_WIDTH - 2; i = i + 2)
for (j = 2; j < MAP_HEIGHT - 2; j = j + 2)
map[i][j] = 4;
}
cleared = false;
roomType = (roomTypeEnum)(rand() % 3);
}
else
{
cleared = true;
}
}
int DungeonMap::hasNeighbourLeft()
{
if (x > 0 && gameFloor->getRoom(x-1, y) > 0)
{
if (gameFloor->getRoom(x-1, y) == roomTypeBoss) return 2;
else return 1;
}
return 0;
}
int DungeonMap::hasNeighbourRight()
{
if (x < MAP_WIDTH -1 && gameFloor->getRoom(x+1, y) > 0)
{
if (gameFloor->getRoom(x+1, y) == roomTypeBoss) return 2;
else return 1;
}
return 0;
}
int DungeonMap::hasNeighbourUp()
{
if (y > 0 && gameFloor->getRoom(x, y-1) > 0)
{
if (gameFloor->getRoom(x, y-1) == roomTypeBoss) return 2;
else return 1;
}
return 0;
}
int DungeonMap::hasNeighbourDown()
{
if (y < MAP_HEIGHT -1 && gameFloor->getRoom(x, y+1) > 0)
{
if (gameFloor->getRoom(x, y+1) == roomTypeBoss) return 2;
else return 1;
}
return 0;
}
void DungeonMap::initRoom()
{
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
int i, j;
map[0][0] = MAP_WALL_7;
for ( i = 1 ; i < width -1 ; i++)
{
map[i][0] = MAP_WALL_8;
map[i][height - 1] = MAP_WALL_2;
}
map[width - 1][0] = MAP_WALL_9;
for ( int i = 1 ; i < height -1 ; i++)
{
map[0][i] = MAP_WALL_4;
map[width - 1][i] = MAP_WALL_6;
}
map[0][height - 1] = MAP_WALL_1;
map[width - 1][height - 1] = MAP_WALL_3;
for ( i = 1 ; i < width - 1 ; i++)
for ( j = 1 ; j < height - 1 ; j++)
{
map[i][j] = 0;
if (rand()%8 == 0) map[i][j] = rand()%(MAP_NORMAL_FLOOR + 1);
}
if (gameFloor != NULL)
{
if (x > 0 && gameFloor->getRoom(x-1, y) > 0)
{
//map[0][y0-1] = 0;
map[0][y0] = 0;
//map[0][y0+1] = 0;
}
if (x < MAP_WIDTH -1 && gameFloor->getRoom(x+1, y) > 0)
{
//map[MAP_WIDTH -1][y0-1] = 0;
map[MAP_WIDTH -1][y0] = 0;
//map[MAP_WIDTH -1][y0+1] = 0;
}
if (y > 0 && gameFloor->getRoom(x, y-1) > 0)
{
//map[x0-1][0] = 0;
map[x0][0] = 0;
//map[x0+1][0] = 0;
}
if (y < MAP_HEIGHT -1 && gameFloor->getRoom(x, y+1) > 0)
{
//map[x0-1][MAP_HEIGHT -1] = 0;
map[x0][MAP_HEIGHT -1] = 0;
//map[x0+1][MAP_HEIGHT -1] = 0;
}
}
}
Vector2D DungeonMap::generateBonusRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
map[x0 - 1][y0 - 1] = MAP_WALL;
map[x0 - 1][y0 + 1] = MAP_WALL;
map[x0 + 1][y0 - 1] = MAP_WALL;
map[x0 + 1][y0 + 1] = MAP_WALL;
return (Vector2D(OFFSET_X + x0 * TILE_WIDTH + TILE_WIDTH / 2, OFFSET_Y + y0 * TILE_HEIGHT + TILE_HEIGHT / 2));
}
void DungeonMap::generateCarpet(int x0, int y0, int w, int h, int n)
{
int xf = x0 + w - 1;
int yf = y0 + h - 1;
map[x0][y0] = n;
map[x0][yf] = n + 6;
map[xf][y0] = n + 2;
map[xf][yf] = n + 8;
int i, j;
for (i = x0 + 1; i <= xf - 1; i++)
{
map[i][y0] = n + 1;
map[i][yf] = n + 7;
for (j = y0 + 1; j <= yf - 1; j++)
map[i][j] = n + 4;
}
for (j = y0 + 1; j <= yf - 1; j++)
{
map[x0][j] = n + 3;
map[xf][j] = n + 5;
}
}
Vector2D DungeonMap::generateMerchantRoom()
{
initRoom();
int x0 = 3;
int y0 = 3;
generateCarpet(3, 3, 9, 3, 20);
return (Vector2D(OFFSET_X + x0 * TILE_WIDTH + TILE_WIDTH / 2, OFFSET_Y + y0 * TILE_HEIGHT + TILE_HEIGHT / 2));
}
Vector2D DungeonMap::generateKeyRoom()
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
for (int i = x0 - 1; i <= x0 + 1; i++)
for (int j = y0 - 1; j <= y0 + 1; j++)
map[i][j] = MAP_WALL;
map[x0][y0] = 0;
map[x0][y0+1] = MAP_DOOR;
return (Vector2D(OFFSET_X + x0 * TILE_WIDTH + TILE_WIDTH / 2, OFFSET_Y + y0 * TILE_HEIGHT + TILE_HEIGHT / 2));
}
void DungeonMap::generateRoom(int type)
{
initRoom();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
int i, j, r;
if (type == 0)
{
if (roomType == roomTypeStarting)
generateCarpet(5, 3, 5, 3, 30);
}
if (type == 1)
{
// corner block
map[1][1] = MAP_WALL;
map[1][MAP_HEIGHT -2] = MAP_WALL;
map[MAP_WIDTH - 2][1] = MAP_WALL;
map[MAP_WIDTH - 2][MAP_HEIGHT -2] = MAP_WALL;
}
if (type == 2)
{
r = 1 + rand() % 3;
for (i = x0 - r; i <= x0 + r; i++)
for (j = y0 - 1; j <= y0 + 1; j++)
map[i][j] = MAP_WALL;
}
}
void DungeonMap::addItem(int itemType, float x, float y, bool merch)
{
itemListElement ilm;
ilm.type = itemType;
ilm.x = x;
ilm.y = y;
ilm.merch = merch;
itemList.push_back(ilm);
}
void DungeonMap::addSprite(int spriteType, int frame, float x, float y, float scale)
{
spriteListElement slm;
slm.type = spriteType;
slm.frame = frame;
slm.x = x;
slm.y = y;
slm.scale = scale;
spriteList.push_back(slm);
}
void DungeonMap::addChest(int chestType, bool state, float x, float y)
{
chestListElement clm;
clm.type = chestType;
clm.state = state;
clm.x = x;
clm.y = y;
chestList.push_back(clm);
}
-void DungeonMap::restoreItems()
+void DungeonMap::restoreItems(WitchBlastGame* parent)
{
ItemList::iterator it;
for (it = itemList.begin (); it != itemList.end ();)
{
itemListElement ilm = *it;
it++;
- ItemEntity* itemEntity = new ItemEntity((enumItemType)(ilm.type), ilm.x, ilm.y);
- itemEntity->setMap(this, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ ItemEntity* itemEntity = new ItemEntity((enumItemType)(ilm.type), ilm.x, ilm.y, parent);
itemEntity->setMerchandise(ilm.merch);
}
itemList.clear();
}
void DungeonMap::restoreSprites()
{
SpriteList::iterator it;
for (it = spriteList.begin (); it != spriteList.end ();)
{
spriteListElement ilm = *it;
it++;
if (ilm.type == ENTITY_BLOOD)
{
SpriteEntity* blood = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BLOOD), ilm.x, ilm.y, 16, 16, 6);
blood->setZ(OFFSET_Y - 1);
blood->setFrame(ilm.frame);
blood->setType(ENTITY_BLOOD);
blood->setScale(ilm.scale, ilm.scale);
}
else if (ilm.type == ENTITY_CORPSE)
{
SpriteEntity* corpse;
if (ilm.frame >= FRAME_CORPSE_KING_RAT)
{
corpse = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES_BIG), ilm.x, ilm.y, 128, 128);
corpse->setFrame(ilm.frame - FRAME_CORPSE_KING_RAT);
}
else
{
corpse = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_CORPSES), ilm.x, ilm.y, 64, 64);
corpse->setFrame(ilm.frame);
}
corpse->setZ(OFFSET_Y);
corpse->setType(ENTITY_CORPSE);
}
}
spriteList.clear();
}
-void DungeonMap::restoreChests()
+void DungeonMap::restoreChests(WitchBlastGame* parent)
{
ChestList::iterator it;
for (it = chestList.begin (); it != chestList.end ();)
{
chestListElement clm = *it;
it++;
- ChestEntity* chestEntity = new ChestEntity(clm.x, clm.y, clm.type, clm.state);
- chestEntity->setMap(this, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ ChestEntity* chestEntity = new ChestEntity(clm.x, clm.y, clm.type, clm.state, parent);
}
chestList.clear();
}
-void DungeonMap::restoreMapObjects()
+void DungeonMap::restoreMapObjects(WitchBlastGame* parent)
