BeanCountersClassic/src/beans.c

2396 lines
58 KiB
C

/*
* beans.c
* This file is part of Bean Counters Classic
*
* Copyright (C) 2018 - Félix Arreola Rodríguez
*
* Bean Counters Classic is free software; you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation; either version 2 of the License, or
* (at your option) any later version.
*
* Bean Counters Classic is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Bean Counters Classic; if not, write to the Free Software
* Foundation, Inc., 51 Franklin St, Fifth Floor,
* Boston, MA 02110-1301 USA
*/
#include <stdlib.h>
#include <stdio.h>
#include <SDL.h>
#include <SDL_image.h>
#include <SDL_mixer.h>
#include <SDL_ttf.h>
#include <sys/types.h>
#include <unistd.h>
#ifdef HAVE_CONFIG_H
#include "config.h"
#endif
#include <locale.h>
#include "gettext.h"
#define _(string) gettext (string)
#include "path.h"
#include "gfx_blit_func.h"
#include "collider.h"
#include "draw-text.h"
#include "zoom.h"
#include "cp-button.h"
#define FPS (1000/24)
#define RANDOM(x) ((int) (x ## .0 * rand () / (RAND_MAX + 1.0)))
#define RANDOM_VAR(x) ((int) (((float) x) * rand () / (RAND_MAX + 1.0)))
#if SDL_BYTEORDER == SDL_BIG_ENDIAN
#define RMASK 0xff000000
#define GMASK 0x00ff0000
#define BMASK 0x0000ff00
#define AMASK 0x000000ff
#else
#define RMASK 0x000000ff
#define GMASK 0x0000ff00
#define BMASK 0x00ff0000
#define AMASK 0xff000000
#endif
#ifndef FALSE
#define FALSE 0
#endif
#ifndef TRUE
#define TRUE !FALSE
#endif
enum {
NO_NEXT_LEVEL = 0,
NEXT_LEVEL,
GAME_WIN
};
typedef struct _BeanBag {
int bag;
int throw_length;
int frame;
union {
const int (*bag_points)[3];
const int (*object_points)[2];
};
struct _BeanBag *prev;
struct _BeanBag *next;
} BeanBag;
/* Enumerar las imágenes */
enum {
IMG_GAMEINTRO,
IMG_PENGUIN_INTRO_BACK,
IMG_PENGUIN_INTRO_COLOR,
IMG_PENGUIN_INTRO_FRONT,
IMG_BACKGROUND,
IMG_PLATAFORM,
IMG_BAG_1,
IMG_BAG_2,
IMG_BAG_3,
IMG_BAG_4,
IMG_BAG_STACK_1,
IMG_BAG_STACK_2,
IMG_BAG_STACK_3,
IMG_BAG_STACK_4,
IMG_BAG_STACK_5,
IMG_BAG_STACK_6,
IMG_BAG_STACK_7,
IMG_BAG_STACK_8,
IMG_BAG_STACK_9,
IMG_BAG_STACK_10,
IMG_BAG_STACK_11,
IMG_BAG_STACK_12,
IMG_BAG_STACK_13,
IMG_BAG_STACK_14,
IMG_BAG_STACK_15,
IMG_BAG_STACK_16,
IMG_BAG_STACK_17,
IMG_BAG_STACK_18,
IMG_BAG_STACK_19,
IMG_BAG_STACK_20,
IMG_BAG_STACK_21,
IMG_BAG_STACK_22,
IMG_BAG_STACK_23,
IMG_BAG_STACK_24,
IMG_BAG_STACK_25,
IMG_BAG_STACK_26,
IMG_BAG_STACK_27,
IMG_BAG_STACK_28,
IMG_BAG_STACK_29,
IMG_BAG_STACK_30,
IMG_BAG_STACK_31,
IMG_BAG_STACK_32,
IMG_BAG_STACK_33,
IMG_BAG_STACK_34,
IMG_BAG_STACK_35,
IMG_BAG_STACK_36,
IMG_BAG_STACK_37,
IMG_BAG_STACK_38,
IMG_BAG_STACK_39,
IMG_BAG_STACK_40,
IMG_BAG_STACK_41,
IMG_BAG_STACK_42,
IMG_BAG_STACK_43,
IMG_BAG_STACK_44,
IMG_BAG_STACK_45,
IMG_BAG_STACK_46,
IMG_BAG_STACK_47,
IMG_BAG_STACK_48,
IMG_BAG_STACK_49,
IMG_BAG_STACK_50,
IMG_BAG_STACK_51,
IMG_BAG_STACK_52,
IMG_BAG_STACK_53,
IMG_BAG_STACK_54,
IMG_BAG_STACK_55,
IMG_BAG_STACK_56,
IMG_BAG_STACK_57,
IMG_BAG_STACK_58,
IMG_BAG_STACK_59,
IMG_BAG_STACK_60,
IMG_TRUCK,
IMG_ANVIL_0,
IMG_ANVIL_1,
IMG_ANVIL_2,
IMG_ANVIL_3,
IMG_ANVIL_4,
IMG_ANVIL_5,
IMG_ANVIL_6,
IMG_ANVIL_7,
IMG_ANVIL_8,
IMG_ANVIL_9,
IMG_ANVIL_10,
IMG_ANVIL_11,
IMG_ANVIL_12,
IMG_ANVIL_13,
IMG_ANVIL_14,
IMG_ANVIL_15,
IMG_ANVIL_16,
IMG_ANVIL_17,
IMG_ANVIL_18,
IMG_ANVIL_19,
IMG_ANVIL_20,
IMG_ANVIL_21,
IMG_ANVIL_22,
IMG_ANVIL_23,
IMG_ONEUP,
IMG_FISH,
IMG_FISH_DROPPED,
IMG_FLOWER,
IMG_FLOWER_DROPPED,
IMG_CRASH_1,
IMG_CRASH_2,
IMG_CRASH_3,
IMG_CRASH_4,
NUM_IMAGES
};
/* Los nombres de archivos */
const char *images_names[NUM_IMAGES] = {
"images/gameintro.png",
"images/penguin_intro_back.png",
