forked from jaildesigner-jailgames/jaildoctors_dilemma
711 lines
17 KiB
C++
711 lines
17 KiB
C++
#include "game.h"
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#include <SDL2/SDL_blendmode.h> // for SDL_BLENDMODE_BLEND
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#include <SDL2/SDL_error.h> // for SDL_GetError
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#include <SDL2/SDL_pixels.h> // for SDL_PIXELFORMAT_RGBA8888
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#include <SDL2/SDL_scancode.h> // for SDL_SCANCODE_A, SDL_SCANCODE_D, SDL_...
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#include <SDL2/SDL_timer.h> // for SDL_GetTicks
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#include <iostream> // for basic_ostream, operator<<, cout, endl
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#include <vector> // for vector
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#include "asset.h" // for Asset
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#include "cheevos.h" // for Cheevos
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#include "defines.h" // for PLAY_AREA_HEIGHT, GAMECANVAS_WIDTH
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#include "debug.h" // for Debug
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#include "input.h" // for Input, REPEAT_FALSE, inputs_e
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#include "item_tracker.h" // for ItemTracker
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#include "jail_audio.h" // for JA_PauseMusic, JA_PlaySound, JA_Resu...
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#include "resource.h" // for Resource, res_room_t
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#include "room.h" // for Room, room_t
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#include "room_tracker.h" // for RoomTracker
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#include "screen.h" // for Screen
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#include "stats.h" // for Stats
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#include "text.h" // for Text, TXT_CENTER, TXT_COLOR
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#include "utils.h" // for options_t, cheat_t, stringToColor
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#include "options.h"
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#include "notifier.h"
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#include "global_inputs.h"
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#include "global_events.h"
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// Constructor
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Game::Game()
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: screen_(Screen::get()),
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renderer_(Screen::get()->getRenderer()),
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asset_(Asset::get()),
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input_(Input::get()),
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resource_(Resource::get()),
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debug_(Debug::get()),
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cheevos_(Cheevos::get())
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{
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// Inicia algunas variables
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board_ = std::make_shared<ScoreboardData>();
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board_->ini_clock = SDL_GetTicks();
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#ifdef DEBUG
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current_room_ = "03.room";
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constexpr int X = 25;
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constexpr int Y = 13;
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spawn_point_ = PlayerSpawn(X * 8, Y * 8, 0, 0, 0, PlayerState::STANDING, SDL_FLIP_HORIZONTAL);
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debug_->setEnabled(false);
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#else
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current_room_ = "03.room";
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constexpr int X = 25;
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constexpr int Y = 13;
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spawn_point_ = PlayerSpawn(X * 8, Y * 8, 0, 0, 0, PlayerState::STANDING, SDL_FLIP_HORIZONTAL);
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#endif
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// Crea los objetos
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ItemTracker::init();
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scoreboard_ = std::make_shared<Scoreboard>(board_);
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room_tracker_ = std::make_shared<RoomTracker>();
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room_ = std::make_shared<Room>(resource_->getRoom(current_room_), board_);
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std::string player_texture = options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.png" : "player.png";
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std::string player_animations = options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.ani" : "player.ani";
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const PlayerData player(spawn_point_, player_texture, player_animations, room_);
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player_ = std::make_shared<Player>(player);
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text_ = resource_->getText("smb2");
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music_ = resource_->getMusic("game.ogg");
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death_sound_ = resource_->getSound("death.wav");
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stats_ = std::make_shared<Stats>(asset_->get("stats.csv"), asset_->get("stats_buffer.csv"));
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// Crea la textura para poner el nombre de la habitación
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room_name_texture_ = SDL_CreateTexture(renderer_, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, text_->getCharacterSize() * 2);
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if (room_name_texture_ == nullptr)
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{
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if (options.console)
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{
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std::cout << "Error: roomNameTexture could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
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}
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}
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// Establece el blend mode de la textura
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SDL_SetTextureBlendMode(room_name_texture_, SDL_BLENDMODE_BLEND);
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// Establece el destino de la textura
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room_name_rect_ = {0, PLAY_AREA_HEIGHT, GAMECANVAS_WIDTH, text_->getCharacterSize() * 2};
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// Pone el nombre de la habitación en la textura
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fillRoomNameTexture();
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// Inicializa el resto de variables
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ticks_ = 0;
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board_->lives = 9;
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#ifdef DEBUG
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board_->lives = 9;
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#endif