{
- restoreItems();
+ restoreItems(parent);
restoreSprites();
- restoreChests();
+ restoreChests(parent);
}
diff --git a/src/DungeonMap.h b/src/DungeonMap.h
index 13a6985..f83fe41 100644
--- a/src/DungeonMap.h
+++ b/src/DungeonMap.h
@@ -1,107 +1,108 @@
#ifndef MAGICMAP_H
#define MAGICMAP_H
#include "sfml_game/GameMap.h"
#include "sfml_game/MyTools.h"
#include <list>
const int MAP_NORMAL_FLOOR = 3;
const int MAP_WALL = 50;
const int MAP_DOOR = 51;
const int MAP_WALL_7 = 52;
const int MAP_WALL_8 = 53;
const int MAP_WALL_9 = 54;
const int MAP_WALL_4 = 55;
const int MAP_WALL_6 = 56;
const int MAP_WALL_1 = 57;
const int MAP_WALL_2 = 58;
const int MAP_WALL_3 = 59;
class GameFloor;
+class WitchBlastGame;
enum roomTypeEnum
{
roomTypeNULL,
roomTypeStandard,
roomTypeBoss,
roomTypeMerchant,
roomTypeKey,
roomTypeBonus,
roomTypeExit,
roomTypeStarting
};
class DungeonMap : public GameMap
{
public:
DungeonMap(int width, int height);
DungeonMap(GameFloor* gameFloor, int x, int y);
virtual ~DungeonMap();
void displayToConsole();
bool isVisited();
void setVisited(bool b);
bool isKnown();
void setKnown(bool b);
bool isCleared();
void setCleared(bool b);
bool isWalkable(int x, int y);
// 0 == no, 1 == yes, 2 == boss
int hasNeighbourLeft();
int hasNeighbourRight();
int hasNeighbourUp();
int hasNeighbourDown();
virtual bool isDownBlocking(int x, int y);
virtual bool isUpBlocking(int x, int y);
virtual bool isLeftBlocking(int x, int y);
virtual bool isRightBlocking(int x, int y);
virtual void randomize(int n);
void initRoom();
void generateCarpet(int x0, int y0, int w, int h, int n);
void generateRoom(int type);
Vector2D generateBonusRoom();
Vector2D generateMerchantRoom();
Vector2D generateKeyRoom();
void addItem(int itemType, float x, float y, bool merch);
void addSprite(int spriteType, int frame, float x, float y, float scale);
void addChest(int chestType, bool state, float x, float y);
- void restoreItems();
+ void restoreItems(WitchBlastGame* parent);
void restoreSprites();
- void restoreChests();
- void restoreMapObjects();
+ void restoreChests(WitchBlastGame* parent);
+ void restoreMapObjects(WitchBlastGame* parent);
roomTypeEnum getRoomType();
void setRoomType(roomTypeEnum roomType);
struct itemListElement { int type; float x; float y; bool merch; };
typedef std::list<itemListElement> ItemList;
struct spriteListElement { int type; int frame; float x; float y; float scale;};
typedef std::list<spriteListElement> SpriteList;
struct chestListElement { int type; bool state; float x; float y;};
typedef std::list<chestListElement> ChestList;
std::list<itemListElement> getItemList();
std::list<chestListElement> getChestList();
std::list<spriteListElement> getSpriteList();
protected:
private:
GameFloor* gameFloor;
int x, y;
bool visited;
bool known;
bool cleared;
roomTypeEnum roomType;
ItemList itemList;
SpriteList spriteList;
ChestList chestList;
};
#endif // MAGICMAP_H
diff --git a/src/EnnemyEntity.cpp b/src/EnnemyEntity.cpp
index 1d3bbf8..962a423 100644
--- a/src/EnnemyEntity.cpp
+++ b/src/EnnemyEntity.cpp
@@ -1,124 +1,124 @@
#include "EnnemyEntity.h"
#include "BoltEntity.h"
#include "PlayerEntity.h"
#include "sfml_game/SpriteEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "Constants.h"
#include <iostream>
#include "WitchBlastGame.h"
EnnemyEntity::EnnemyEntity(sf::Texture* image, WitchBlastGame* parent, float x, float y)
: BaseCreatureEntity (image, parent, x, y, 64, 64)
{
type = ENTITY_ENNEMY;
bloodColor = bloodRed;
z = y;
age = -0.001f * (rand()%800) - 0.4f;
}
void EnnemyEntity::animate(float delay)
{
if (canCollide()) testSpriteCollisions();
if (age > 0.0f)
BaseCreatureEntity::animate(delay);
else
age += delay;
}
void EnnemyEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
}
void EnnemyEntity::collideMapRight()
{
velocity.x = 0.0f;
}
void EnnemyEntity::collideMapLeft()
{
velocity.x = 0.0f;
}
void EnnemyEntity::collideMapTop()
{
velocity.y = 0.0f;
}
void EnnemyEntity::collideMapBottom()
{
velocity.y = 0.0f;
}
void EnnemyEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
if (collideWithEntity(entity) &&
(entity->getType() == ENTITY_PLAYER || entity->getType() == ENTITY_BOLT ))
{
PlayerEntity* playerEntity = dynamic_cast<PlayerEntity*>(entity);
BoltEntity* boltEntity = dynamic_cast<BoltEntity*>(entity);
if (playerEntity != NULL && !playerEntity->isDead())
{
if (playerEntity->hurt(meleeDamages))
{
float xs = (x + playerEntity->getX()) / 2;
float ys = (y + playerEntity->getY()) / 2;
SpriteEntity* star = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_STAR_2), xs, ys);
star->setFading(true);
star->setZ(y+ 100);
star->setLifetime(0.7f);
star->setType(16);
star->setSpin(400.0f);
}
}
else if (boltEntity != NULL && !boltEntity->getDying() && boltEntity->getAge() > 0.05f)
{
boltEntity->collide();
hurt(boltEntity->getDamages(), boltEntity->getBoltType());
parentGame->generateBlood(x, y, bloodColor);
SoundManager::getSoundManager()->playSound(SOUND_IMPACT);
float xs = (x + boltEntity->getX()) / 2;
float ys = (y + boltEntity->getY()) / 2;
SpriteEntity* star = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_STAR_2), xs, ys);
star->setFading(true);
star->setZ(y+ 100);
star->setLifetime(0.7f);
star->setType(16);
star->setSpin(400.0f);
}
}
}
void EnnemyEntity::dying()
{
isDying = true;
SpriteEntity* deadRat = new SpriteEntity(ImageManager::getImageManager()->getImage(3), x, y, 64, 64);
//deadRat->setZ(y + height);
deadRat->setZ(OFFSET_Y);
deadRat->setFrame(2);
deadRat->setType(13);
}
void EnnemyEntity::drop()
{
if (rand() % 5 == 0)
{
- ItemEntity* newItem = new ItemEntity(itemCopperCoin, x, y);
+ ItemEntity* newItem = new ItemEntity(itemCopperCoin, x, y, parentGame);
newItem->setMap(map, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
newItem->setVelocity(Vector2D(100.0f + rand()% 250));
newItem->setViscosity(0.96f);
}
}
bool EnnemyEntity::canCollide()
{
return true;
}
diff --git a/src/ItemEntity.cpp b/src/ItemEntity.cpp
index 2cfcfb2..3e5e9f4 100644
--- a/src/ItemEntity.cpp
+++ b/src/ItemEntity.cpp
@@ -1,143 +1,145 @@
#include "ItemEntity.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SpriteEntity.h"
#include "Constants.h"
#include "MagnetEntity.h"
#include "WitchBlastGame.h"
#include "StaticTextEntity.h"
#include <iostream>
#include <sstream>
-ItemEntity::ItemEntity(enumItemType itemType, float x, float y)
