4 Commits

Author SHA1 Message Date
0a5a79dc60 - [FIX] Guarda per a quan falla un arxiu en JFile 2024-10-10 13:48:24 +02:00
baae73a38d - [FIX] Un café feia impossible passar per una habitació
- [FIX] No s'activaba el prólogo quan toca
- [FIX] El gràfic de les portes de vegades era transparent
- [FIX] Separades unes caixes que feien molt frustrant agafar una cosa
- [FIX] Quan tenia el café de doble velocitat no podia creuar portes
- [FIX] Algunes vegades el objecte dropejat encara feia clipping amb altres
- [NEW] Missatges en els moments importants
- [NEW] Quan te pases el joc també te dona els 'stats' de temps, vides i habitacions visitades.
2024-10-10 12:58:22 +02:00
ec7ac7114e - [FIX] No es podia entrar al editor de bitmap_pos des de l'editor
- [FIX] Recreativa afegida
- [NEW] Prologo acabat
- [FIX] Quan s'acava el boost de invulnerabilitat se moria
2024-10-10 09:33:56 +02:00
cabbb52cbb - [FIX] Solventats els problemes de memòria al eliminar un actor 2024-10-09 12:03:16 +02:00
22 changed files with 372 additions and 24 deletions

2
.gitignore vendored
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@@ -6,3 +6,5 @@ build/*
thepool thepool
thepool_debug thepool_debug
valgrind* valgrind*
release/*
data.jf2

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@@ -24,6 +24,8 @@ obrer.gif
piscina.gif piscina.gif
prologo1.gif prologo1.gif
prologo2.gif prologo2.gif
prologo3.gif
prologo4.gif
roomaux.gif roomaux.gif
sam.gif sam.gif
test.gif test.gif

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data/prologo3.gif Normal file

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@@ -37,6 +37,17 @@ actor{
movement: CW movement: CW
} }
actor{
name: ARCADE
bmp: altres.gif
bmp-rect: 160 0 30 48
bmp-offset: 0 49
pos: 56 8 0
size: 8 8 16
orient: YP
movement: CW
}
actor{ actor{
name: BATMAN name: BATMAN
bmp: batman.gif bmp: batman.gif
@@ -67,7 +78,7 @@ actor{
bmp: altres.gif bmp: altres.gif
bmp-rect: 128 0 20 41 bmp-rect: 128 0 20 41
bmp-offset: -6 45 bmp-offset: -6 45
pos: 56 8 0 pos: 16 8 0
size: 6 6 16 size: 6 6 16
movement: CW movement: CW
} }

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@@ -11,6 +11,19 @@ exit-xp: 17
exit-xn: 28 exit-xn: 28
editor-done: 1 editor-done: 1
actor{
name: B-03-GOD
bmp: objectes.gif
bmp-rect: 114 78 15 18
bmp-offset: -8 22
pos: 48 -3 16
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: ANIMATED SPECIAL
movement: CW
}
actor{ actor{
name: BOX-B name: BOX-B
bmp: caixes.gif bmp: caixes.gif

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@@ -21,6 +21,18 @@ actor{
movement: CW movement: CW
} }
actor{
name: ARCADE
bmp: altres.gif
bmp-rect: 160 0 30 48
bmp-offset: 0 49
pos: 8 24 0
size: 8 8 16
orient: YP
flags: ORIENTABLE
movement: CW
}
actor{ actor{
name: CADIRA name: CADIRA
bmp: caixes.gif bmp: caixes.gif

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@@ -27,6 +27,19 @@ actor{
movement: CW movement: CW
} }
actor{
name: B-02-RUN
bmp: objectes.gif
bmp-rect: 114 78 15 18
bmp-offset: -8 22
pos: 8 8 0
size: 4 4 4
anim-cycle: SEQ
anim-wait: 2
flags: ANIMATED SPECIAL
movement: CW
}
actor{ actor{
name: BATMAN name: BATMAN
bmp: batman.gif bmp: batman.gif

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@@ -25,7 +25,7 @@ actor{
bmp: altres.gif bmp: altres.gif
bmp-rect: 0 133 32 27 bmp-rect: 0 133 32 27
bmp-offset: 0 27 bmp-offset: 0 27
pos: 0 48 0 pos: 0 51 0
size: 8 8 6 size: 8 8 6
flags: REACTIVE DEADLY flags: REACTIVE DEADLY
react-mask: XP XN YP YN ZP ZN react-mask: XP XN YP YN ZP ZN

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@@ -1,7 +1,7 @@
width: 2 width: 2
height: 3 height: 3
door-height-xn: 3 door-height-xn: 3
door-height-yp: 2 door-height-yp: 3
color: WHITE color: WHITE
floor-texture: 11 floor-texture: 11
wall-texture: 2 wall-texture: 2

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@@ -273,6 +273,18 @@ category{
movement: CCW movement: CCW
} }
actor{
name: ARCADE
bmp: altres.gif
bmp-rect: 160 0 30 48
bmp-offset: 0 49
pos: 0 16 0
size: 8 8 16
orient: YP
flags: ORIENTABLE
movement: CW
}
} }
category{ category{