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board_->items = 0;
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board_->rooms = 1;
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board_->music = true;
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board_->jail_is_open = options.cheats.jail_is_open == Cheat::CheatState::ENABLED;
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setScoreBoardColor();
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room_tracker_->addRoom(current_room_);
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paused_ = false;
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black_screen_ = false;
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black_screen_counter_ = 0;
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total_items_ = getTotalItems();
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initStats();
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stats_->addVisit(room_->getName());
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cheevos_->enable(!options.cheats.enabled()); // Deshabilita los logros si hay trucos activados
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options.section.section = Section::GAME;
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options.section.subsection = Subsection::NONE;
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}
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Game::~Game()
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{
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ItemTracker::destroy();
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SDL_DestroyTexture(room_name_texture_);
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}
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// Comprueba los eventos de la cola
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void Game::checkEvents()
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{
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SDL_Event event;
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while (SDL_PollEvent(&event))
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{
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globalEvents::check(event);
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#ifdef DEBUG
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if (event.type == SDL_KEYDOWN && event.key.repeat == 0)
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{
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switch (event.key.keysym.scancode)
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{
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case SDL_SCANCODE_G:
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debug_->switchEnabled();
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options.cheats.invincible = static_cast<Cheat::CheatState>(debug_->getEnabled());
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board_->music = !debug_->getEnabled();
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board_->music ? JA_ResumeMusic() : JA_PauseMusic();
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break;
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case SDL_SCANCODE_R:
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resource_->reload();
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break;
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case SDL_SCANCODE_W:
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goToRoom(BORDER_TOP);
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break;
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case SDL_SCANCODE_A:
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goToRoom(BORDER_LEFT);
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break;
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case SDL_SCANCODE_S:
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goToRoom(BORDER_BOTTOM);
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break;
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case SDL_SCANCODE_D:
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goToRoom(BORDER_RIGHT);
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break;
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case SDL_SCANCODE_F6:
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Notifier::get()->show({"ACHIEVEMENT UNLOCKED!", "I LIKE MY MULTICOLOURED FRIENDS"}, NotificationText::LEFT, 2, false, "F6");
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break;
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case SDL_SCANCODE_F7:
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Notifier::get()->show({"ACHIEVEMENT UNLOCKED!", "I LIKE MY MULTICOLOURED FRIENDS"}, NotificationText::LEFT, 3, false, "F7");
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break;
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case SDL_SCANCODE_F8:
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Notifier::get()->show({"JAILDESIGNER", "IS LOGGED IN"}, NotificationText::LEFT, 4, false);
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break;
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case SDL_SCANCODE_F9:
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Notifier::get()->show({"JAILDESIGNER", "IS LOGGED IN"}, NotificationText::LEFT, 5, false);
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break;
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default:
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break;
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}
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}
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#endif
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}
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}
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// Comprueba el teclado
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void Game::checkInput()
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{
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if (input_->checkInput(input_toggle_music, REPEAT_FALSE))
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{
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board_->music = !board_->music;
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board_->music ? JA_ResumeMusic() : JA_PauseMusic();
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}
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else if (input_->checkInput(input_pause, REPEAT_FALSE))
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{
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switchPause();
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}
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globalInputs::check();
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}
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// Bucle para el juego
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void Game::run()
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{
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JA_PlayMusic(music_);
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if (!board_->music)
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{
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JA_PauseMusic();
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}
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while (options.section.section == Section::GAME)
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{
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update();
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checkEvents();
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render();
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}
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JA_StopMusic();
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}
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// Actualiza el juego, las variables, comprueba la entrada, etc.