+ItemEntity::ItemEntity(enumItemType itemType, float x, float y, WitchBlastGame* parent)
: CollidingSpriteEntity(ImageManager::getImageManager()->getImage(itemType >= itemMagicianHat ? IMAGE_ITEMS_EQUIP : IMAGE_ITEMS), x, y, ITEM_WIDTH, ITEM_HEIGHT)
{
type = ENTITY_ITEM;
this->itemType = itemType;
frame = itemType;
if (itemType >= itemMagicianHat) frame = itemType - itemMagicianHat;
isMerchandise = false;
imagesProLine = 10;
+ this->parentGame = parent;
+ setMap(parent->getCurrentMap(), TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
}
void ItemEntity::setMerchandise(bool isMerchandise)
{
this->isMerchandise = isMerchandise;
}
bool ItemEntity::getMerchandise()
{
return isMerchandise;
}
int ItemEntity::getPrice()
{
return (items[itemType].price);
}
void ItemEntity::setParent(WitchBlastGame* parent)
{
parentGame = parent;
}
void ItemEntity::animate(float delay)
{
z = y + height;
CollidingSpriteEntity::animate(delay);
if (age > 0.7f) testSpriteCollisions();
}
void ItemEntity::render(sf::RenderWindow* app)
{
// shadow
sprite.setTextureRect(sf::IntRect(9 * width, height, width, height));
app->draw(sprite);
// price
if (isMerchandise)
{
std::ostringstream oss;
oss << getPrice() << " $";
StaticTextEntity::Write(app, oss.str(), 16, x, y + 18.0f, ALIGN_CENTER, sf::Color(255, 255, 255));
}
CollidingSpriteEntity::render(app);
}
void ItemEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - height / 2;
boundingBox.height = height;
}
void ItemEntity::dying()
{
isDying = true;
}
void ItemEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
PlayerEntity* playerEntity = dynamic_cast<PlayerEntity*>(entity);
if (collideWithEntity(entity))
{
if (playerEntity != NULL && !playerEntity->isDead())
{
if (isMerchandise == false || playerEntity->getGold() >= getPrice())
{
playerEntity->acquireItem(itemType);
if (isMerchandise) playerEntity->pay(getPrice());
//isDying = true;
dying();
if (itemType >= itemMagicianHat)
{
parentGame->showArtefactDescription(itemType);
SpriteEntity* spriteItem = new SpriteEntity(
image,
playerEntity->getX(), playerEntity->getY() - 60.0f, ITEM_WIDTH, ITEM_HEIGHT);
spriteItem->setFrame(frame);
spriteItem->setImagesProLine(10);
spriteItem->setZ(z);
spriteItem->setLifetime(ACQUIRE_DELAY);
SpriteEntity* spriteStar = new SpriteEntity(
ImageManager::getImageManager()->getImage(IMAGE_STAR),
playerEntity->getX(), playerEntity->getY() - 60.0f);
spriteStar->setScale(4.0f, 4.0f);
spriteStar->setZ(z-1.0f);
spriteStar->setLifetime(ACQUIRE_DELAY);
spriteStar->setSpin(50.0f);
}
else
new MagnetEntity(x, y, playerEntity, itemType);
}
}
}
}
void ItemEntity::collideMapRight()
{
velocity.x = -velocity.x * 0.66f;
}
void ItemEntity::collideMapLeft()
{
velocity.x = -velocity.x * 0.66f;
}
void ItemEntity::collideMapTop()
{
velocity.y = -velocity.y * 0.66f;
}
void ItemEntity::collideMapBottom()
{
velocity.y = -velocity.y * 0.66f;
}
diff --git a/src/ItemEntity.h b/src/ItemEntity.h
index d4619b7..c6f28bf 100644
--- a/src/ItemEntity.h
+++ b/src/ItemEntity.h
@@ -1,40 +1,40 @@
#ifndef ITEMENTITY_H
#define ITEMENTITY_H
#include "sfml_game/CollidingSpriteEntity.h"
#include "Items.h"
class WitchBlastGame;
class ItemEntity : public CollidingSpriteEntity
{
public:
- ItemEntity(enumItemType itemType, float x, float y);
+ ItemEntity(enumItemType itemType, float x, float y, WitchBlastGame* parent);
void setMerchandise(bool isMerchandise);
bool getMerchandise();
int getPrice();
virtual void animate(float delay);
virtual void render(sf::RenderWindow* app);
virtual void calculateBB();
virtual void dying();
void setParent(WitchBlastGame* parent);
enumItemType getItemType() { return itemType; };
protected:
WitchBlastGame* parentGame;
enumItemType itemType;
bool isMerchandise;
virtual void collideMapRight();
virtual void collideMapLeft();
virtual void collideMapTop();
virtual void collideMapBottom();
virtual void readCollidingEntity(CollidingSpriteEntity* entity);
private:
};
#endif // ITEMENTITY_H
diff --git a/src/WitchBlastGame.cpp b/src/WitchBlastGame.cpp
index 9114c62..0b288f6 100644
--- a/src/WitchBlastGame.cpp
+++ b/src/WitchBlastGame.cpp
@@ -1,1266 +1,1258 @@
#include "WitchBlastGame.h"
#include "sfml_game/SpriteEntity.h"
#include "sfml_game/TileMapEntity.h"
#include "DungeonMap.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "sfml_game/EntityManager.h"
#include "Constants.h"
#include "RatEntity.h"
#include "GreenRatEntity.h"
#include "KingRatEntity.h"
#include "BatEntity.h"
#include "SlimeEntity.h"
#include "ChestEntity.h"
#include "EvilFlowerEntity.h"
#include "ItemEntity.h"
#include "ArtefactDescriptionEntity.h"
#include "StaticTextEntity.h"
#include "PnjEntity.h"
#include "TextEntity.h"
#include <iostream>
#include <sstream>
#include <fstream>
WitchBlastGame::WitchBlastGame(): Game(SCREEN_WIDTH, SCREEN_HEIGHT)
{
app->setTitle(APP_NAME + " V" + APP_VERSION);
// loading resources
ImageManager::getImageManager()->addImage((char*)"media/sprite.png");
ImageManager::getImageManager()->addImage((char*)"media/bolt.png");
ImageManager::getImageManager()->addImage((char*)"media/tiles.png");
ImageManager::getImageManager()->addImage((char*)"media/rat.png");
ImageManager::getImageManager()->addImage((char*)"media/minimap.png");
ImageManager::getImageManager()->addImage((char*)"media/doors.png");
ImageManager::getImageManager()->addImage((char*)"media/items.png");
ImageManager::getImageManager()->addImage((char*)"media/items_equip.png");
ImageManager::getImageManager()->addImage((char*)"media/chest.png");
ImageManager::getImageManager()->addImage((char*)"media/bat.png");
ImageManager::getImageManager()->addImage((char*)"media/evil_flower.png");
ImageManager::getImageManager()->addImage((char*)"media/slime.png");
ImageManager::getImageManager()->addImage((char*)"media/king_rat.png");
ImageManager::getImageManager()->addImage((char*)"media/blood.png");
ImageManager::getImageManager()->addImage((char*)"media/corpses.png");
ImageManager::getImageManager()->addImage((char*)"media/corpses_big.png");
ImageManager::getImageManager()->addImage((char*)"media/star.png");
ImageManager::getImageManager()->addImage((char*)"media/star2.png");
ImageManager::getImageManager()->addImage((char*)"media/interface.png");
ImageManager::getImageManager()->addImage((char*)"media/pnj.png");
ImageManager::getImageManager()->addImage((char*)"media/fairy.png");
