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diff --git a/src/ChestEntity.cpp b/src/ChestEntity.cpp
index 6431f3f..71e420f 100644
--- a/src/ChestEntity.cpp
+++ b/src/ChestEntity.cpp
@@ -1,303 +1,303 @@
#include "ChestEntity.h"
#include "PlayerEntity.h"
#include "FallingRockEntity.h"
#include "ExplosionEntity.h"
#include "SnakeEntity.h"
#include "WitchBlastGame.h"
#include "sfml_game/ImageManager.h"
#include "sfml_game/SoundManager.h"
#include "sfml_game/SpriteEntity.h"
#include "Constants.h"
#include <iostream>
ChestEntity::ChestEntity(float x, float y, int chestType, bool isOpen)
: CollidingSpriteEntity(ImageManager::getInstance().getImage(IMAGE_CHEST), x, y, 48, 64)
{
type = ENTITY_CHEST;
imagesProLine = 2;
this->isOpen = isOpen;
this->chestType = chestType;
frame = chestType * imagesProLine;
//if (chestType > ChestFairy) frame = ChestFairy * imagesProLine;
frame += (isOpen ? 1 : 0);
if (isOpen && frame > ChestFairy * imagesProLine + 1) frame = ChestFairy * imagesProLine + 1;
setMap(game().getCurrentMap(), TILE_WIDTH, TILE_HEIGHT, 0, 0);
timer = -1.0f;
appearTimer = -1.0f;
sprite.setOrigin(24, 40);
}
bool ChestEntity::getOpened()
{
return isOpen;
}
int ChestEntity::getChestType()
{
return chestType;
}
void ChestEntity::makeAppear()
{
appearTimer = CHEST_APPEAR_DELAY;
for(int i=0; i < 8; i++)
{
generateStar(sf::Color(50, 50, 255, 255));
generateStar(sf::Color(255, 50, 50, 255));
generateStar(sf::Color(50, 255, 50, 255));
generateStar(sf::Color(255, 255, 255, 255));
}
}
void ChestEntity::animate(float delay)
{
if (appearTimer >= 0.0f) appearTimer -= delay;
CollidingSpriteEntity::animate(delay);
if (!isOpen) testSpriteCollisions();
z = y + 21;
// trap
if (timer > 0.0f)
{
timer -= delay;
if (timer <= 0.0f)
{
if (trap == TrapStones)
{
initFallingGrid();
for (int i = 0; i < 22; i++) fallRock();
SoundManager::getInstance().playSound(SOUND_TRAP);
game().makeShake(0.25f);
}
else if (trap == TrapExplosion)
{
initFallingGrid();
new ExplosionEntity(x, y, ExplosionTypeStandard, 12, EnemyTypeNone, true);
game().addCorpse(x, y, FRAME_CORPSE_SLIME_VIOLET);
SoundManager::getInstance().playSound(SOUND_BOOM_00);
game().makeShake(0.25f);
}
else // snakes
{
new SnakeEntity(x + 1, y, SnakeEntity::SnakeTypeNormal, true);
new SnakeEntity(x - 1, y, SnakeEntity::SnakeTypeNormal, true);
new SnakeEntity(x, y + 1, SnakeEntity::SnakeTypeNormal, true);
}
}
}
}
void ChestEntity::render(sf::RenderTarget* app)
{
if (appearTimer > 0.0f)
{
int fade = 255 * (1.0f - appearTimer / CHEST_APPEAR_DELAY);
sprite.setColor(sf::Color(255, 255, 255, fade));
}
else
sprite.setColor(sf::Color(255, 255, 255, 255));
CollidingSpriteEntity::render(app);
if (game().getShowLogical())
{
displayBoundingBox(app);
displayCenterAndZ(app);
}
}
void ChestEntity::calculateBB()
{
boundingBox.left = (int)x - width / 2;
boundingBox.width = width;
boundingBox.top = (int)y - 24;
boundingBox.height = 46;
}
void ChestEntity::readCollidingEntity(CollidingSpriteEntity* entity)
{
if (isOpen || appearTimer > 0.5f) return;
PlayerEntity* playerEntity = dynamic_cast<PlayerEntity*>(entity);
if (collideWithEntity(entity))
{
if (playerEntity != NULL && !playerEntity->isDead())
{
open();
frame += 1;
if (frame > ChestFairy * imagesProLine + 1) frame = ChestFairy * imagesProLine + 1;
}
}
}
void ChestEntity::dropItem(enumItemType item)
{
ItemEntity* newItem = new ItemEntity(item, x, y);
newItem->setVelocity(Vector2D(50.0f + rand()% 150));
if (newItem->getVelocity().y < 0.0f) newItem->setVelocity(Vector2D(newItem->getVelocity().x, -newItem->getVelocity().y));
newItem->setViscosity(0.96f);
}
void ChestEntity::open()
{
isOpen = true;
if (chestType >= ChestFairy)
SoundManager::getInstance().playSound(SOUND_GLASS);
else
SoundManager::getInstance().playSound(SOUND_CHEST_OPENING);
if (chestType == ChestBasic)
{
int r = rand()% 50;
if (r == 0 && !game().getPlayer()->isEquiped(EQUIP_FLOOR_MAP))
dropItem(ItemFloorMap);
else if (r == 1 && !game().getPlayer()->isEquiped(EQUIP_ALCOHOL))
dropItem(ItemAlcohol);
else if (r == 2 && !game().getPlayer()->isEquiped(EQUIP_LUCK))
dropItem(ItemLuck);
else if (r == 3 && !game().getPlayer()->isEquiped(EQUIP_FAIRY_POWDER) && game().getPlayer()->getFairieNumber() > 0)
dropItem(ItemFairyPowder);
else
{
// gold
int r = 2 + rand() % 6;
if (game().getPlayer()->isEquiped(EQUIP_LUCK)) r += rand() % 6;
for (int i = 0; i < r; i++)
{
ItemEntity* newItem = new ItemEntity(ItemCopperCoin, x, y);
newItem->setVelocity(Vector2D(50.0f + rand()% 150));
if (newItem->getVelocity().y < 0.0f) newItem->setVelocity(Vector2D(newItem->getVelocity().x, -newItem->getVelocity().y));
newItem->setViscosity(0.96f);
}
}
// trap !