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void Game::update()
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{
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// Comprueba que la diferencia de ticks sea mayor a la velocidad del juego
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if (SDL_GetTicks() - ticks_ > GAME_SPEED)
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{
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// Actualiza el contador de ticks
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ticks_ = SDL_GetTicks();
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// Comprueba el teclado
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checkInput();
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#ifdef DEBUG
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debug_->clear();
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#endif
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// Actualiza los objetos
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room_->update();
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player_->update();
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checkPlayerOnBorder();
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checkPlayerAndItems();
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checkPlayerAndEnemies();
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checkIfPlayerIsAlive();
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checkGameOver();
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checkEndGame();
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checkRestoringJail();
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checkSomeCheevos();
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scoreboard_->update();
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input_->update();
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updateBlackScreen();
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screen_->update();
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#ifdef DEBUG
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updateDebugInfo();
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#endif
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}
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}
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// Pinta los objetos en pantalla
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void Game::render()
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{
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// Prepara para dibujar el frame
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screen_->start();
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// Dibuja los elementos del juego en orden
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room_->renderMap();
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room_->renderEnemies();
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room_->renderItems();
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player_->render();
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renderRoomName();
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scoreboard_->render();
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renderBlackScreen();
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#ifdef DEBUG
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// Debug info
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renderDebugInfo();
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#endif
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// Actualiza la pantalla
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screen_->render();
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}
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#ifdef DEBUG
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// Pasa la información de debug
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void Game::updateDebugInfo()
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{
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debug_->add("X = " + std::to_string(static_cast<int>(player_->x_)) + ", Y = " + std::to_string(static_cast<int>(player_->y_)));
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debug_->add("VX = " + std::to_string(player_->vx_).substr(0, 4) + ", VY = " + std::to_string(player_->vy_).substr(0, 4));
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debug_->add("STATE = " + std::to_string(static_cast<int>(player_->state_)));
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}
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// Pone la información de debug en pantalla
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void Game::renderDebugInfo()
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{
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if (!debug_->getEnabled())
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{
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return;
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}
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// Borra el marcador
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SDL_Rect rect = {0, 18 * BLOCK, PLAY_AREA_WIDTH, GAMECANVAS_HEIGHT - PLAY_AREA_HEIGHT};
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SDL_SetRenderDrawColor(renderer_, 0, 0, 0, 255);
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SDL_RenderFillRect(renderer_, &rect);
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// Pinta la rejilla
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SDL_SetRenderDrawColor(renderer_, 255, 255, 255, 32);
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for (int i = 0; i < PLAY_AREA_BOTTOM; i += 8)
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{ // Lineas horizontales
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SDL_RenderDrawLine(renderer_, 0, i, PLAY_AREA_RIGHT, i);
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}
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for (int i = 0; i < PLAY_AREA_RIGHT; i += 8)
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{ // Lineas verticales
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SDL_RenderDrawLine(renderer_, i, 0, i, PLAY_AREA_BOTTOM - 1);
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}
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// Pinta el texto
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debug_->setPos({1, 18 * 8});
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debug_->render();
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}
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#endif
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// Escribe el nombre de la pantalla
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void Game::renderRoomName()
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{
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// Dibuja la textura con el nombre de la habitación
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SDL_RenderCopy(renderer_, room_name_texture_, nullptr, &room_name_rect_);
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}
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// Cambia de habitación
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bool Game::changeRoom(std::string file)
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{
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// En las habitaciones los limites tienen la cadena del fichero o un 0 en caso de no limitar con nada
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if (file == "0")
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{
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return false;
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}
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// Verifica que exista el fichero que se va a cargar
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if (asset_->get(file) != "")
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{
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// Crea un objeto habitación nuevo a partir del fichero
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room_ = std::make_shared<Room>(resource_->getRoom(file), board_);