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@@ -33,6 +33,7 @@ namespace actor
int walk_channel = -1; int walk_channel = -1;
bool push_sound_already_playing = false; bool push_sound_already_playing = false;
std::vector<actor_t*> purgatory;
void resetTag() void resetTag()
{ {
@@ -69,6 +70,7 @@ namespace actor
act->surface = draw::getSurface(bmp.c_str()); act->surface = draw::getSurface(bmp.c_str());
act->bmp_rect = r; act->bmp_rect = r;
act->bmp_offset = o; act->bmp_offset = o;
act->alive = true;
return act; return act;
} }
@@ -89,6 +91,8 @@ namespace actor
act->react_mask = act->react_push = 0; act->react_mask = act->react_push = 0;
act->flags = FLAG_NONE; act->flags = FLAG_NONE;
act->template_category = 0; act->template_category = 0;
act->alive = true;
return act; return act;
} }
@@ -233,7 +237,7 @@ namespace actor
newactor->prev = act->prev; newactor->prev = act->prev;
newactor->next = act->next; newactor->next = act->next;
act->prev = act->next = nullptr; act->prev = act->next = nullptr;
remove(act); sendToPurgatory(act);
return newactor; return newactor;
} }
@@ -457,13 +461,33 @@ namespace actor
actor_t *hero = find("HERO"); actor_t *hero = find("HERO");
while (obj2) while (obj2)
{ {
if (obj2 != hero && obj1 != obj2 && check_2d_collision(obj1, obj2)) if (obj2 != hero && obj1 != obj2 && (obj1->pos.z<obj2->pos.z+obj2->size.z) && check_2d_collision(obj1, obj2))
return true; return true;
obj2 = obj2->next; obj2 = obj2->next;
} }
return false; return false;
} }
void find_non_colliding_position(actor_t *obj)
{
int dist = 1;
while (does_collide(obj))
{
obj->pos.x += dist;
if (!does_collide(obj)) return;
obj->pos.x -= dist*2;
if (!does_collide(obj)) return;
obj->pos.x += dist;
obj->pos.y += dist;
if (!does_collide(obj)) return;
obj->pos.y -= dist*2;
if (!does_collide(obj)) return;
obj->pos.y += dist;
dist++;
}
}
const bool is_above(actor_t *obj1, actor_t *obj2) const bool is_above(actor_t *obj1, actor_t *obj2)
{ {
return check_2d_collision(obj1, obj2) && (obj1->pos.z == obj2->pos.z + obj2->size.z); return check_2d_collision(obj1, obj2) && (obj1->pos.z == obj2->pos.z + obj2->size.z);
@@ -732,6 +756,7 @@ namespace actor
if ((act->pos.x > min.x && act->pos.y >= min.y && (act->pos.y + act->size.y) <= max.y) || ((room::getDoors() & DOOR_XN) && (act->pos.y >= 24) && (act->pos.y <= 32))) if ((act->pos.x > min.x && act->pos.y >= min.y && (act->pos.y + act->size.y) <= max.y) || ((room::getDoors() & DOOR_XN) && (act->pos.y >= 24) && (act->pos.y <= 32)))
{ {
moving = true; moving = true;
// Si està en les vores d'una porta, espenta cap a centrar-lo
if ((act->pos.x <= min.x) && (act->pos.z == room::getDoor(XN) * 4) && (room::getDoors() & DOOR_XN)) if ((act->pos.x <= min.x) && (act->pos.z == room::getDoor(XN) * 4) && (room::getDoors() & DOOR_XN))
{ {
if (act->pos.y < 28) if (act->pos.y < 28)
@@ -739,10 +764,16 @@ namespace actor
else if (act->pos.y > 28) else if (act->pos.y > 28)
act->push |= PUSH_YN; act->push |= PUSH_YN;
else else
{
act->push |= PUSH_XN; act->push |= PUSH_XN;
if (hero::getBoostRun() > 0) act->push |= PUSH_DOUBLE;
}
} }
else else
{
act->push |= PUSH_XN; act->push |= PUSH_XN;
if (hero::getBoostRun() > 0) act->push |= PUSH_DOUBLE;
}
} }
} }
else if (controller::down(KEY_RIGHT)) //(input::keyDown(SDL_SCANCODE_RIGHT) || input::keyDown(config::getKey(KEY_RIGHT))) else if (controller::down(KEY_RIGHT)) //(input::keyDown(SDL_SCANCODE_RIGHT) || input::keyDown(config::getKey(KEY_RIGHT)))
@@ -752,6 +783,7 @@ namespace actor
if (((act->pos.x + act->size.x) < max.x && act->pos.y >= min.y && (act->pos.y + act->size.y) <= max.y) || ((room::getDoors() & DOOR_XP) && (act->pos.y >= 24) && (act->pos.y <= 32))) if (((act->pos.x + act->size.x) < max.x && act->pos.y >= min.y && (act->pos.y + act->size.y) <= max.y) || ((room::getDoors() & DOOR_XP) && (act->pos.y >= 24) && (act->pos.y <= 32)))
{ {
moving = true; moving = true;
// Si està en les vores d'una porta, espenta cap a centrar-lo
if (((act->pos.x + act->size.x) >= max.x) && (act->pos.z == room::getDoor(XP) * 4) && (room::getDoors() & DOOR_XP)) if (((act->pos.x + act->size.x) >= max.x) && (act->pos.z == room::getDoor(XP) * 4) && (room::getDoors() & DOOR_XP))
{ {
if (act->pos.y < 28) if (act->pos.y < 28)
@@ -759,10 +791,16 @@ namespace actor
else if (act->pos.y > 28) else if (act->pos.y > 28)
act->push |= PUSH_YN; act->push |= PUSH_YN;
else else
{
act->push |= PUSH_XP; act->push |= PUSH_XP;
if (hero::getBoostRun() > 0) act->push |= PUSH_DOUBLE;
}
} }
else else
{
act->push |= PUSH_XP; act->push |= PUSH_XP;
if (hero::getBoostRun() > 0) act->push |= PUSH_DOUBLE;
}
} }
} }
else if (controller::down(KEY_UP)) // input::keyDown(SDL_SCANCODE_UP) || input::keyDown(config::getKey(KEY_UP))) else if (controller::down(KEY_UP)) // input::keyDown(SDL_SCANCODE_UP) || input::keyDown(config::getKey(KEY_UP)))
@@ -772,6 +810,7 @@ namespace actor
if ((act->pos.y > min.y && act->pos.x >= min.x && (act->pos.x + act->size.x) <= max.x) || ((room::getDoors() & DOOR_YN) && (act->pos.x >= 24) && (act->pos.x <= 32))) if ((act->pos.y > min.y && act->pos.x >= min.x && (act->pos.x + act->size.x) <= max.x) || ((room::getDoors() & DOOR_YN) && (act->pos.x >= 24) && (act->pos.x <= 32)))
{ {
moving = true; moving = true;
// Si està en les vores d'una porta, espenta cap a centrar-lo
if ((act->pos.y <= min.y) && (act->pos.z == room::getDoor(YN) * 4) && (room::getDoors() & DOOR_YN)) if ((act->pos.y <= min.y) && (act->pos.z == room::getDoor(YN) * 4) && (room::getDoors() & DOOR_YN))
{ {
if (act->pos.x < 28) if (act->pos.x < 28)
@@ -779,10 +818,16 @@ namespace actor
else if (act->pos.x > 28) else if (act->pos.x > 28)
act->push |= PUSH_XN; act->push |= PUSH_XN;
else else
{
act->push |= PUSH_YN; act->push |= PUSH_YN;
if (hero::getBoostRun() > 0) act->push |= PUSH_DOUBLE;
}
} }
else else
{
act->push |= PUSH_YN; act->push |= PUSH_YN;
if (hero::getBoostRun() > 0) act->push |= PUSH_DOUBLE;
}
} }
} }
else if (controller::down(KEY_DOWN)) // input::keyDown(SDL_SCANCODE_DOWN) || input::keyDown(config::getKey(KEY_DOWN))) else if (controller::down(KEY_DOWN)) // input::keyDown(SDL_SCANCODE_DOWN) || input::keyDown(config::getKey(KEY_DOWN)))
@@ -792,6 +837,7 @@ namespace actor
if (((act->pos.y + act->size.y) < max.y && act->pos.x >= min.x && (act->pos.x + act->size.x) <= max.x) || ((room::getDoors() & DOOR_YP) && (act->pos.x >= 24) && (act->pos.x <= 32))) if (((act->pos.y + act->size.y) < max.y && act->pos.x >= min.x && (act->pos.x + act->size.x) <= max.x) || ((room::getDoors() & DOOR_YP) && (act->pos.x >= 24) && (act->pos.x <= 32)))
{ {
moving = true; moving = true;
// Si està en les vores d'una porta, espenta cap a centrar-lo
if (((act->pos.y + act->size.y) >= max.y) && (act->pos.z == room::getDoor(YP) * 4) && (room::getDoors() & DOOR_YP)) if (((act->pos.y + act->size.y) >= max.y) && (act->pos.z == room::getDoor(YP) * 4) && (room::getDoors() & DOOR_YP))
{ {
if (act->pos.x < 28) if (act->pos.x < 28)
@@ -799,10 +845,16 @@ namespace actor
else if (act->pos.x > 28) else if (act->pos.x > 28)
act->push |= PUSH_XN; act->push |= PUSH_XN;
else else
{
act->push |= PUSH_YP; act->push |= PUSH_YP;
if (hero::getBoostRun() > 0) act->push |= PUSH_DOUBLE;
}
} }
else else
{
act->push |= PUSH_YP; act->push |= PUSH_YP;
if (hero::getBoostRun() > 0) act->push |= PUSH_DOUBLE;
}
} }
} }