SoundManager::getSoundManager()->addSound((char*)"media/sound/step.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/blast00.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/blast01.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/door_closing.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/door_opening.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/chest_opening.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/bonus.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/drink.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/player_hit.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/player_die.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/ennemy_dying.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/coin.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/pay.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/wall_impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/big_wall_impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/king_rat_cry_1.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/king_rat_cry_2.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/king_rat_die.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/slime_jump.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/slime_impact.ogg");
SoundManager::getSoundManager()->addSound((char*)"media/sound/slime_impact_weak.ogg");
if (font.loadFromFile("media/DejaVuSans-Bold.ttf"))
{
myText.setFont(font);
}
miniMap = NULL;
currentMap = NULL;
currentFloor = NULL;
specialState = SpecialStateNone;
isPausing = false;
}
WitchBlastGame::~WitchBlastGame()
{
// cleaning all entities
EntityManager::getEntityManager()->clean();
// cleaning data
if (miniMap != NULL) delete (miniMap);
if (currentFloor != NULL) delete (currentFloor);
}
DungeonMap* WitchBlastGame::getCurrentMap()
{
return currentMap;
}
PlayerEntity* WitchBlastGame::getPlayer()
{
return player;
}
void WitchBlastGame::onUpdate()
{
float delta = getAbsolutTime() - lastTime;
lastTime = getAbsolutTime();
if (!isPausing)
{
EntityManager::getEntityManager()->animate(delta);
if (specialState != SpecialStateNone)
{
timer -= delta;
if (timer <= 0.0f)
{
if (specialState == SpecialStateFadeOut)
startNewGame(false);
else
specialState = SpecialStateNone;
}
}
if (isPlayerAlive)
{
if (player->getHp() <= 0)
{
isPlayerAlive = false;
playMusic(MusicEnding);
}
}
}
}
void WitchBlastGame::startNewGame(bool fromSaveFile)
{
gameState = gameStateInit;
// cleaning all entities
EntityManager::getEntityManager()->clean();
// cleaning data
if (miniMap != NULL) delete (miniMap);
if (currentFloor != NULL) delete (currentFloor);
if (fromSaveFile)
{
if (!loadGame()) fromSaveFile = false;
}
if (!fromSaveFile)
{
currentFloor = new GameFloor(1);
floorX = FLOOR_WIDTH / 2;
floorY = FLOOR_HEIGHT / 2;
// the player
player = new PlayerEntity(ImageManager::getImageManager()->getImage(0),
this,
OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
OFFSET_Y + (TILE_HEIGHT * MAP_HEIGHT * 0.5f));
// the boss room is closed
bossRoomOpened = false;
}
// current map (tiles)
currentTileMap = new TileMapEntity(ImageManager::getImageManager()->getImage(IMAGE_TILES), currentMap, 64, 64, 10);
currentTileMap->setX(OFFSET_X);
currentTileMap->setY(OFFSET_Y);
miniMap = new GameMap(FLOOR_WIDTH, FLOOR_HEIGHT);
refreshMinimap();
// the interface
SpriteEntity* interface = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_INTERFACE));
interface->setZ(10000.0f);
interface->removeCenter();
interface->setType(0);
// key symbol on the interface
keySprite.setTexture(*ImageManager::getImageManager()->getImage(IMAGE_ITEMS_EQUIP));
keySprite.setTextureRect(sf::IntRect(ITEM_WIDTH * EQUIP_BOSS_KEY, 0, ITEM_WIDTH, ITEM_HEIGHT));
keySprite.setPosition(326, 616);
// minimap on the interface
TileMapEntity* miniMapEntity = new TileMapEntity(ImageManager::getImageManager()->getImage(4), miniMap, 16, 12, 10);
miniMapEntity->setX(400);
miniMapEntity->setY(607);
miniMapEntity->setZ(10001.0f);
// doors
doorEntity[0] = new DoorEntity(8);
doorEntity[1] = new DoorEntity(4);
doorEntity[2] = new DoorEntity(2);
doorEntity[3] = new DoorEntity(6);
isPlayerAlive = true;
// generate the map
refreshMap();
// items from save
- currentMap->restoreMapObjects();
+ currentMap->restoreMapObjects(this);
// first map is open
roomClosed = false;
// game time counter an state
lastTime = getAbsolutTime();
gameState = gameStatePlaying;
playMusic(MusicDonjon);
// fade in
specialState = SpecialStateFadeIn;
timer = FADE_IN_DELAY;
float x0 = OFFSET_X + MAP_WIDTH * 0.5f * TILE_WIDTH;
float y0 = OFFSET_Y + MAP_HEIGHT * 0.5f * TILE_HEIGHT + 40.0f;
TextEntity* text = new TextEntity("Level 1", 30, x0, y0);
text->setAlignment(ALIGN_CENTER);
text->setLifetime(2.5f);
text->setWeight(-36.0f);
text->setZ(1000);
text->setColor(TextEntity::COLOR_FADING_WHITE);
}
void WitchBlastGame::startGame()
{
startNewGame(true);
// Start game loop
while (app->isOpen())
{
// Process events
sf::Event event;
while (app->pollEvent(event))
{
// Close window : exit
if (event.type == sf::Event::Closed)
{
if (gameState == gameStatePlaying && !player->isDead() && currentMap->isCleared()) saveGame();
app->close();
}
if (event.type == sf::Event::KeyPressed)
{
if (event.key.code == sf::Keyboard::Escape)
{
if (gameState == gameStatePlaying && !isPausing) isPausing = true;
else if (gameState == gameStatePlaying && isPausing) isPausing = false;
}
if (event.key.code == sf::Keyboard::X)
{
startNewGame(false);
}
}
if (event.type == sf::Event::LostFocus)
isPausing = true;
}
if (gameState == gameStatePlaying && !isPausing)
{
if (player->canMove()) player->setVelocity(Vector2D(0.0f, 0.0f));
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Q) || sf::Keyboard::isKeyPressed(sf::Keyboard::A))
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z) || sf::Keyboard::isKeyPressed(sf::Keyboard::W))
player->move(7);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
player->move(1);
else
player->move(4);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::D))
{
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z) || sf::Keyboard::isKeyPressed(sf::Keyboard::W))
player->move(9);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
player->move(3);
else
player->move(6);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Z) || sf::Keyboard::isKeyPressed(sf::Keyboard::W))
{
player->move(8);
}
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::S))