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// Pone el nombre de la habitación en la textura
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fillRoomNameTexture();
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// Pone el color del marcador en función del color del borde de la habitación
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setScoreBoardColor();
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if (room_tracker_->addRoom(file))
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{
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// Incrementa el contador de habitaciones visitadas
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board_->rooms++;
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options.stats.rooms = board_->rooms;
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// Actualiza las estadisticas
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stats_->addVisit(room_->getName());
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}
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// Pasa la nueva habitación al jugador
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player_->setRoom(room_);
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return true;
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}
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return false;
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}
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// Comprueba si el jugador esta en el borde de la pantalla
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void Game::checkPlayerOnBorder()
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{
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if (player_->getOnBorder())
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{
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const std::string roomName = room_->getRoom(player_->getBorder());
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if (changeRoom(roomName))
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{
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player_->switchBorders();
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current_room_ = roomName;
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spawn_point_ = player_->getSpawnParams();
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}
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}
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}
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// Comprueba las colisiones del jugador con los enemigos
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bool Game::checkPlayerAndEnemies()
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{
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const bool death = room_->enemyCollision(player_->getCollider());
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if (death)
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{
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killPlayer();
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}
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return death;
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}
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// Comprueba las colisiones del jugador con los objetos
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void Game::checkPlayerAndItems()
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{
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room_->itemCollision(player_->getCollider());
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}
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// Comprueba si el jugador esta vivo
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void Game::checkIfPlayerIsAlive()
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{
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if (!player_->isAlive())
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{
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killPlayer();
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}
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}
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// Comprueba si ha terminado la partida
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void Game::checkGameOver()
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{
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if (board_->lives < 0 && black_screen_counter_ > 17)
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{
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options.section.section = Section::GAME_OVER;
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}
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}
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// Mata al jugador
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void Game::killPlayer()
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{
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if (options.cheats.invincible == Cheat::CheatState::ENABLED)
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{
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return;
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}
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// Resta una vida al jugador
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if (options.cheats.infinite_lives == Cheat::CheatState::DISABLED)
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{
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--board_->lives;
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}
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// Actualiza las estadisticas
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stats_->addDeath(room_->getName());
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// Invalida el logro de pasarse el juego sin morir
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cheevos_->invalidate(11);
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// Sonido
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JA_PlaySound(death_sound_);
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// Pone la pantalla en negro un tiempo
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setBlackScreen();
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// Crea la nueva habitación y el nuevo jugador
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room_ = std::make_shared<Room>(resource_->getRoom(current_room_), board_);
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std::string player_texture = options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.png" : "player.png";
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std::string player_animations = options.cheats.alternate_skin == Cheat::CheatState::ENABLED ? "player2.ani" : "player.ani";
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const PlayerData player(spawn_point_, player_texture, player_animations, room_);
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player_ = std::make_shared<Player>(player);
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// Pone los objetos en pausa mientras esta la habitación en negro
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room_->pause();
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player_->pause();
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}
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// Recarga todas las texturas
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void Game::reLoadTextures()
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{
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if (options.console)
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{
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std::cout << "** RELOAD REQUESTED" << std::endl;
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}
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player_->reLoadTexture();
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room_->reLoadTexture();
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scoreboard_->reLoadTexture();
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text_->reLoadTexture();
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}
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// Establece la pantalla en negro