// if ((input::keyPressed(SDL_SCANCODE_RETURN) || input::keyPressed(config::getKey(KEY_PICK))) && (hero::getSkills() & SKILL_PANTS)) // if ((input::keyPressed(SDL_SCANCODE_RETURN) || input::keyPressed(config::getKey(KEY_PICK))) && (hero::getSkills() & SKILL_PANTS))
@@ -817,7 +869,8 @@ namespace actor
if (picked->pos.y + picked->size.y > room::getMax().y) if (picked->pos.y + picked->size.y > room::getMax().y)
picked->pos.y = room::getMax().y - picked->size.y; picked->pos.y = room::getMax().y - picked->size.y;
picked->pos.z = act->pos.z; picked->pos.z = act->pos.z;
if (does_collide(picked)) find_non_colliding_position(picked);
/*if (does_collide(picked))
{ {
picked->pos.x -= 2; picked->pos.x -= 2;
if (does_collide(picked)) if (does_collide(picked))
@@ -825,7 +878,7 @@ namespace actor
picked->pos.x += 2; picked->pos.x += 2;
picked->pos.y -= 2; picked->pos.y -= 2;
} }
} }*/
act->pos.z += picked->size.z; act->pos.z += picked->size.z;
actor::actor_t *above = act->above; actor::actor_t *above = act->above;
while (above) while (above)
@@ -1058,7 +1111,7 @@ namespace actor
vec3_t min = room::getMin(); vec3_t min = room::getMin();
vec3_t max = room::getMax(); vec3_t max = room::getMax();
if ((act->push & PUSH_KILL) && (act->flags & FLAG_HERO)) if ((act->push & PUSH_KILL) && (act->flags & FLAG_HERO) && (!hero::hasBoostGod()))
{ {
if (!editor::isDevMode()) if (!editor::isDevMode())
{ {
@@ -1087,6 +1140,8 @@ namespace actor
return; return;
} }
if ((act->flags & FLAG_HERO) && (hero::hasBoostGod())) act->push &= ~PUSH_KILL;
// [RZC 26/09/2024] Hack usant react_push en el moviment RAND per a contar la distancia abans de canviar de direcció // [RZC 26/09/2024] Hack usant react_push en el moviment RAND per a contar la distancia abans de canviar de direcció
if (act->movement == MOV_RAND) if (act->movement == MOV_RAND)
{ {
@@ -1105,7 +1160,9 @@ namespace actor
act->pos.z += act->react_push; act->pos.z += act->react_push;
} }
int vel = (act->flags & FLAG_HERO) && (hero::getBoostRun() > 0) ? 2 : 1; //int vel = (act->flags & FLAG_HERO) && (hero::getBoostRun() > 0) ? 2 : 1;
int vel = (act->flags & FLAG_HERO) && (act->push & PUSH_DOUBLE) ? 2 : 1;
act->push &= ~ PUSH_DOUBLE;
if (act->push & PUSH_ZP) if (act->push & PUSH_ZP)
{ {
@@ -1229,7 +1286,7 @@ namespace actor
room::load(room::getExit(XP)); room::load(room::getExit(XP));
if (llevar_abad) if (llevar_abad)
{ {
actor::remove(actor::find("ABAD")); actor::sendToPurgatory(actor::find("ABAD"));
} }
act->pos.x = room::getMin().x - 3; act->pos.x = room::getMin().x - 3;
act->pos.z = room::getDoor(XN) * 4; act->pos.z = room::getDoor(XN) * 4;
@@ -1427,7 +1484,7 @@ namespace actor
{ {
if (act->name[0] == '_') if (act->name[0] == '_')
{ {
actor::remove(act); actor::sendToPurgatory(act);
return; return;
} }
else else
@@ -1672,6 +1729,26 @@ namespace actor
free(act); free(act);
} }
void sendToPurgatory(actor_t *act)
{
if (!act) return;
if (act->prev) act->prev->next = act->next;
if (act == first) first = act->next;
if (act == dirty) dirty = act->next;
if (act->next) act->next->prev = act->prev;
if (act == selected) selected = nullptr;
if (act->below) act->below->above = nullptr;
if (act->above) act->above->below = nullptr;
act->alive = false;
purgatory.push_back(act);
}
void cleanPurgatory()
{
for (auto act : purgatory) remove(act);
purgatory.clear();
}
void pick(actor_t *act) void pick(actor_t *act)
{ {
if (!act) if (!act)
@@ -1955,6 +2032,7 @@ namespace actor
bool dead = false; bool dead = false;
bool prologo = false; bool prologo = false;
int prologo_objects[4] = {PROLOGO_OBJECT_INITIAL, PROLOGO_OBJECT_INITIAL, PROLOGO_OBJECT_INITIAL, PROLOGO_OBJECT_INITIAL}; int prologo_objects[4] = {PROLOGO_OBJECT_INITIAL, PROLOGO_OBJECT_INITIAL, PROLOGO_OBJECT_INITIAL, PROLOGO_OBJECT_INITIAL};
int num_prologo_objects=0;
void setPrologo(const bool value) void setPrologo(const bool value)
{ {
@@ -1990,6 +2068,7 @@ namespace actor
skills = SKILL_NONE; skills = SKILL_NONE;
if (prologo) skills &= SKILL_SHOES; if (prologo) skills &= SKILL_SHOES;
for (int i=0;i<4;++i) prologo_objects[i] = PROLOGO_OBJECT_INITIAL; for (int i=0;i<4;++i) prologo_objects[i] = PROLOGO_OBJECT_INITIAL;
num_prologo_objects=0;
parts = PART_NONE; parts = PART_NONE;
for (int i = 0; i < 10; ++i) for (int i = 0; i < 10; ++i)
anbernics[i] = false; anbernics[i] = false;
@@ -2028,8 +2107,8 @@ namespace actor
{ {
return dead; return dead;
} }
const int getBoosterFromString(const char *booster) const int getBoosterFromString(const char *booster)
{ {
static const char *boostset_name[4] = {"RUN", "GOD", "JUMP", "LIVE"}; static const char *boostset_name[4] = {"RUN", "GOD", "JUMP", "LIVE"};
for (int i = 0; i < 4; ++i) for (int i = 0; i < 4; ++i)
@@ -2136,6 +2215,11 @@ namespace actor
boost_jumps--; boost_jumps--;
} }
const bool hasBoostGod()
{
return boost_god > 0;
}
const int getSkillFromString(char *skill) const int getSkillFromString(char *skill)
{ {
static const char *skillset_name[4] = {"SHOES", "GLOVES", "PANTS", "BAG"}; static const char *skillset_name[4] = {"SHOES", "GLOVES", "PANTS", "BAG"};
@@ -2174,7 +2258,12 @@ namespace actor
bool giveSkill(char *skill) bool giveSkill(char *skill)
{ {
return giveSkill(getSkillFromString(skill)); const int skill_number = getSkillFromString(skill);
if (skill_number==SKILL_SHOES) modules::game::setMissatge(" JA TENS LES SABATES!- ARA JA POTS BOTAR!");
else if (skill_number==SKILL_GLOVES) modules::game::setMissatge(" JA TENS ELS GUANTS!- ARA JA POTS ESPENTAR!");
else if (skill_number==SKILL_PANTS) modules::game::setMissatge(" JA TENS ELS PANTALONS!- JA POTS AGAFAR COSES!");
else if (skill_number==SKILL_BAG) modules::game::setMissatge(" JA TENS LA MOTXILLA!- A ARREPLEGAR PECES!");
return giveSkill(skill_number);
} }
bool dropSkill(int skill) bool dropSkill(int skill)
@@ -2236,8 +2325,13 @@ namespace actor
{ {
const int value = getPartFromString(part); const int value = getPartFromString(part);
parts |= value; parts |= value;
if (value != 0) if (value != 0) stats::collectPart();
stats::collectPart();
int num_parts = stats::getNumPartsCollected();
char text[] = " PECES ARREPLEGADES:- 0/6";
text[34] = num_parts + 48;
modules::game::setMissatge(text);
return value != 0; return value != 0;
} }
@@ -2261,6 +2355,18 @@ namespace actor
void pickAnbernic(char *name) void pickAnbernic(char *name)
{ {
anbernics[name[8] - 48] = true; anbernics[name[8] - 48] = true;
int num_anbernics = getNumAmbernicsCollected();
if (num_anbernics==10)
{
modules::game::setMissatge(" HAS DESBLOQUEJAT- EL PROLOGO!");
config::setProgoloDesbloquejat();
}
else
{
char text[] = " ANBERNICS ARREPLEGADES:- 0/10";
text[36] = num_anbernics+48;
modules::game::setMissatge(text);
}
} }
bool wasAnbernicCollected(char *name) bool wasAnbernicCollected(char *name)
@@ -2285,6 +2391,7 @@ namespace actor
void leavePrologoObject(int which) void leavePrologoObject(int which)
{ {
prologo_objects[which] = PROLOGO_OBJECT_LEFT; prologo_objects[which] = PROLOGO_OBJECT_LEFT;
num_prologo_objects++;
} }
const bool isCarryingPrologoObject() const bool isCarryingPrologoObject()
@@ -2298,6 +2405,11 @@ namespace actor
return prologo_objects[which]; return prologo_objects[which];
} }
const int getNumPrologoObjectsDone()
{
return num_prologo_objects;
}
void move(int *x, int *y, int *z) void move(int *x, int *y, int *z)
{ {
actor_t *hero = actor::find("HERO"); actor_t *hero = actor::find("HERO");