{
player->move(2);
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::Left))
player->fire(4);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Right))
player->fire(6);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Up))
player->fire(8);
else if (sf::Keyboard::isKeyPressed(sf::Keyboard::Down))
player->fire(2);
else if (sf::Mouse::isButtonPressed(sf::Mouse::Left))
{
sf::Vector2i mousePosition = sf::Mouse::getPosition(*app);
int xm = mousePosition.x - player->getX();
int ym = mousePosition.y - player->getY();
if (abs(xm) >= abs(ym))
{
if (xm > 0) player->fire(6);
else player->fire(4);
}
else
{
if (ym > 0) player->fire(2);
else player->fire(8);
}
}
if (player->isDead() && specialState == SpecialStateNone && sf::Keyboard::isKeyPressed(sf::Keyboard::Return))
{
specialState = SpecialStateFadeOut;
timer = FADE_OUT_DELAY;
}
}
onUpdate();
EntityManager::getEntityManager()->sortByZ();
onRender();
verifyDoorUnlocking();
if (roomClosed)
{
if (getEnnemyCount() == 0)
{
currentMap->setCleared(true);
openDoors();
}
}
}
quitGame();
}
void WitchBlastGame::createFloor()
{
}
void WitchBlastGame::closeDoors()
{
if (!currentMap->isCleared())
{
int i;
for(i = 0; i < MAP_WIDTH; i++)
{
if (currentMap->getTile(i, 0) < 4) currentMap->setTile(i, 0, MAP_DOOR);
if (currentMap->getTile(i, MAP_HEIGHT - 1) < 4) currentMap->setTile(i, MAP_HEIGHT - 1, MAP_DOOR);
}
for(i = 0; i < MAP_HEIGHT; i++)
{
if (currentMap->getTile(0, i) < 4) currentMap->setTile(0, i, MAP_DOOR);
if (currentMap->getTile(MAP_WIDTH - 1, i) < 4) currentMap->setTile(MAP_WIDTH - 1, i, MAP_DOOR);
}
roomClosed = true;
}
}
void WitchBlastGame::openDoors()
{
int i, j;
for(i = 0; i < MAP_WIDTH; i++)
for(j = 0; j < MAP_WIDTH; j++)
if (currentMap->getTile(i, j) == MAP_DOOR) currentMap->setTile(i, j, 0);
roomClosed = false;
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
if (currentMap->hasNeighbourUp() == 2 && !bossRoomOpened)
currentMap->setTile(MAP_WIDTH/2, 0, MAP_DOOR);
else
doorEntity[0]->openDoor();
if (currentMap->hasNeighbourLeft() == 2 && !bossRoomOpened)
currentMap->setTile(0, MAP_HEIGHT / 2, MAP_DOOR);
else
doorEntity[1]->openDoor();
if (currentMap->hasNeighbourDown() == 2 && !bossRoomOpened)
currentMap->setTile(MAP_WIDTH / 2, MAP_HEIGHT - 1, MAP_DOOR);
else
doorEntity[2]->openDoor();
if (currentMap->hasNeighbourRight() == 2 && !bossRoomOpened)
currentMap->setTile(MAP_WIDTH - 1, MAP_HEIGHT / 2, MAP_DOOR);
else
doorEntity[3]->openDoor();
}
int WitchBlastGame::getEnnemyCount()
{
int n=0;
EntityManager::EntityList* entityList =EntityManager::getEntityManager()->getList();
EntityManager::EntityList::iterator it;
for (it = entityList->begin (); it != entityList->end ();)
{
GameEntity *e = *it;
it++;
if (e->getType() >= 20)
{
n++;
} // endif
} // end for
return n;
}
void WitchBlastGame::refreshMap()
{
// clean the sprites from old map
EntityManager::getEntityManager()->partialClean(10);
// if new map, it has to be randomized
bool generateMap = !(currentFloor->getMap(floorX, floorY)->isVisited());
currentMap = currentFloor->getAndVisitMap(floorX, floorY);
// load the map
currentTileMap->setMap(currentMap);
player->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
refreshMinimap();
if(generateMap)
this->generateMap();
else
{
if (currentMap->getRoomType() == roomTypeMerchant)
new PnjEntity(OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2 - 2) * TILE_HEIGHT,
0);
}
// for testing purpose (new stuff)
if (player->getAge() <2.0f)
{
/*ItemEntity* book = new ItemEntity(ItemEntity::itemHealth, player->getX(), player->getY()- 180);
book->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
book->setMerchandise(true);*/
/*int bonusType = getRandomEquipItem(true);
ItemEntity* boots = new ItemEntity((enumItemType)(itemMagicianHat + bonusType), player->getX(), player->getY()+ 180);
boots->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);*/
//ChestEntity* chest = new ChestEntity(player->getX() + 100, player->getY()+ 150, CHEST_FAIRY, false);
//chest->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
}
// check doors
doorEntity[0]->setVisible(currentMap->hasNeighbourUp() > 0);
if (currentMap->hasNeighbourUp() == 1) doorEntity[0]->setDoorType(0);
if (currentMap->hasNeighbourUp() == 2 || currentMap->getRoomType()==roomTypeBoss) doorEntity[0]->setDoorType(1);
if (currentMap->hasNeighbourUp() == 2 && !bossRoomOpened)
{
doorEntity[0]->setOpen(false);
currentMap->setTile(MAP_WIDTH/2, 0, MAP_DOOR);
}
else
doorEntity[0]->setOpen(true);
doorEntity[3]->setVisible(currentMap->hasNeighbourRight() > 0);
if (currentMap->hasNeighbourRight() == 1) doorEntity[3]->setDoorType(0);
if (currentMap->hasNeighbourRight() == 2 || currentMap->getRoomType()==roomTypeBoss) doorEntity[3]->setDoorType(1);
if (currentMap->hasNeighbourRight() == 2 && !bossRoomOpened)
{
doorEntity[3]->setOpen(false);
currentMap->setTile(MAP_WIDTH - 1, MAP_HEIGHT / 2, MAP_DOOR);
}
else
doorEntity[3]->setOpen(true);
doorEntity[2]->setVisible(currentMap->hasNeighbourDown() > 0);
if (currentMap->hasNeighbourDown() == 1) doorEntity[2]->setDoorType(0);
if (currentMap->hasNeighbourDown() == 2 || currentMap->getRoomType()==roomTypeBoss) doorEntity[2]->setDoorType(1);
if (currentMap->hasNeighbourDown() == 2 && !bossRoomOpened)
{
doorEntity[2]->setOpen(false);
currentMap->setTile(MAP_WIDTH/2, MAP_HEIGHT - 1, MAP_DOOR);
}
else
doorEntity[2]->setOpen(true);
doorEntity[1]->setVisible(currentMap->hasNeighbourLeft() > 0);
if (currentMap->hasNeighbourLeft() == 1) doorEntity[1]->setDoorType(0);
if (currentMap->hasNeighbourLeft() == 2 || currentMap->getRoomType()==roomTypeBoss) doorEntity[1]->setDoorType(1);
if (currentMap->hasNeighbourLeft() == 2 && !bossRoomOpened)
{
doorEntity[1]->setOpen(false);
currentMap->setTile(0, MAP_HEIGHT / 2, MAP_DOOR);
}
else
doorEntity[1]->setOpen(true);
}
void WitchBlastGame::refreshMinimap()
{
for (int j=0; j < FLOOR_HEIGHT; j++)
for (int i=0; i < FLOOR_WIDTH; i++)
{
int n = currentFloor->getRoom(i, j);
if (n > 0 && currentFloor->getMap(i, j)->isVisited())
{
if (currentFloor->getRoom(i, j) == roomTypeStarting
|| currentFloor->getRoom(i, j) == roomTypeBonus
|| currentFloor->getRoom(i, j) == roomTypeKey)
miniMap->setTile(i, j, roomTypeStandard);
else
miniMap->setTile(i, j, currentFloor->getRoom(i, j));
}
else if (n > 0 && currentFloor->getMap(i, j)->isKnown())
{
if (currentFloor->getRoom(i, j) == roomTypeBoss)
