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Copy pathGameEvents.cpp
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executable file
·253 lines (223 loc) · 6.09 KB
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#include "ddutil.h"
#include "dxutil.h"
#include "dsutil.h"
#include "sprite.h"
#include "stdafx.h"
#include "scene.h"
#include <list>
using namespace std;
#include "sounds.h"
#include "weapon.h"
#include "physicalobject.h"
#include "font.h"
#include "GameEvents.h"
#include "Target.h"
GameEvents Events;
extern SoundQueue GameSounds;
extern CDisplay TheDisplay;
extern HWND hwnd;
extern Weapon* PlayerWeapon;
extern CursorPhysicsMachine CursorMachine;
void GameEvents::AllowGunShots()
{
mGunShotsAllowed = true;
}
void GameEvents::DisallowGunShots()
{
mGunShotsAllowed = false;
}
void GameEvents::DrawCursorString(POINT cursor)
{
if(CursorDrawString && strcmp(CursorDrawString, ""))
GetFontBySizeIndex(2)->DrawString(CursorDrawString, cursor);
}
void GameEvents::Update(int timediff, POINT cursorpos, bool LMBDOWN, bool RMBDOWN)
{
if(RMBDOWN)
{
if(mGunShot.ReloadGo(cursorpos))
ChangeCursorDrawString("RELOADING WEAPON");
}
if(LMBDOWN && mGunShotsAllowed)
PlayerWeapon->mTriggerDown = true;
else
PlayerWeapon->mTriggerDown = false;
if(mGunShotActive){
mGunShotActive = mGunShot.Update(timediff, cursorpos, LMBDOWN);
mScreenFlashColor = RGB_TORGBA(RGB(mGunShot.FlashLevel, mGunShot.FlashLevel,mGunShot.FlashLevel));
}
else if(LMBDOWN && mGunShotsAllowed)
GunShot(cursorpos);
else{
PlayerWeapon->mTriggerDown = false;
mScreenFlashColor = 0;
}
DrawCursorString(cursorpos);
}
void GameEvents::UpdateNotificationString(int timediff)
{
mNotification.Update(timediff);
}
void GameEvents::ChangeNotificationString(char* Str, int HoldTime)
{
mNotification.ChangeString(Str, HoldTime);
}
///////////////PLAYER GUN SHOT
bool GunShotEvent::Update(int timediff, POINT cursorpos, bool LMBDOWN)
{
int toremove = timediff;
int NFlash = FlashLevel;
FlashLevel -= toremove;
if(FlashLevel - toremove < 0)
{
FlashLevel = 0;
return false;
}
if(!MuzzleFlashDone){
MuzzleFlash->UpdateFrames(timediff);
if(MuzzleFlash->GetFrame() >= MuzzleFlash->GetNumFramesInCurrentState() - 1)
{
MuzzleFlashDone = true;
}
if(!MuzzleFlashDone || MuzzleFlash->GetFrame() != 0)
{
MuzzleFlash->Draw(TheDisplay);
}
}
if(PlayerWeapon && PlayerWeapon->mTriggerDown && CanWeaponFire(PlayerWeapon))
{
GunShotGo(cursorpos);
}
return true;
}
bool GunShotEvent::ReloadGo(POINT cursorpos)
{
if(PlayerWeapon->mReloadTimer < 1 && PlayerWeapon->mMaxRounds != PlayerWeapon->mCurrentRounds){
GameSounds.InsertSound(*GetGlobalSoundData(PlayerWeapon->mReloadGlobalSoundID));
PlayerWeapon->mReloadTimer = PlayerWeapon->mTimeToReload;
if(PlayerWeapon->mCurrentRounds > 0){
PlayerWeapon->mReloadTimer -= 500; //NO BOLT BACK OR ANYTHING.
PlayerWeapon->mBoltBack = false;
}
else{
PlayerWeapon->mBoltBack = true;
}
if(PlayerWeapon->mEjectAllRoundsWhenReloaded){
for(int i = 0; i < PlayerWeapon->mMaxRounds; i++){
SpawnShellCasing(cursorpos, PlayerWeapon);
}
}
SwitchToReloadCursor(TheDisplay);
return true;
}
return false;
}
void GunShotEvent::GunShotGo(POINT cursorpos) //FIRE WEAPON!