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@@ -33,6 +33,7 @@
#define PUSH_ZP 16 #define PUSH_ZP 16
#define PUSH_ZN 32 #define PUSH_ZN 32
#define PUSH_KILL 64 #define PUSH_KILL 64
#define PUSH_DOUBLE 128
// Tipus de moviment de l'actor // Tipus de moviment de l'actor
#define MOV_NONE 0 // Ningun #define MOV_NONE 0 // Ningun
@@ -109,6 +110,7 @@ namespace actor
int tag; int tag;
int template_category; int template_category;
bool alive;
}; };
void resetTag(); void resetTag();
@@ -169,6 +171,10 @@ namespace actor
void remove(actor_t *act); void remove(actor_t *act);
void sendToPurgatory(actor_t *act);
void cleanPurgatory();
void pick(actor_t *act); void pick(actor_t *act);
actor_t *getPicked(); actor_t *getPicked();
@@ -227,6 +233,7 @@ namespace actor
void useBoostGod(); void useBoostGod();
void useBoostRun(); void useBoostRun();
void useBoostJump(); void useBoostJump();
const bool hasBoostGod();
const int getSkillFromString(char *skill); const int getSkillFromString(char *skill);
const char *getSkillName(int skill); const char *getSkillName(int skill);
@@ -252,6 +259,7 @@ namespace actor
void leavePrologoObject(int which); void leavePrologoObject(int which);
const bool isCarryingPrologoObject(); const bool isCarryingPrologoObject();
const int getPrologoObjectState(int which); const int getPrologoObjectState(int which);
const int getNumPrologoObjectsDone();
void move(int *x, int *y, int *z); void move(int *x, int *y, int *z);
void setFirstPos(); void setFirstPos();

