GameSession::restart_level()
{
game_pause = false;
- exit_status = NONE;
+ exit_status = ES_NONE;
end_sequence = NO_ENDSEQUENCE;
fps_timer.init(true);
if(st_gl_mode == ST_GL_TEST)
{
- exit_status = LEVEL_ABORT;
+ exit_status = ES_LEVEL_ABORT;
}
else if (!Menu::current())
{
}
else if(end_sequence && !endsequence_timer.check())
{
- exit_status = LEVEL_FINISHED;
+ exit_status = ES_LEVEL_FINISHED;
return;
}
else if(end_sequence == ENDSEQUENCE_RUNNING && endtile && endtile->data >= 1)
if(st_gl_mode != ST_GL_TEST)
drawendscreen();
- exit_status = GAME_OVER;
+ exit_status = ES_GAME_OVER;
}
else
{ // Still has lives, so reset Tux to the levelstart
void
GameSession::action(double frame_ratio)
{
- if (exit_status == NONE)
+ if (exit_status == ES_NONE)
{
// Update Tux and the World
world->action(frame_ratio);
break;
case MNID_ABORTLEVEL:
st_pause_ticks_stop();
- exit_status = LEVEL_ABORT;
+ exit_status = ES_LEVEL_ABORT;
break;
}
}
draw();
- while (exit_status == NONE)
+ while (exit_status == ES_NONE)
{
/* Calculate the movement-factor */
double frame_ratio = ((double)(update_time-last_update_time))/((double)FRAME_RATE);
{
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;
switch (session.run())
{
- case GameSession::LEVEL_FINISHED:
+ case GameSession::ES_LEVEL_FINISHED:
{
bool old_level_state = level->solved;
level->solved = true;
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:
+ case GameSession::ES_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
// then stop playing the game all together since it
// is to hard)
break;
- case GameSession::GAME_OVER:
+ case GameSession::ES_GAME_OVER:
quit = true;
player_status.reset();
break;
- case GameSession::NONE:
+ case GameSession::ES_NONE:
// Should never be reached
break;
}