if (game().getLevel() >= 2 && !game().getPlayer()->isEquiped(EQUIP_GLOVES_ADVANCED))
{
if (rand() % 5 == 0) // trap
{
int r = rand() % 3;
if (r == 0)
{
timer = 1.0f;
trap = TrapExplosion;
}
else if (r == 1)
{
timer = 1.0f;
trap = TrapSnakes;
}
else
{
timer = 0.5f;
trap = TrapStones;
}
}
}
}
else if (chestType >= ChestFairy)
{
enumItemType itemType = ItemFairy;
switch (chestType - ChestFairy)
{
case FamiliarFairy: itemType = ItemFairy; break;
case FamiliarFairyIce: itemType = ItemFairyIce; break;
case FamiliarFairyFire: itemType = ItemFairyFire; break;
case FamiliarFairyTarget: itemType = ItemFairyTarget; break;
case FamiliarFairyPoison: itemType = ItemFairyPoison; break;
}
ItemEntity* newItem = new ItemEntity(itemType, x, y);
newItem->setVelocity(Vector2D(50.0f + rand()% 150));
newItem->setViscosity(0.96f);
}
else if (chestType == ChestExit)
{
int r = rand() % 3;
if (r == 0)
{
- for (int i = 0; i < 5; i++)
+ for (int i = 0; i < (game().getPlayer()->isEquiped(EQUIP_LUCK) ? 6 : 5); i++)
{
ItemEntity* newItem = new ItemEntity(ItemSilverCoin, x, y);
newItem->setVelocity(Vector2D(90.0f + rand()% 150));
if (newItem->getVelocity().y < 0.0f) newItem->setVelocity(Vector2D(newItem->getVelocity().x, -newItem->getVelocity().y));
newItem->setViscosity(0.96f);
}
}
else if (r == 1)
{
- for (int i = 0; i < 3; i++)
+ for (int i = 0; i < (game().getPlayer()->isEquiped(EQUIP_LUCK) ? 4 : 3); i++)
{
ItemEntity* newItem = new ItemEntity(ItemSilverCoin, x, y);
newItem->setVelocity(Vector2D(90.0f + rand()% 150));
if (newItem->getVelocity().y < 0.0f) newItem->setVelocity(Vector2D(newItem->getVelocity().x, -newItem->getVelocity().y));
newItem->setViscosity(0.96f);
}
ItemEntity* newItem = new ItemEntity(ItemHealth, x, y);
newItem->setVelocity(Vector2D(90.0f + rand()% 150));
if (newItem->getVelocity().y < 0.0f) newItem->setVelocity(Vector2D(newItem->getVelocity().x, -newItem->getVelocity().y));
newItem->setViscosity(0.96f);
}
else
{
int bonusType = game().getRandomEquipItem(false, true);
ItemEntity* newItem;
if (game().getPlayer()->isEquiped(bonusType))
newItem = new ItemEntity( (enumItemType)(ItemBonusHealth), x ,y);
else
newItem = new ItemEntity( (enumItemType)(FirstEquipItem + bonusType), x ,y);
newItem->setVelocity(Vector2D(160.0f + rand()% 80));
if (newItem->getVelocity().y < 0.0f) newItem->setVelocity(Vector2D(newItem->getVelocity().x, -newItem->getVelocity().y));
newItem->setViscosity(0.96f);
}
}
else if (chestType == ChestChallenge)
{
game().generateChallengeBonus(x, y);
}
}
void ChestEntity::initFallingGrid()
{
for (int i = 0; i < MAP_WIDTH; i++)
for (int j = 0; j < MAP_HEIGHT; j++)
fallingGrid[i][j] = false;
}
void ChestEntity::fallRock()
{
int rx, ry;
do
{
rx = 1 + rand() % (MAP_WIDTH - 2);
ry = 1 + rand() % (MAP_HEIGHT - 2);
}
while (fallingGrid[rx][ry]);
fallingGrid[rx][ry] = true;
new FallingRockEntity(rx * TILE_WIDTH + TILE_WIDTH / 2,
ry * TILE_HEIGHT + TILE_HEIGHT / 2,
rand() % 3,
true);
}
void ChestEntity::generateStar(sf::Color starColor)
{
SpriteEntity* spriteStar = new SpriteEntity(
ImageManager::getInstance().getImage(IMAGE_STAR_2),
x - 15 + rand() % 30, y - 10 + rand() % 30);
spriteStar->setScale(0.8f, 0.8f);
spriteStar->setZ(1000.0f);
spriteStar->setSpin(-100 + rand()%200);
spriteStar->setVelocity(Vector2D(50 + rand()%40));
spriteStar->setWeight(-130);
spriteStar->setFading(true);
spriteStar->setAge(-0.8f);
spriteStar->setLifetime(0.2f + (rand() % 100) * 0.005f );
spriteStar->setColor(starColor);
spriteStar->setType(ENTITY_EFFECT);
spriteStar->setRenderAdd();
}
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