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@@ -54,10 +54,10 @@ OFFSET CONTINGUT TAMANY DESCRIPCIÓ
25 4 4 tamany del primer axiu 25 4 4 tamany del primer axiu
29 13 1 tamany de la ruta al primer arxiu 29 13 1 tamany de la ruta al primer arxiu
30 "data/hola.txt" 13 la ruta al primer arxiu 30 "data/hola.txt" 13 la ruta al primer arxiu
43 16 4 offset al primer arxiu 43 16 4 offset al segon arxiu
47 4 4 tamany del primer axiu 47 4 4 tamany del segon axiu
51 13 1 tamany de la ruta al primer arxiu 51 14 1 tamany de la ruta al segon arxiu
52 "data/adios.txt" 14 la ruta al primer arxiu 52 "data/adios.txt" 14 la ruta al segon arxiu
- Es un exemple raro, perque ocupa mes la ruta al arxiu que l'arxiu en si, pero espere que la idea quede clara! - Es un exemple raro, perque ocupa mes la ruta al arxiu que l'arxiu en si, pero espere que la idea quede clara!
@@ -260,6 +260,7 @@ namespace file
if (!found) if (!found)
{ {
// [TODO] Donar mes informació de quin recurs no havem trobat // [TODO] Donar mes informació de quin recurs no havem trobat
printf("Arxiu: %s\n", resourcename.c_str());
perror("El recurs no s'ha trobat en l'arxiu de recursos"); perror("El recurs no s'ha trobat en l'arxiu de recursos");
exit(1); exit(1);
} }

