// $Id$
//
-// SuperTux - A Jump'n Run
+// SuperTux
// Copyright (C) 2003 Tobias Glaesser <tobi.web@gmx.de>
+// Copyright (C) 2006 Matthias Braun <matze@braunis.de>
//
// This program is free software; you can redistribute it and/or
// modify it under the terms of the GNU General Public License
#ifndef SUPERTUX_PLAYERSTATUS_H
#define SUPERTUX_PLAYERSTATUS_H
+#include <assert.h>
+#include <memory>
#include "lisp/lisp.hpp"
#include "timer.hpp"
#include "serializable.hpp"
+#include "sprite/sprite.hpp"
+#include "console.hpp"
+
+static const float BORDER_X = 10;
+static const float BORDER_Y = 10;
enum BonusType {
NO_BONUS, GROWUP_BONUS, FIRE_BONUS, ICE_BONUS
* This class memorizes player status between different game sessions (for
* example when switching maps in the worldmap)
*/
-class PlayerStatus : public Serializable
+class PlayerStatus : public Serializable, public ConsoleCommandReceiver
{
public:
PlayerStatus();
+ ~PlayerStatus();
void reset();
- void incLives();
- void incCoins();
+ void add_coins(int count);
+ void set_keys(int new_key);
void write(lisp::Writer& writer);
void read(const lisp::Lisp& lisp);
void draw(DrawingContext& context);
+ void draw_keys(DrawingContext& context);
+ bool consoleCommand(std::string command, std::vector<std::string> arguments); /**< callback from Console; return false if command was unknown, true otherwise */
+
int coins;
- int lives;
BonusType bonus;
+ int max_fire_bullets; /**< maximum number of fire bullets in play */
+ int max_ice_bullets; /**< maximum number of ice bullets in play */
int score_multiplier;
int max_score_multiplier;
+
+ void operator= (const PlayerStatus& other);
+
+ enum {
+ KEY_BRASS = 0x001,
+ KEY_IRON = 0x002,
+ KEY_BRONZE = 0x004,
+ KEY_SILVER = 0x008,
+ KEY_GOLD = 0x010,
+ };
+
+private:
+ // don't use this
+ PlayerStatus(const PlayerStatus& other);
+
+ int keys;
+
+ std::auto_ptr<Sprite> tux_life;
+ std::auto_ptr<Sprite> key_iron;
+ std::auto_ptr<Sprite> key_brass;
+ std::auto_ptr<Sprite> key_bronze;
+ std::auto_ptr<Sprite> key_silver;
+ std::auto_ptr<Sprite> key_gold;
};
// global player state
-extern PlayerStatus player_status;
+extern PlayerStatus* player_status;
#endif