miniMap->setTile(i, j, 7);
else
miniMap->setTile(i, j, 9);
}
else
miniMap->setTile(i, j, 0);
}
miniMap->setTile(floorX, floorY, 8);
}
void WitchBlastGame::checkEntering()
{
if (!currentMap->isCleared())
{
player->setEntering();
SoundManager::getSoundManager()->playSound(SOUND_DOOR_CLOSING);
for (int i=0; i<4; i++)
doorEntity[i]->closeDoor();
}
}
void WitchBlastGame::saveMapItems()
{
EntityManager::EntityList* entityList = EntityManager::getEntityManager()->getList();
EntityManager::EntityList::iterator it;
for (it = entityList->begin (); it != entityList->end ();)
{
GameEntity* e = *it;
it++;
ItemEntity* itemEntity = dynamic_cast<ItemEntity*>(e);
ChestEntity* chestEntity = dynamic_cast<ChestEntity*>(e);
if (itemEntity != NULL)
{
currentMap->addItem(itemEntity->getItemType(), itemEntity->getX(), itemEntity->getY(), itemEntity->getMerchandise());
} // endif
else if (chestEntity != NULL)
{
currentMap->addChest(chestEntity->getChestType(), chestEntity->getOpened(), chestEntity->getX(), chestEntity->getY());
} // endif
else
{
SpriteEntity* spriteEntity = dynamic_cast<SpriteEntity*>(e);
if (spriteEntity != NULL && (e->getType() == ENTITY_BLOOD || e->getType() == ENTITY_CORPSE ) )
{
int spriteFrame = spriteEntity->getFrame();
if (spriteEntity->getWidth() == 128) spriteFrame += FRAME_CORPSE_KING_RAT;
currentMap->addSprite(e->getType(), spriteFrame, e->getX(), e->getY(), spriteEntity->getScaleX());
}
}
} // end for
}
void WitchBlastGame::moveToOtherMap(int direction)
{
saveMapItems();
switch (direction)
{
case (4): floorX--; player->moveTo((OFFSET_X + MAP_WIDTH * TILE_WIDTH), player->getY()); player->move(4); break;
case (6): floorX++; player->moveTo(OFFSET_X, player->getY()); player->move(6); break;
case (8): floorY--; player->moveTo(player->getX(), OFFSET_Y + MAP_HEIGHT * TILE_HEIGHT - 10); player->move(8); break;
case (2): floorY++; player->moveTo(player->getX(), OFFSET_Y); break;
}
refreshMap();
checkEntering();
- currentMap->restoreMapObjects();
+ currentMap->restoreMapObjects(this);
}
void WitchBlastGame::onRender()
{
// clear the view
app->clear(sf::Color(32, 32, 32));
// render the game objects
EntityManager::getEntityManager()->render(app);
myText.setColor(sf::Color(255, 255, 255, 255));
myText.setCharacterSize(17);
myText.setString("WASD or ZQSD to move\nArrows to shoot");
myText.setPosition(650, 650);
app->draw(myText);
myText.setCharacterSize(18);
std::ostringstream oss;
oss << player->getGold();
myText.setString(oss.str());
myText.setPosition(690, 612);
app->draw(myText);
myText.setColor(sf::Color(0, 0, 0, 255));
myText.setCharacterSize(16);
myText.setString("Level 1");
myText.setPosition(410, 692);
app->draw(myText);
sf::RectangleShape rectangle(sf::Vector2f(200, 25));
// life
if (gameState == gameStatePlaying)
{
// life and mana
rectangle.setFillColor(sf::Color(190, 20, 20));
rectangle.setPosition(sf::Vector2f(90, 622));
rectangle.setSize(sf::Vector2f(200.0f * (float)(player->getHpDisplay()) / (float)(player->getHpMax()) , 25));
app->draw(rectangle);
rectangle.setFillColor(sf::Color(255, 190, 190));
rectangle.setPosition(sf::Vector2f(90, 625));
rectangle.setSize(sf::Vector2f(200.0f * (float)(player->getHpDisplay()) / (float)(player->getHpMax()) , 2));
app->draw(rectangle);
rectangle.setFillColor(sf::Color(20, 20, 190));
rectangle.setPosition(sf::Vector2f(90, 658));
rectangle.setSize(sf::Vector2f(200.0f * player->getPercentFireDelay() , 25));
app->draw(rectangle);
rectangle.setFillColor(sf::Color(190, 190, 255));
rectangle.setPosition(sf::Vector2f(90, 661));
rectangle.setSize(sf::Vector2f(200.0f * player->getPercentFireDelay() , 2));
app->draw(rectangle);
// drawing the key on the interface
if (player->isEquiped(EQUIP_BOSS_KEY)) app->draw(keySprite);
if (isPausing)
{
rectangle.setFillColor(sf::Color(0, 0, 0, 160));
rectangle.setPosition(sf::Vector2f(OFFSET_X, OFFSET_Y));
rectangle.setSize(sf::Vector2f(MAP_WIDTH * TILE_WIDTH, MAP_HEIGHT * TILE_HEIGHT));
app->draw(rectangle);
float x0 = OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2;
int fade = 50 + 205 * (1.0f + cos(3.0f * getAbsolutTime())) * 0.5f;
myText.setColor(sf::Color(255, 255, 255, fade));
myText.setCharacterSize(40);
myText.setString("PAUSE");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 300);
app->draw(myText);
}
if (player->isDead())
{
float x0 = OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2;
int fade = 255 * (1.0f + cos(2.0f * getAbsolutTime())) * 0.5f;
myText.setColor(sf::Color(255, 255, 255, 255));
myText.setCharacterSize(25);
myText.setString("GAME OVER");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 400);
app->draw(myText);
myText.setColor(sf::Color(255, 255, 255, fade));
myText.setCharacterSize(20);
myText.setString("Press [ENTER] to play again !");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 440);
app->draw(myText);
}
else if (currentMap->getRoomType() == roomTypeExit)
{
float x0 = OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2;
myText.setColor(sf::Color(255, 255, 255, 255));
myText.setCharacterSize(25);
myText.setString("CONGRATULATIONS !\nYou've challenged this demo and\nmanaged to kill the boss !\nSee you soon for new adventures !");
myText.setPosition(x0 - myText.getLocalBounds().width / 2, 220);
app->draw(myText);
}
if (specialState == SpecialStateFadeIn)
{
// fade in
rectangle.setFillColor(sf::Color(0, 0, 0, 255 - ((FADE_IN_DELAY - timer) / FADE_IN_DELAY) * 255));
rectangle.setPosition(sf::Vector2f(OFFSET_X, OFFSET_Y));
rectangle.setSize(sf::Vector2f(MAP_WIDTH * TILE_WIDTH , MAP_HEIGHT * TILE_HEIGHT));
app->draw(rectangle);
}
else if (specialState == SpecialStateFadeOut)
{
// fade out
rectangle.setFillColor(sf::Color(0, 0, 0, ((FADE_IN_DELAY - timer) / FADE_IN_DELAY) * 255));
rectangle.setPosition(sf::Vector2f(OFFSET_X, OFFSET_Y));
rectangle.setSize(sf::Vector2f(MAP_WIDTH * TILE_WIDTH , MAP_HEIGHT * TILE_HEIGHT));
app->draw(rectangle);
}
}
app->display();
}
void WitchBlastGame::generateBlood(float x, float y, BaseCreatureEntity::enumBloodColor bloodColor)
{
int nbIt;
if (player->isEquiped(EQUIP_BLOOD_SNAKE))
nbIt = 2;
else
nbIt = 1;
for (int i=0; i < nbIt; i++)
{
SpriteEntity* blood = new SpriteEntity(ImageManager::getImageManager()->getImage(IMAGE_BLOOD), x, y, 16, 16, 6);
blood->setZ(OFFSET_Y - 1);
int b0 = 0;
if (bloodColor == BaseCreatureEntity::bloodGreen) b0 += 6;
blood->setFrame(b0 + rand()%6);
