Files
arounders/PostfaseController.cpp
jaildoctor ad553db1ae Versió 1.1
2009-03-06 13:03:27 +00:00

138 lines
2.9 KiB
C++

#include "PostfaseController.h"
#include "const.h"
#include "fileManager.h"
PostfaseController::PostfaseController(DrawManager *p_drawManager, InputManager *p_inputManager, MusicManager *p_musicManager) {
drawManager = p_drawManager;
inputManager = p_inputManager;
musicManager = p_musicManager;
}
PostfaseController::~PostfaseController(void) {
}
bool PostfaseController::Init() {
fondo = drawManager->LoadBitmap("postfase.gif");
font = drawManager->LoadFont("fuente2.gif", drawManager->color_rojo);
return true;
}
void PostfaseController::Go(GameInfo *gameInfo) {
bool salir = false;
if (gameInfo->fase == 30) {
gameInfo->estado = ESTADO_SEQUENCIA;
return;
} else {
musicManager->Load( "mus3.mp3");
musicManager->Play(-1);
}
if (gameInfo->fase % 5 == 0 && gameInfo->fase != 30) {
salir = MostrarVictoria(gameInfo);
}
if (salir) {
gameInfo->estado = ESTADO_SALIR;
return;
}
char *password = ObtenerPasswordDeFase(gameInfo->fase);
if ( !Init() ) { salir = true; gameInfo->estado = ESTADO_SALIR; }
drawManager->Blit(0,0, fondo);
drawManager->Print(175, 166, font, 7, 6, password);
drawManager->FadeIn();
while ( !salir ) {
inputManager->Update();
drawManager->Blit(0,0, fondo);
drawManager->Print(175, 166, font, 7, 6, password);
drawManager->Flip();
if (inputManager->eixir) {
gameInfo->estado = ESTADO_SALIR;
salir = true;
}
if (inputManager->cualquierTecla || inputManager->BotoPulsat(SDL_BUTTON_LEFT)) {
gameInfo->estado = ESTADO_SEQUENCIA;
salir = true;
}
}
drawManager->FadeOut();
}
char *PostfaseController::ObtenerPasswordDeFase(int fase) {
int filesize = 0;
char *buffer = GetBufferFromResource("offsets.bal", &filesize);
int punter = (fase-1)*11;
char *passFile = (char *) malloc(11);
for (int i=0;i<10;i++) {
punter++;
passFile[i] = ((Uint8)buffer[punter]) - (101+i);
}
return passFile;
}
bool PostfaseController::MostrarVictoria(GameInfo *gameInfo) {
bool salir = false;
switch (gameInfo->fase) {
case 5:
fondo = drawManager->LoadBitmap("final01.GIF");
break;
case 10:
fondo = drawManager->LoadBitmap("final02.GIF");
break;
case 15:
fondo = drawManager->LoadBitmap("final03.GIF");
break;
case 20:
fondo = drawManager->LoadBitmap("final04.GIF");
break;
case 25:
fondo = drawManager->LoadBitmap("final05.GIF");
break;
}
drawManager->Blit(0,0, fondo);
drawManager->FadeIn();
while ( !salir ) {
inputManager->Update();
drawManager->Blit(0,0, fondo);
drawManager->Flip();
if (inputManager->eixir) {
gameInfo->estado = ESTADO_SALIR;
salir = true;
}
if (inputManager->cualquierTecla || inputManager->BotoPulsat(SDL_BUTTON_LEFT)) {
gameInfo->estado = ESTADO_SEQUENCIA;
salir = true;
}
}
drawManager->FadeOut();
if (gameInfo->estado == ESTADO_SALIR) {
return true;
} else {
return false;
}
}
void PostfaseController::Finalize(void) {
SDL_FreeSurface(fondo);
SDL_FreeSurface(font);
}