#include <fstream>
#include <vector>
#include <assert.h>
+#include <unistd.h>
#include "globals.h"
#include "texture.h"
#include "screen.h"
{
switch(direction)
{
- case WEST:
- return EAST;
- case EAST:
- return WEST;
- case NORTH:
- return SOUTH;
- case SOUTH:
- return NORTH;
- case NONE:
- return NONE;
+ case D_WEST:
+ return D_EAST;
+ case D_EAST:
+ return D_WEST;
+ case D_NORTH:
+ return D_SOUTH;
+ case D_SOUTH:
+ return D_NORTH;
+ case D_NONE:
+ return D_NONE;
}
- return NONE;
+ return D_NONE;
}
std::string
{
switch(direction)
{
- case WEST:
+ case D_WEST:
return "west";
- case EAST:
+ case D_EAST:
return "east";
- case NORTH:
+ case D_NORTH:
return "north";
- case SOUTH:
+ case D_SOUTH:
return "south";
default:
return "none";
string_to_direction(const std::string& directory)
{
if (directory == "west")
- return WEST;
+ return D_WEST;
else if (directory == "east")
- return EAST;
+ return D_EAST;
else if (directory == "north")
- return NORTH;
+ return D_NORTH;
else if (directory == "south")
- return SOUTH;
+ return D_SOUTH;
else
- return NONE;
+ return D_NONE;
}
TileManager::TileManager()
moving = false;
tile_pos.x = 4;
tile_pos.y = 5;
- direction = NONE;
- input_direction = NONE;
+ direction = D_NONE;
+ input_direction = D_NONE;
}
Tux::~Tux()
switch(direction)
{
- case WEST:
+ case D_WEST:
x -= offset - 32;
break;
- case EAST:
+ case D_EAST:
x += offset - 32;
break;
- case NORTH:
+ case D_NORTH:
y -= offset - 32;
break;
- case SOUTH:
+ case D_SOUTH:
y += offset - 32;
break;
- case NONE:
+ case D_NONE:
break;
}
Tux::stop()
{
offset = 0;
- direction = NONE;
+ direction = D_NONE;
moving = false;
}
{
if (!moving)
{
- if (input_direction != NONE)
+ if (input_direction != D_NONE)
{
WorldMap::Level* level = worldmap->at_level();
if (worldmap->at(tile_pos)->auto_walk)
{ // Turn to a new direction
Tile* tile = worldmap->at(tile_pos);
- Direction dir = NONE;
+ Direction dir = D_NONE;
- if (tile->north && back_direction != NORTH)
- dir = NORTH;
- else if (tile->south && back_direction != SOUTH)
- dir = SOUTH;
- else if (tile->east && back_direction != EAST)
- dir = EAST;
- else if (tile->west && back_direction != WEST)
- dir = WEST;
-
- if (dir != NONE)
+ if (tile->north && back_direction != D_NORTH)
+ dir = D_NORTH;
+ else if (tile->south && back_direction != D_SOUTH)
+ dir = D_SOUTH;
+ else if (tile->east && back_direction != D_EAST)
+ dir = D_EAST;
+ else if (tile->west && back_direction != D_WEST)
+ dir = D_WEST;
+
+ if (dir != D_NONE)
{
direction = dir;
back_direction = reverse_dir(direction);
leveldot_green = new Surface(datadir + "/images/worldmap/leveldot_green.png", USE_ALPHA);
leveldot_red = new Surface(datadir + "/images/worldmap/leveldot_red.png", USE_ALPHA);
- input_direction = NONE;
+ input_direction = D_NONE;
enter_level = false;
name = "<no file>";
WorldMap::get_input()
{
enter_level = false;
- input_direction = NONE;
+ input_direction = D_NONE;
SDL_Event event;
while (SDL_PollEvent(&event))
if (event.jaxis.axis == joystick_keymap.x_axis)
{
if (event.jaxis.value < -joystick_keymap.dead_zone)
- input_direction = WEST;
+ input_direction = D_WEST;
else if (event.jaxis.value > joystick_keymap.dead_zone)
- input_direction = EAST;
+ input_direction = D_EAST;
}
else if (event.jaxis.axis == joystick_keymap.y_axis)
{
if (event.jaxis.value > joystick_keymap.dead_zone)
- input_direction = SOUTH;
+ input_direction = D_SOUTH;
else if (event.jaxis.value < -joystick_keymap.dead_zone)
- input_direction = NORTH;
+ input_direction = D_NORTH;
}
break;
Uint8 *keystate = SDL_GetKeyState(NULL);
if (keystate[SDLK_LEFT])
- input_direction = WEST;
+ input_direction = D_WEST;
else if (keystate[SDLK_RIGHT])
- input_direction = EAST;
+ input_direction = D_EAST;
else if (keystate[SDLK_UP])
- input_direction = NORTH;
+ input_direction = D_NORTH;
else if (keystate[SDLK_DOWN])
- input_direction = SOUTH;
+ input_direction = D_SOUTH;
}
}
{
switch(direction)
{
- case WEST:
+ case D_WEST:
pos.x -= 1;
break;
- case EAST:
+ case D_EAST:
pos.x += 1;
break;
- case NORTH:
+ case D_NORTH:
pos.y -= 1;
break;
- case SOUTH:
+ case D_SOUTH:
pos.y += 1;
break;
- case NONE:
+ case D_NONE:
break;
}
return pos;
{ // Check if we the tile allows us to go to new_pos
switch(direction)
{
- case WEST:
+ case D_WEST:
return (at(old_pos)->west && at(*new_pos)->east);
- case EAST:
+ case D_EAST:
return (at(old_pos)->east && at(*new_pos)->west);
- case NORTH:
+ case D_NORTH:
return (at(old_pos)->north && at(*new_pos)->south);
- case SOUTH:
+ case D_SOUTH:
return (at(old_pos)->south && at(*new_pos)->north);
- case NONE:
+ case D_NONE:
assert(!"path_ok() can't work if direction is NONE");
}
return false;
if (level->x == tux->get_tile_pos().x &&
level->y == tux->get_tile_pos().y)
{
+ PlayerStatus old_player_status = player_status;
+
std::cout << "Enter the current level: " << level->name << std::endl;;
GameSession session(datadir + "/levels/" + level->name,
1, ST_GL_LOAD_LEVEL_FILE);
switch (session.run())
{
- case GameSession::LEVEL_FINISHED:
+ case GameSession::ES_LEVEL_FINISHED:
{
bool old_level_state = level->solved;
level->solved = true;
- if (session.get_world()->get_tux()->got_coffee)
+ if (session.get_world()->get_tux()->got_power !=
+ session.get_world()->get_tux()->NONE_POWER)
player_status.bonus = PlayerStatus::FLOWER_BONUS;
else if (session.get_world()->get_tux()->size == BIG)
player_status.bonus = PlayerStatus::GROWUP_BONUS;
if (old_level_state != level->solved)
{ // Try to detect the next direction to which we should walk
// FIXME: Mostly a hack
- Direction dir = NONE;
+ Direction dir = D_NONE;
Tile* tile = at(tux->get_tile_pos());
- if (tile->north && tux->back_direction != NORTH)
- dir = NORTH;
- else if (tile->south && tux->back_direction != SOUTH)
- dir = SOUTH;
- else if (tile->east && tux->back_direction != EAST)
- dir = EAST;
- else if (tile->west && tux->back_direction != WEST)
- dir = WEST;
+ if (tile->north && tux->back_direction != D_NORTH)
+ dir = D_NORTH;
+ else if (tile->south && tux->back_direction != D_SOUTH)
+ dir = D_SOUTH;
+ else if (tile->east && tux->back_direction != D_EAST)
+ dir = D_EAST;
+ else if (tile->west && tux->back_direction != D_WEST)
+ dir = D_WEST;
- if (dir != NONE)
+ if (dir != D_NONE)
{
tux->set_direction(dir);
//tux->update(delta);
}
break;
- case GameSession::LEVEL_ABORT:
- // Reseting the player_status might be a worthy
- // consideration, but I don't think we need it
- // 'cause only the bad players will use it to
- // 'cheat' a few items and that isn't necesarry a
- // bad thing (ie. better they continue that way,
- // then stop playing the game all together since it
- // is to hard)
+ case GameSession::ES_LEVEL_ABORT:
+ /* In case the player's abort the level, keep it using the old
+ status */
+ player_status = old_player_status;
break;
- case GameSession::GAME_OVER:
+ case GameSession::ES_GAME_OVER:
+ /* draw an end screen */
+ /* in the future, this should make a dialog a la SuperMario, asking
+ if the player wants to restart the world map with no score and from
+ level 1 */
+ char str[80];
+
+ drawgradient(Color (0, 255, 0), Color (255, 0, 255));
+
+ blue_text->drawf("GAMEOVER", 0, 200, A_HMIDDLE, A_TOP, 1);
+
+ sprintf(str, "SCORE: %d", player_status.score);
+ gold_text->drawf(str, 0, 224, A_HMIDDLE, A_TOP, 1);
+
+ sprintf(str, "COINS: %d", player_status.distros);
+ gold_text->drawf(str, 0, screen->w - gold_text->w*2, A_HMIDDLE, A_TOP, 1);
+
+ flipscreen();
+
+ SDL_Event event;
+ wait_for_event(event,2000,5000,true);
+
quit = true;
- player_status.bonus = PlayerStatus::NO_BONUS;
+ player_status.reset();
break;
- case GameSession::NONE:
+ case GameSession::ES_NONE:
// Should never be reached
break;
}
{
case MNID_RETURNWORLDMAP: // Return to game
break;
- case MNID_SAVEGAME:
- if (!savegame_file.empty())
- savegame(savegame_file);
- break;
-
case MNID_QUITWORLDMAP: // Quit Worldmap
quit = true;
break;
gold_text->draw(str, 96, 0);
sprintf(str, "%d", player_status.distros);
- white_text->draw_align("COINS", 320-64, 0, A_LEFT, A_TOP);
- gold_text->draw_align(str, 320+64, 0, A_RIGHT, A_TOP);
+ white_text->draw_align("COINS", screen->w/2 - white_text->w*5, 0, A_LEFT, A_TOP);
+ gold_text->draw_align(str, screen->w/2 + (white_text->w*5)/2, 0, A_RIGHT, A_TOP);
- white_text->draw("LIVES", 480, 0);
+ white_text->draw("LIVES", screen->w - white_text->w*9, 0);
if (player_status.lives >= 5)
{
sprintf(str, "%dx", player_status.lives);
- gold_text->draw_align(str, 617, 0, A_RIGHT, A_TOP);
- tux_life->draw(565+(18*3), 0);
+ gold_text->draw_align(str, screen->w - gold_text->w, 0, A_RIGHT, A_TOP);
+ tux_life->draw(screen->w - gold_text->w, 0);
}
else
{
for(int i= 0; i < player_status.lives; ++i)
- tux_life->draw(565+(18*i),0);
+ tux_life->draw(screen->w - tux_life->w*4 +(tux_life->w*i),0);
}
if (!tux->is_moving())