forked from jaildesigner-jailgames/jaildoctors_dilemma
Ya se puede entrar a la Jail
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@@ -377,7 +377,7 @@ bool setItem(item_t *item, std::string var, std::string value)
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}
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// Constructor
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Room::Room(room_t *room, SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, ItemTracker *itemTracker, int *itemsPicked, Debug *debug)
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Room::Room(room_t *room, SDL_Renderer *renderer, Screen *screen, Asset *asset, options_t *options, ItemTracker *itemTracker, int *itemsPicked, bool jailEnabled, Debug *debug)
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{
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// Copia los punteros a objetos
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this->renderer = renderer;
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@@ -404,6 +404,7 @@ Room::Room(room_t *room, SDL_Renderer *renderer, Screen *screen, Asset *asset, o
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textureB = room->textureB;
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tileMap = room->tileMap;
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texture = (options->palette == p_zxspectrum) ? textureA : textureB;
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this->jailEnabled = jailEnabled;
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// Inicializa variables
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tileSize = 8;
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@@ -438,6 +439,12 @@ Room::Room(room_t *room, SDL_Renderer *renderer, Screen *screen, Asset *asset, o
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// Carga los sonidos
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itemSound = JA_LoadSound(asset->get("item.wav").c_str());
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// Abre la jail para poder entrar
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if (jailEnabled)
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{
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openTheJail();
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}
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// Calcula las superficies
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setBottomSurfaces();
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setTopSurfaces();
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@@ -1463,4 +1470,24 @@ void Room::resume()
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int Room::getAutoSurfaceDirection()
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{
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return autoSurfaceDirection;
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}
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// Abre la jail para poder entrar
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void Room::openTheJail()
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{
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if (name == "THE JAIL")
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{
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// Cambia el color de fondo
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bgColor = "red";
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// Elimina el último enemigo (Bry debe ser el ultimo enemigo definido en el fichero)
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delete enemies.back();
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enemies.pop_back();
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// Abre las puertas
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const int tileA = 16 + (13 * 32);
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const int tileB = 16 + (14 * 32);
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tileMap->at(tileA) = -1;
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tileMap->at(tileB) = -1;
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}
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}
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