blood->setType(ENTITY_BLOOD);
blood->setVelocity(Vector2D(rand()%250));
blood->setViscosity(0.95f);
float bloodScale = 1.0f + (rand() % 10) * 0.1f;
blood->setScale(bloodScale, bloodScale);
}
}
void WitchBlastGame::showArtefactDescription(enumItemType itemType)
{
new ArtefactDescriptionEntity(itemType, this); //, &font);
}
void WitchBlastGame::generateMap()
{
if (currentMap->getRoomType() == roomTypeStandard)
generateStandardMap();
else if (currentMap->getRoomType() == roomTypeBonus)
{
currentMap->setCleared(true);
Vector2D v = currentMap->generateBonusRoom();
int bonusType = getRandomEquipItem(false);
if (bonusType == EQUIP_FAIRY)
{
- ChestEntity* chest = new ChestEntity(v.x, v.y, CHEST_FAIRY, false);
- chest->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ new ChestEntity(v.x, v.y, CHEST_FAIRY, false, this);
}
else
{
- ItemEntity* newItem
- = new ItemEntity( (enumItemType)(itemMagicianHat + bonusType), v.x ,v.y);
- newItem->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ new ItemEntity( (enumItemType)(itemMagicianHat + bonusType), v.x ,v.y, this);
}
}
else if (currentMap->getRoomType() == roomTypeKey)
{
Vector2D v = currentMap->generateKeyRoom();
- ItemEntity* newItem
- = new ItemEntity( (enumItemType)(itemBossKey), v.x ,v.y);
- newItem->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ new ItemEntity( (enumItemType)(itemBossKey), v.x ,v.y, this);
initMonsterArray();
int x0 = MAP_WIDTH / 2;
int y0 = MAP_HEIGHT / 2;
monsterArray[x0][y0] = true;
findPlaceMonsters(MONSTER_RAT, 5);
findPlaceMonsters(MONSTER_BAT, 5);
}
else if (currentMap->getRoomType() == roomTypeMerchant)
{
currentMap->generateMerchantRoom();
ItemEntity* item1 = new ItemEntity(
itemHealth,
OFFSET_X + (MAP_WIDTH / 2 - 2) * TILE_WIDTH + TILE_WIDTH / 2,
- OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT);
- item1->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT,
+ this);
item1->setMerchandise(true);
int bonusType = getRandomEquipItem(true);
ItemEntity* item2 = new ItemEntity(
(enumItemType)(itemMagicianHat + bonusType),
OFFSET_X + (MAP_WIDTH / 2 + 2) * TILE_WIDTH + TILE_WIDTH / 2,
- OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT);
- item2->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ OFFSET_Y + (MAP_HEIGHT / 2) * TILE_HEIGHT,
+ this);
item2->setMerchandise(true);
new PnjEntity(OFFSET_X + (MAP_WIDTH / 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2 - 2) * TILE_HEIGHT,
0);
currentMap->setCleared(true);
}
else if (currentMap->getRoomType() == roomTypeBoss)
{
currentMap->generateRoom(0);
boss = new KingRatEntity(OFFSET_X + (MAP_WIDTH / 2 - 2) * TILE_WIDTH + TILE_WIDTH / 2,
OFFSET_Y + (MAP_HEIGHT / 2 - 2) * TILE_HEIGHT + TILE_HEIGHT / 2,
this);
}
else if (currentMap->getRoomType() == roomTypeStarting)
{
currentMap->generateRoom(0);
currentMap->setCleared(true);
int bonusType = getRandomEquipItem(false);
if (bonusType == EQUIP_FAIRY)
{
- ChestEntity* chest = new ChestEntity(OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
+ new ChestEntity(OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
OFFSET_Y + 120.0f + (TILE_HEIGHT * MAP_HEIGHT * 0.5f),
- CHEST_FAIRY, false);
- chest->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ CHEST_FAIRY, false, this);
}
else
{
- ItemEntity* newItem
- = new ItemEntity( (enumItemType)(itemMagicianHat + bonusType),
+ new ItemEntity( (enumItemType)(itemMagicianHat + bonusType),
OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
- OFFSET_Y + 120.0f + (TILE_HEIGHT * MAP_HEIGHT * 0.5f));
- newItem->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ OFFSET_Y + 120.0f + (TILE_HEIGHT * MAP_HEIGHT * 0.5f),
+ this);
}
}
else if (currentMap->getRoomType() == roomTypeExit)
{
currentMap->generateRoom(0);
currentMap->setCleared(true);
}
else
currentMap->randomize(currentMap->getRoomType());
}
void WitchBlastGame::initMonsterArray()
{
for (int i = 0; i < MAP_WIDTH; i++)
for (int j = 0; j < MAP_HEIGHT; j++)
monsterArray[i][j] = false;
}
void WitchBlastGame::addMonster(monster_type_enum monsterType, float xm, float ym)
{
switch (monsterType)
{
case MONSTER_RAT: new RatEntity(xm, ym - 2, this); break;
case MONSTER_BAT: new BatEntity(xm, ym, this); break;
case MONSTER_EVIL_FLOWER: new EvilFlowerEntity(xm, ym, this); break;
case MONSTER_SLIME: new SlimeEntity(xm, ym, this); break;
case MONSTER_KING_RAT: new KingRatEntity(xm, ym, this); break;
}
}
void WitchBlastGame::findPlaceMonsters(monster_type_enum monsterType, int amount)
{
// find a suitable place
bool isMonsterFlying = monsterType == MONSTER_BAT;
bool bOk;
int xm, ym;
float xMonster, yMonster;
for (int index = 0; index < amount; index++)
{
bOk = false;
while (!bOk)
{
bOk = true;
xm = 1 +rand() % (MAP_WIDTH - 3);
ym = 1 +rand() % (MAP_HEIGHT - 3);
if (monsterArray[xm][ym])
{
bOk = false;
}
if (bOk && !isMonsterFlying && !currentMap->isWalkable(xm, ym))
{
bOk = false;
}
if (bOk)
{
xMonster = OFFSET_X + xm * TILE_WIDTH + TILE_WIDTH * 0.5f;
yMonster = OFFSET_Y + ym * TILE_HEIGHT+ TILE_HEIGHT * 0.5f;
float dist2 = (xMonster - player->getX())*(xMonster - player->getX()) + (yMonster - player->getY())*(yMonster - player->getY());
if ( dist2 < 75000.0f)
{
bOk = false;
}
else
{
addMonster(monsterType, xMonster, yMonster);
monsterArray[xm][ym] = true;
}
}
}
}
}
void WitchBlastGame::generateStandardMap()
{
initMonsterArray();
int random = rand() % 100;
if (random < 16)
{
currentMap->generateRoom(rand()%3);
findPlaceMonsters(MONSTER_RAT,4);
}
else if (random < 32)
{
currentMap->generateRoom(rand()%4);
findPlaceMonsters(MONSTER_BAT,4);
}
else if (random < 48)
{
currentMap->generateRoom(rand()%4);
findPlaceMonsters(MONSTER_EVIL_FLOWER,4);
}
else if (random < 64)
{
Vector2D v = currentMap->generateBonusRoom();
- ChestEntity* chest = new ChestEntity(v.x, v.y, CHEST_BASIC, false);
- chest->setMap(currentMap, TILE_WIDTH, TILE_HEIGHT, OFFSET_X, OFFSET_Y);
+ new ChestEntity(v.x, v.y, CHEST_BASIC, false, this);
currentMap->setCleared(true);
}
else if (random < 80)
{
currentMap->generateRoom(rand()%3);
findPlaceMonsters(MONSTER_RAT,3);
findPlaceMonsters(MONSTER_BAT,3);
}
else
{
currentMap->generateRoom(rand()%3);
findPlaceMonsters(MONSTER_SLIME,8 + rand() % 5);
}
}
int WitchBlastGame::getRandomEquipItem(bool toSale = false)
{
std::vector<int> bonusSet;
int setSize = 0;
for (int i = 0; i < NUMBER_EQUIP_ITEMS; i++)
{
if (!player->isEquiped(i) && i != EQUIP_BOSS_KEY)
{