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@@ -0,0 +1,72 @@
#include "m_intro.h"
#include "jgame.h"
#include "jdraw.h"
#include "jinput.h"
#include "jaudio.h"
#include "controller.h"
#include "config.h"
#include <SDL2/SDL.h>
#include "actor.h"
namespace modules
{
namespace end_prologo_sequence
{
int stage = 0;
uint32_t time = 0;
void init()
{
time = SDL_GetTicks();
stage = 0;
draw::restorecol(2);
draw::cls(2);
draw::swapcol(1, 7);
draw::setSource(draw::getSurface("prologo3.gif"));
draw::draw(96, 28, 128, 96, 0, 0);
draw::print2("ALE! QUE BON", 13, 17, WHITE, FONT_ZOOM_NONE);
draw::print2("TRABAJ HE HECH!", 11, 19, WHITE, FONT_ZOOM_NONE);
draw::render();
if (audio::getCurrentMusic() != "mus_menu.ogg") audio::playMusic("mus_menu.ogg");
actor::templates::load();
}
const bool shouldGoToNext()
{
if (SDL_GetTicks()-time < 1000) return false;
return (SDL_GetTicks()-time > (stage==15||stage==16?10000:5000)) ||
(controller::pressed(KEY_JUMP)) || (controller::pressed(KEY_PICK)) ||
(input::keyPressed(SDL_SCANCODE_SPACE)) || (input::keyPressed(SDL_SCANCODE_RETURN));
}
bool loop()
{
if (controller::pressed(KEY_MENU)) return false;
if (shouldGoToNext())
{
time = SDL_GetTicks();
stage++;
if (stage==2) return false;
switch (stage)
{
case 1:
draw::cls(2);
draw::swapcol(1, 8);
draw::setSource(draw::getSurface("prologo4.gif"));
draw::draw(96, 28, 128, 96, 0, 0);
draw::print2("PERO QUE...?", 12, 17, WHITE, FONT_ZOOM_NONE);
//draw::render();
break;
}
}
draw::render();
return true;
}
}
}