{
if(PlayerWeapon->mUseShotEffects){
if(MuzzleFlash)
delete MuzzleFlash;
MuzzleFlash = new Sprite;
MuzzleFlash->InitializeSpriteCopy(GetGlobalSpriteData(800));
MuzzleFlash->SetDelay(40);
POINT CP;
CP.x = cursorpos.x - MuzzleFlash->GetWidth() / 2;
CP.y = cursorpos.y - MuzzleFlash->GetHeight() / 2;
MuzzleFlash->SetLoc(CP);
MuzzleFlashDone = false;
if(PlayerWeapon->mEjectRoundWhenFired)
SpawnShellCasing(CP, PlayerWeapon);
}
DeactivateWeaponSelector();
PlayerWeapon->mTriggerDown = true;
PlayerWeapon->mActionCycled = true;
PlayerWeapon->mNextShotTimer = PlayerWeapon->mTimeToNextShot;
PlayerWeapon->mCurrentRounds--;
if(!PlayerWeapon->mCurrentRounds)
{
Events.ChangeCursorDrawString("WEAPON EMPTY");
SwitchToOutCursor(TheDisplay);
}
POINT OldPt;
GetCursorPos(&OldPt);
Bullet* TheBullet = GetGlobalBulletData(PlayerWeapon->mBulletID);
POINT BulletOrigin;
BulletOrigin = OldPt;
ScreenToClient(TheDisplay.GetHWnd(), &BulletOrigin);
if(TheBullet){
BulletOrigin.x -= TheBullet->mHitWidth / 2;
BulletOrigin.y -= TheBullet->mHitHeight / 2;
}
CursorMachine.SetInMotion(Recoil(OldPt, PlayerWeapon));
GameSounds.InsertSound(*GetGlobalSoundData(PlayerWeapon->mGunshotGlobalSoundID));
CheckForBulletImpacts(TheBullet, BulletOrigin);
}
void GunShot(POINT cursorpos) //START TRYING TO SHOOT.
{
if(PlayerWeapon && CanWeaponFire(PlayerWeapon))
{
Events.mGunShotActive = true;
Events.mGunShot.FlashLevel = (UCHAR)0;
}
}
void NotificationStringEvent::Update(int timediff)
{
switch(mStatus)
{
case 0: //FULL OPEN.
mHoldTimer -= timediff;
if(mHoldTimer <= 0)
mStatus = 2; //CLOSE IT.
break;
case 1:
mXOrigin -= timediff * 3; //OPEN IT FROM THE RIGHT.
if(mXOrigin <= mXStop)
{
mXOrigin = mXStop;
mStatus = 0; //HOLD IT!
}
break;
case 2:
mXOrigin += timediff * 3;
if(mXOrigin >= mXCloseStop)
{
mXOrigin = mXCloseStop;
mStatus = 3;
}
break;
case 3:
break;
}
NotificationStringEvent::Draw();
}
void NotificationStringEvent::ChangeString(char* Str, int HoldTime)
{
if(String)
delete [] String;
String = new char[strlen(Str)+1];
strcpy(String, Str);
mHoldTimer = HoldTime;
//NOW CALCULATE mXStop.
int StringWidth = GetFontBySizeIndex(1)->GetStringWidth(Str);
int StringHeight = GetFontBySizeIndex(1)->GetCharHeight();
//SINCE THE STRING CENTERS, WE WANT ABSOLUTE CENTER - 1/2 STRING WIDTH.
RECT Client;
GetClientRect(TheDisplay.GetHWnd(), &Client);
int AbsoluteCenter = ((Client.right - Client.left) + Client.left) / 2;
mXStop = AbsoluteCenter - (StringWidth / 2);
mXCloseStop = Client.right;
mXOrigin = Client.right;
mYOrigin = ((Client.bottom - Client.top) + Client.top) / 2;
mYOrigin -= StringHeight / 2;
mStatus = 1; //SET TO OPENING.
}
void NotificationStringEvent::Draw()
{
if(String)
{
POINT Loc;
Loc.x = mXOrigin;
Loc.y = mYOrigin;
GetFontBySizeIndex(1)->DrawString(String, Loc);
}
}