if (!toSale || i!= EQUIP_FAIRY)
{
bonusSet.push_back(i);
setSize++;
}
}
}
int bonusType = 0;
if (setSize > 0) bonusType = bonusSet[rand() % setSize];
return bonusType;
}
void WitchBlastGame::verifyDoorUnlocking()
{
int colliding = (player->getColliding());
if (colliding > 0 && currentMap->isCleared() && !bossRoomOpened && player->isEquiped(EQUIP_BOSS_KEY))
{
int xt = (player->getX() - OFFSET_X) / TILE_WIDTH;
int yt = (player->getY() - OFFSET_Y) / TILE_HEIGHT;
if (yt <= 1 && xt >= MAP_WIDTH / 2 - 1 && xt <= MAP_WIDTH / 2 + 1 && currentMap->hasNeighbourUp() == 2)
{
doorEntity[0]->openDoor();
currentMap->setTile(MAP_WIDTH / 2, 0, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
if (yt >= MAP_HEIGHT - 2 && xt >= MAP_WIDTH / 2 - 1 &&xt <= MAP_WIDTH / 2 + 1 && currentMap->hasNeighbourDown() == 2)
{
doorEntity[2]->openDoor();
currentMap->setTile(MAP_WIDTH / 2, MAP_HEIGHT - 1, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
if (xt <= 1 && yt >= MAP_HEIGHT / 2 - 1 && yt <= MAP_HEIGHT / 2 + 1 && currentMap->hasNeighbourLeft() == 2)
{
doorEntity[1]->openDoor();
currentMap->setTile(0, MAP_HEIGHT / 2, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
if (xt >= MAP_WIDTH - 2 && yt >= MAP_HEIGHT / 2 - 1 && yt <= MAP_HEIGHT / 2 + 1 && currentMap->hasNeighbourRight() == 2)
{
doorEntity[3]->openDoor();
currentMap->setTile(MAP_WIDTH - 1, MAP_HEIGHT / 2, 0);
SoundManager::getSoundManager()->playSound(SOUND_DOOR_OPENING);
player->useBossKey();
bossRoomOpened = true;
}
}
}
void WitchBlastGame::playMusic(musicEnum musicChoice)
{
music.stop();
music.setLoop(true);
bool ok = false;
switch (musicChoice)
{
case MusicDonjon:
ok = music.openFromFile("media/sound/track00.ogg");
music.setVolume(75);
break;
case MusicEnding:
ok = music.openFromFile("media/sound/track_ending.ogg");
music.setVolume(35);
break;
}
if (ok)
music.play();
}
void WitchBlastGame::saveGame()
{
ofstream file("game.sav", ios::out | ios::trunc);
int i, j, k, l;
if (file)
{
// floor
int nbRooms = 0;
for (j = 0; j < FLOOR_HEIGHT; j++)
{
for (i = 0; i < FLOOR_WIDTH; i++)
{
file << currentFloor->getRoom(i,j) << " ";
if (currentFloor->getRoom(i,j) > 0) nbRooms++;
}
file << std::endl;
}
// maps
saveMapItems();
file << nbRooms << std::endl;
for (j = 0; j < FLOOR_HEIGHT; j++)
{
for (i = 0; i < FLOOR_WIDTH; i++)
{
if (currentFloor->getRoom(i,j) > 0)
{
file << i << " " << j << " "
<< currentFloor->getMap(i, j)->getRoomType() << " "
<< currentFloor->getMap(i, j)->isKnown() << " "
<< currentFloor->getMap(i, j)->isVisited() << " "
<< currentFloor->getMap(i, j)->isCleared() << std::endl;
if (currentFloor->getMap(i, j)->isVisited())
{
for (l = 0; l < MAP_HEIGHT; l++)
{
for (k = 0; k < MAP_WIDTH; k++)
{
file << currentFloor->getMap(i, j)->getTile(k, l) << " ";
}
file << std::endl;
}
// items, etc...
std::list<DungeonMap::itemListElement> itemList = currentFloor->getMap(i, j)->getItemList();
file << itemList.size() << std::endl;
std::list<DungeonMap::itemListElement>::iterator it;
for (it = itemList.begin (); it != itemList.end ();)
{
DungeonMap::itemListElement ilm = *it;
it++;
file << ilm.type << " " << ilm.x << " " << ilm.y << " " << ilm.merch << std::endl;
}
// chests
std::list<DungeonMap::chestListElement> chestList = currentFloor->getMap(i, j)->getChestList();
file << chestList.size() << std::endl;
std::list<DungeonMap::chestListElement>::iterator itc;
for (itc = chestList.begin (); itc != chestList.end ();)
{
DungeonMap::chestListElement ilm = *itc;
itc++;
file << ilm.type << " " << ilm.x << " " << ilm.y << " " << ilm.state << std::endl;
}
// sprites
std::list<DungeonMap::spriteListElement> spriteList = currentFloor->getMap(i, j)->getSpriteList();
file << spriteList.size() << std::endl;
std::list<DungeonMap::spriteListElement>::iterator its;
for (its = spriteList.begin (); its != spriteList.end ();)
{
DungeonMap::spriteListElement ilm = *its;
its++;
file << ilm.type << " " << ilm.frame << " " << ilm.x << " " << ilm.y << " " << ilm.scale << std::endl;
}
}
}
}
file << std::endl;
}
// game
file << floorX << " " << floorY << std::endl;
file << bossRoomOpened << std::endl;
// boss door !
// player
file << player->getHp() << " " << player->getHpMax() << " " << player->getGold() << std::endl;
for (i = 0; i < NUMBER_EQUIP_ITEMS; i++) file << player->isEquiped(i) << " ";
file << std::endl;
file << player->getX() << " " << player->getY() << std::endl;
file.close();
}
else
{
cerr << "[ERROR] Saving the game..." << endl;
}
}
bool WitchBlastGame::loadGame()
{
ifstream file("game.sav", ios::in);
if (file)
{
int i, j, k, n;
// floor
currentFloor = new GameFloor();
for (j = 0; j < FLOOR_HEIGHT; j++)
{
for (i = 0; i < FLOOR_WIDTH; i++)
{
int n;
file >> n;
currentFloor->setRoom(i, j, n);
}
}
// maps
int nbRooms;
file >> nbRooms;
for (k = 0; k < nbRooms; k++)
{
file >> i;
file >> j;
file >> n;
DungeonMap* iMap = new DungeonMap(currentFloor, i, j);
currentFloor->setMap(i, j, iMap);
iMap->setRoomType((roomTypeEnum)n);
bool flag;
file >> flag;
iMap->setKnown(flag);
file >> flag;
iMap->setVisited(flag);
file >> flag;
iMap->setCleared(flag);
if (iMap->isVisited())
{
for (j = 0; j < MAP_HEIGHT; j++)
{
for (i = 0; i < MAP_WIDTH; i++)
{
file >> n;
iMap->setTile(i, j, n);
}
}
// items int the map
file >> n;
for (i = 0; i < n; i++)
{
int t;
float x, y;
bool merc;
file >> t >> x >> y >> merc;
iMap->addItem(t, x, y, merc);
}
// chests in the map
file >> n;
for (i = 0; i < n; i++)
{
int t;
float x, y;
bool state;
file >> t >> x >> y >> state;
iMap->addChest(t, state, x, y);
}
// sprites in the map
file >> n;
for (i = 0; i < n; i++)
{
int t, f;
float x, y, scale;
file >> t >> f >> x >> y >> scale;
iMap->addSprite(t, f, x, y, scale);
}
}
}
//currentFloor->displayToConsole();
// game
file >> floorX >> floorY;
currentMap = currentFloor->getMap(floorX, floorY);
file >> bossRoomOpened;
// player
int hp, hpMax, gold;
file >> hp >> hpMax >> gold;
player = new PlayerEntity(ImageManager::getImageManager()->getImage(0),
this,
OFFSET_X + (TILE_WIDTH * MAP_WIDTH * 0.5f),
OFFSET_Y + (TILE_HEIGHT * MAP_HEIGHT * 0.5f));
player->setHp(hp);
player->setHpMax(hpMax);
player->setGold(gold);
for (i = 0; i < NUMBER_EQUIP_ITEMS; i++)
{
bool eq;
file >> eq;
player->setEquiped(i, eq);
}
float x, y;
file >> x >> y;
player->moveTo(x, y);
file.close();
remove("game.sav");
}
else
{
return false;
}
return true;
}

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