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@@ -0,0 +1,10 @@
#pragma once
namespace modules
{
namespace end_prologo_sequence
{
void init();
bool loop();
}
}

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@@ -17,10 +17,14 @@ namespace modules
actor::actor_t *act = nullptr; actor::actor_t *act = nullptr;
const char *actor_names[] = {"JAILDESIGNER", "BATMAN", "ROBIN", "EL ALTRE BATMAN", "EL ABAD", "LA ROOMBA", "EL OBRER", "BAMBOLLA DE CAFE", "EL YONKI", "LA PILOTA", "SAM", "LORD ABAD"}; const char *actor_names[] = {"JAILDESIGNER", "BATMAN", "ROBIN", "EL ALTRE BATMAN", "EL ABAD", "LA ROOMBA", "EL OBRER", "BAMBOLLA DE CAFE", "EL YONKI", "LA PILOTA", "SAM", "LORD ABAD"};
const char *actor_ids[] = {"JAILDES", "GAT-BATMAN", "GAT-ROBIN", "BATMAN", "ABAD", "ROOMBA2", "OBRER", "COFFEE", "YONKI", "PILOTA", "SAM", "LORD-ABAD"}; const char *actor_ids[] = {"JAILDES", "GAT-BATMAN", "GAT-ROBIN", "BATMAN", "ABAD", "ROOMBA2", "OBRER", "COFFEE", "YONKI", "PILOTA", "SAM", "LORD-ABAD"};
char time_text[7] = " 00:00";
void init() void init(bool go_direct_to_credits)
{ {
stage = go_direct_to_credits ? 2 : 0;
time = SDL_GetTicks(); time = SDL_GetTicks();
if (go_direct_to_credits) time += 5000;
draw::restorecol(2); draw::restorecol(2);
draw::cls(2); draw::cls(2);
@@ -33,10 +37,24 @@ namespace modules
if (audio::getCurrentMusic() != "mus_menu.ogg") audio::playMusic("mus_menu.ogg"); if (audio::getCurrentMusic() != "mus_menu.ogg") audio::playMusic("mus_menu.ogg");
actor::templates::load(); actor::templates::load();
int milliseconds = SDL_GetTicks()-actor::stats::getStartTime();
int seconds = milliseconds/1000;
int minutes = seconds / 60;
seconds = seconds % 60;
time_text[0] = minutes<100 ? ' ' : (minutes/100)+48;
time_text[1] = minutes<10 ? ' ' : ((minutes%100)/10)+48;
time_text[2] = (minutes%10)+48;
time_text[4] = (seconds/10)+48;
time_text[5] = (seconds%10)+48;
time_text[6] = 0;
} }
const bool shouldGoToNext() const bool shouldGoToNext()
{ {
if (SDL_GetTicks()-time < 1000) return false;
return (SDL_GetTicks()-time > (stage==15||stage==16?10000:5000)) || return (SDL_GetTicks()-time > (stage==15||stage==16?10000:5000)) ||
(controller::pressed(KEY_JUMP)) || (controller::pressed(KEY_PICK)) || (controller::pressed(KEY_JUMP)) || (controller::pressed(KEY_PICK)) ||
(input::keyPressed(SDL_SCANCODE_SPACE)) || (input::keyPressed(SDL_SCANCODE_RETURN)); (input::keyPressed(SDL_SCANCODE_SPACE)) || (input::keyPressed(SDL_SCANCODE_RETURN));
@@ -126,7 +144,17 @@ namespace modules
} }
case 16: case 16:
draw::cls(2); draw::cls(2);
draw::print2("GRACIES PER JUGAR!", 11, 15, PURPLE, FONT_ZOOM_NONE); draw::print2("GRACIES PER JUGAR!", 11, 9, PURPLE, FONT_ZOOM_VERTICAL);
draw::print2(actor::stats::getRoomsVisited(), 2, 8, 14, TEAL, FONT_ZOOM_NONE);
draw::print2("HABITACIONS VISITADES", 11, 14, GREEN, FONT_ZOOM_NONE);
draw::print2(actor::stats::getLivesLost(), 2, 11, 16, TEAL, FONT_ZOOM_NONE);
draw::print2("VIDES PERDUDES", 14, 16, GREEN, FONT_ZOOM_NONE);
draw::print2(time_text, 11, 18, TEAL, FONT_ZOOM_NONE);
draw::print2("TEMPS TOTAL", 18, 18, GREEN, FONT_ZOOM_NONE);
break; break;
} }

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@@ -4,7 +4,7 @@ namespace modules
{ {
namespace end_sequence namespace end_sequence
{ {
void init(); void init(bool go_direct_to_credits=false);
bool loop(); bool loop();
} }
} }