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void Game::setBlackScreen()
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{
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black_screen_ = true;
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}
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// Actualiza las variables relativas a la pantalla en negro
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void Game::updateBlackScreen()
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{
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if (black_screen_)
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{
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black_screen_counter_++;
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if (black_screen_counter_ > 20)
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{
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black_screen_ = false;
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black_screen_counter_ = 0;
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player_->resume();
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room_->resume();
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screen_->setBorderColor(room_->getBorderColor());
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}
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}
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}
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// Dibuja la pantalla negra
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void Game::renderBlackScreen()
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{
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if (black_screen_)
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{
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screen_->clean();
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screen_->setBorderColor(stringToColor(options.video.palette, "black"));
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}
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}
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// Pone el color del marcador en función del color del borde de la habitación
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void Game::setScoreBoardColor()
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{
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// Obtiene el color del borde
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const Color colorBorder = room_->getBorderColor();
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const bool isBlack = colorAreEqual(colorBorder, stringToColor(options.video.palette, "black"));
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const bool isBrightBlack = colorAreEqual(colorBorder, stringToColor(options.video.palette, "bright_black"));
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// Si el color del borde es negro o negro brillante cambia el texto del marcador a blanco
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board_->color = isBlack || isBrightBlack ? stringToColor(options.video.palette, "white") : colorBorder;
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}
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// Comprueba si ha finalizado el juego
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bool Game::checkEndGame()
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{
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const bool isOnTheRoom = room_->getName() == "THE JAIL"; // Estar en la habitación que toca
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const bool haveTheItems = board_->items >= int(total_items_ * 0.9f) || options.cheats.jail_is_open == Cheat::CheatState::ENABLED; // Con mas del 90% de los items recogidos
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const bool isOnTheDoor = player_->getRect().x <= 128; // Y en la ubicación que toca (En la puerta)
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if (haveTheItems)
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{
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board_->jail_is_open = true;
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}
|
|
|
|
if (haveTheItems && isOnTheRoom && isOnTheDoor)
|
|
{
|
|
// Comprueba los logros de completar el juego
|
|
checkEndGameCheevos();
|
|
|
|
options.section.section = Section::ENDING;
|
|
return true;
|
|
}
|
|
|
|
return false;
|
|
}
|
|
|
|
// Obtiene la cantidad total de items que hay en el mapeado del juego
|
|
int Game::getTotalItems()
|
|
{
|
|
int items = 0;
|
|
auto rooms = resource_->getRooms();
|
|
|
|
for (auto room : rooms)
|
|
{
|
|
items += room.room->items.size();
|
|
}
|
|
|
|
return items;
|
|
}
|
|
|
|
// Va a la habitación designada
|
|
void Game::goToRoom(int border)
|
|
{
|
|
const std::string roomName = room_->getRoom(border);
|
|
if (changeRoom(roomName))
|
|
{
|
|
current_room_ = roomName;
|
|
}
|
|
}
|
|
|
|
// Pone el juego en pausa
|
|
void Game::switchPause()
|
|
{
|
|
if (paused_)
|
|
{
|
|
player_->resume();
|
|
room_->resume();
|
|
scoreboard_->resume();
|
|
paused_ = false;
|
|
}
|
|
else
|
|
{
|
|
player_->pause();
|
|
room_->pause();
|
|
scoreboard_->pause();
|
|
paused_ = true;
|
|
}
|
|
}
|
|
|
|
// Da vidas al jugador cuando está en la Jail
|
|
void Game::checkRestoringJail()
|
|
{
|
|
if (room_->getName() != "THE JAIL" || board_->lives == 9)
|
|
{
|
|
return;
|
|
}
|
|
|
|
static int counter = 0;
|
|
|
|
if (!paused_)
|
|
{
|
|
counter++;
|
|
}
|
|
|
|
// Incrementa el numero de vidas
|
|
if (counter == 100)
|
|
{
|
|
counter = 0;
|
|
board_->lives++;
|
|
JA_PlaySound(death_sound_);
|
|
|
|
// Invalida el logro de completar el juego sin entrar a la jail
|
|
const bool haveTheItems = board_->items >= int(total_items_ * 0.9f);
|
|
if (!haveTheItems)
|
|
{
|
|
cheevos_->invalidate(9);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Inicializa el diccionario de las estadísticas
|
|
void Game::initStats()
|
|
{
|
|
auto rooms = resource_->getRooms();
|
|
|
|
for (auto room : rooms)
|
|
{
|
|
stats_->addDictionary(room.room->number, room.room->name);
|
|
}
|
|
|
|
stats_->init();
|
|
}
|
|
|
|
// Crea la textura con el nombre de la habitación
|
|
void Game::fillRoomNameTexture()
|
|
{
|
|
// Pone la textura como destino de renderizado
|
|
SDL_SetRenderTarget(renderer_, room_name_texture_);
|
|
|
|
// Rellena la textura de color
|
|
const Color color = stringToColor(options.video.palette, "white");
|
|
SDL_SetRenderDrawColor(renderer_, color.r, color.g, color.b, 0xFF);
|
|
SDL_RenderClear(renderer_);
|
|
|
|
// Escribe el texto en la textura
|
|
text_->writeDX(TEXT_CENTER | TEXT_COLOR, GAMECANVAS_CENTER_X, text_->getCharacterSize() / 2, room_->getName(), 1, room_->getBGColor());
|
|
|
|
// Deja el renderizador por defecto
|
|
SDL_SetRenderTarget(renderer_, nullptr);
|
|
}
|
|
|
|
// Comprueba algunos logros
|
|
void Game::checkSomeCheevos()
|
|
{
|
|
// Logros sobre la cantidad de items
|
|
if (board_->items == total_items_)
|
|
{
|
|
cheevos_->unlock(4);
|
|
cheevos_->unlock(3);
|
|
cheevos_->unlock(2);
|
|
cheevos_->unlock(1);
|
|
}
|
|
else if (board_->items >= total_items_ * 0.75f)
|
|
{
|
|
cheevos_->unlock(3);
|
|
cheevos_->unlock(2);
|
|
cheevos_->unlock(1);
|
|
}
|
|
else if (board_->items >= total_items_ * 0.5f)
|
|
{
|
|
cheevos_->unlock(2);
|
|
cheevos_->unlock(1);
|
|
}
|
|
else if (board_->items >= total_items_ * 0.25f)
|
|
{
|
|
cheevos_->unlock(1);
|
|
}
|
|
|
|
// Logros sobre las habitaciones visitadas
|
|
if (board_->rooms >= 60)
|
|
{
|
|
cheevos_->unlock(7);
|
|
cheevos_->unlock(6);
|
|
cheevos_->unlock(5);
|
|
}
|
|
else if (board_->rooms >= 40)
|
|
{
|
|
cheevos_->unlock(6);
|
|
cheevos_->unlock(5);
|
|
}
|
|
else if (board_->rooms >= 20)
|
|
{
|
|
cheevos_->unlock(5);
|
|
}
|
|
}
|
|
|
|
// Comprueba los logros de completar el juego
|
|
void Game::checkEndGameCheevos()
|
|
{
|
|
// "Complete the game"
|
|
cheevos_->unlock(8);
|
|
|
|
// "Complete the game without entering the jail"
|
|
cheevos_->unlock(9);
|
|
|
|
// "Complete the game with all items"
|
|
if (board_->items == total_items_)
|
|
{
|
|
cheevos_->unlock(10);
|
|
}
|
|
|
|
// "Complete the game without dying"
|
|
cheevos_->unlock(11);
|
|
|
|
// "Complete the game in under 30 minutes"
|
|
if (scoreboard_->getMinutes() < 30)
|
|
{
|
|
cheevos_->unlock(12);
|
|
}
|
|
} |