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@@ -289,8 +289,38 @@ namespace modules
return section; return section;
} }
char missatge[255] = "";
void mostra_missatge()
{
if ( (controller::pressed(KEY_MENU)) || (controller::pressed(KEY_PICK)) || (controller::pressed(KEY_JUMP)) )
{
missatge[0] = 0;
return;
}
draw::color(BLACK);
draw::fillrect(56, 68, 208, 48);
draw::color(WHITE);
draw::rect(56, 68, 208, 48);
char text[2][25];
int i=0, j=0, k=0;
while (missatge[i]!=0)
{
if (missatge[i]=='-') { text[k][j]=0; i++; j=0; k++; }
text[k][j] = missatge[i];
i++; j++;
}
text[k][j]=0;
draw::print2(text[0], 8, 10, WHITE, FONT_ZOOM_NONE);
draw::print2(text[1], 8, 12, WHITE, FONT_ZOOM_NONE);
draw::render();
}
int loop() int loop()
{ {
if (missatge[0] != 0) { mostra_missatge(); return GAME_NONE; }
int return_value = GAME_NONE; int return_value = GAME_NONE;
if (actor::hero::isDead()) return GAME_DEAD; if (actor::hero::isDead()) return GAME_DEAD;
@@ -325,6 +355,7 @@ namespace modules
actor::update(actor::getFirst()); actor::update(actor::getFirst());
actor::hero::useBoostGod(); actor::hero::useBoostGod();
if ( (actor::hero::getParts()==0x3f) && (room::getCurrent()==45) ) return GAME_END; if ( (actor::hero::getParts()==0x3f) && (room::getCurrent()==45) ) return GAME_END;
if ( (actor::hero::getNumPrologoObjectsDone()==4) && (room::getCurrent()==64) ) return GAME_PROLOGO_END;
} }
} }
@@ -843,6 +874,9 @@ namespace modules
changed = true; changed = true;
} }
*/ */
mx = draw::getLocalX(input::mouseX());
my = draw::getLocalY(input::mouseY());
line+=10; line+=10;
ui::label("POS", 2, line, 48, 11); ui::label("POS", 2, line, 48, 11);
if (input::mouseClk(1) && mx>=2 && mx <=48 && my>=line && my<=line+10) return_value = GAME_EDITOR_BITMAP_POS; if (input::mouseClk(1) && mx>=2 && mx <=48 && my>=line && my<=line+10) return_value = GAME_EDITOR_BITMAP_POS;
@@ -952,5 +986,11 @@ namespace modules
return return_value; return return_value;
} }
void setMissatge(const char *text)
{
strcpy(missatge, text);
}
} }
} }

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@@ -16,6 +16,7 @@ namespace modules
#define GAME_EDITOR_BITMAP_POS 6 #define GAME_EDITOR_BITMAP_POS 6
#define GAME_EDITOR_BITMAP_SIZE 7 #define GAME_EDITOR_BITMAP_SIZE 7
#define GAME_END 8 #define GAME_END 8
#define GAME_PROLOGO_END 9
enum sections { SECTION_GENERAL, SECTION_ROOM, SECTION_ACTOR }; enum sections { SECTION_GENERAL, SECTION_ROOM, SECTION_ACTOR };
@@ -26,5 +27,7 @@ namespace modules
const int getSection(); const int getSection();
std::vector<std::string> getGifs(); std::vector<std::string> getGifs();
void setMissatge(const char *text);
} }
} }

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@@ -29,6 +29,7 @@
#include "m_editor_bitmap.h" #include "m_editor_bitmap.h"
#include "m_end_sequence.h" #include "m_end_sequence.h"
#include "m_prologo_intro.h" #include "m_prologo_intro.h"
#include "m_end_prologo_sequence.h"
#define M_LOGO 0 #define M_LOGO 0
#define M_INTRO 1 #define M_INTRO 1
@@ -47,6 +48,7 @@
#define M_EDITOR_BITMAP 14 #define M_EDITOR_BITMAP 14
#define M_END 15 #define M_END 15
#define M_PROLOGO_INTRO 16 #define M_PROLOGO_INTRO 16
#define M_PROLOGO_END 17
int current_module = M_LOGO; int current_module = M_LOGO;
@@ -157,6 +159,9 @@ bool game::loop()
case M_END: case M_END:
if (!modules::end_sequence::loop()) { modules::menu::init(); current_module = M_MENU; } if (!modules::end_sequence::loop()) { modules::menu::init(); current_module = M_MENU; }
break; break;
case M_PROLOGO_END:
if (!modules::end_prologo_sequence::loop()) { modules::end_sequence::init(true); current_module = M_END; }
break;
case M_MENU: case M_MENU:
option = modules::menu::loop(); option = modules::menu::loop();
if (option != OPTION_NONE) { if (option != OPTION_NONE) {
@@ -195,7 +200,11 @@ bool game::loop()
modules::editor_bitmap::init(EDITING_BITMAP_POS); current_module = M_EDITOR_BITMAP; modules::editor_bitmap::init(EDITING_BITMAP_POS); current_module = M_EDITOR_BITMAP;
} else if (option==GAME_EDITOR_BITMAP_SIZE) { } else if (option==GAME_EDITOR_BITMAP_SIZE) {
modules::editor_bitmap::init(EDITING_BITMAP_SIZE); current_module = M_EDITOR_BITMAP; modules::editor_bitmap::init(EDITING_BITMAP_SIZE); current_module = M_EDITOR_BITMAP;
} else if (option==GAME_END) { modules::end_sequence::init(); current_module = M_END; } } else if (option==GAME_END) {
modules::end_sequence::init(); current_module = M_END;
} else if (option==GAME_PROLOGO_END) {
modules::end_prologo_sequence::init(); current_module = M_PROLOGO_END;
}
} }
break; break;