"images/penguin_intro_color.png",
"images/penguin_intro_front.png",
"images/background.png",
"images/plataform.png",
"images/bag_1.png",
"images/bag_2.png",
"images/bag_3.png",
"images/bag_4.png",
"images/bag_stack_01.png",
"images/bag_stack_02.png",
"images/bag_stack_03.png",
"images/bag_stack_04.png",
"images/bag_stack_05.png",
"images/bag_stack_06.png",
"images/bag_stack_07.png",
"images/bag_stack_08.png",
"images/bag_stack_09.png",
"images/bag_stack_10.png",
"images/bag_stack_11.png",
"images/bag_stack_12.png",
"images/bag_stack_13.png",
"images/bag_stack_14.png",
"images/bag_stack_15.png",
"images/bag_stack_16.png",
"images/bag_stack_17.png",
"images/bag_stack_18.png",
"images/bag_stack_19.png",
"images/bag_stack_20.png",
"images/bag_stack_21.png",
"images/bag_stack_22.png",
"images/bag_stack_23.png",
"images/bag_stack_24.png",
"images/bag_stack_25.png",
"images/bag_stack_26.png",
"images/bag_stack_27.png",
"images/bag_stack_28.png",
"images/bag_stack_29.png",
"images/bag_stack_30.png",
"images/bag_stack_31.png",
"images/bag_stack_32.png",
"images/bag_stack_33.png",
"images/bag_stack_34.png",
"images/bag_stack_35.png",
"images/bag_stack_36.png",
"images/bag_stack_37.png",
"images/bag_stack_38.png",
"images/bag_stack_39.png",
"images/bag_stack_40.png",
"images/bag_stack_41.png",
"images/bag_stack_42.png",
"images/bag_stack_43.png",
"images/bag_stack_44.png",
"images/bag_stack_45.png",
"images/bag_stack_46.png",
"images/bag_stack_47.png",
"images/bag_stack_48.png",
"images/bag_stack_49.png",
"images/bag_stack_50.png",
"images/bag_stack_51.png",
"images/bag_stack_52.png",
"images/bag_stack_53.png",
"images/bag_stack_54.png",
"images/bag_stack_55.png",
"images/bag_stack_56.png",
"images/bag_stack_57.png",
"images/bag_stack_58.png",
"images/bag_stack_59.png",
"images/bag_stack_60.png",
"images/truck.png",
"images/anvil_00.png",
"images/anvil_01.png",
"images/anvil_02.png",
"images/anvil_03.png",
"images/anvil_04.png",
"images/anvil_05.png",
"images/anvil_06.png",
"images/anvil_07.png",
"images/anvil_08.png",
"images/anvil_09.png",
"images/anvil_10.png",
"images/anvil_11.png",
"images/anvil_12.png",
"images/anvil_13.png",
"images/anvil_14.png",
"images/anvil_15.png",
"images/anvil_16.png",
"images/anvil_17.png",
"images/anvil_18.png",
"images/anvil_19.png",
"images/anvil_20.png",
"images/anvil_21.png",
"images/anvil_22.png",
"images/anvil_23.png",
"images/oneup.png",
"images/fish.png",
"images/fish_dropped.png",
"images/flower.png",
"images/flower_dropped.png",
"images/crash_1.png",
"images/crash_2.png",
"images/crash_3.png",
"images/crash_4.png"
};
enum {
SND_NONE,
NUM_SOUNDS
};
const char *sound_names[NUM_SOUNDS] = {
"sounds/none.wav",
};
/* Para el motor de botones */
enum {
BUTTON_NONE,
BUTTON_UI_INSTRUCTIONS,
BUTTON_UI_PLAY_GAME,
BUTTON_CLOSE,
NUM_BUTTONS
};
enum {
BLANK_UP,
BLANK_OVER,
BLANK_DOWN
};
/* Codigos de salida */
enum {
GAME_NONE = 0, /* No usado */
GAME_CONTINUE,
GAME_QUIT
};
/* Imágenes de los pingüinos */
enum {
IMG_PENGUIN_1_BACK,
IMG_PENGUIN_1_COLOR,
IMG_PENGUIN_1_FRONT,
IMG_PENGUIN_2_BACK,
IMG_PENGUIN_2_COLOR,
IMG_PENGUIN_2_FRONT,
IMG_PENGUIN_3_BACK,
IMG_PENGUIN_3_COLOR,
IMG_PENGUIN_3_FRONT,
IMG_PENGUIN_4_BACK,
IMG_PENGUIN_4_COLOR,
IMG_PENGUIN_4_FRONT,
IMG_PENGUIN_5_BACK,
IMG_PENGUIN_5_COLOR,
IMG_PENGUIN_5_1_FRONT,
IMG_PENGUIN_5_2_FRONT,
IMG_PENGUIN_5_3_FRONT,
IMG_PENGUIN_6_1_BACK,
IMG_PENGUIN_6_2_BACK,
IMG_PENGUIN_6_1_COLOR,
IMG_PENGUIN_6_2_COLOR,
IMG_PENGUIN_6_1_FRONT,
IMG_PENGUIN_6_2_FRONT,
IMG_PENGUIN_6_3_FRONT,
IMG_PENGUIN_6_4_FRONT,
IMG_PENGUIN_6_5_FRONT,
IMG_PENGUIN_6_6_FRONT,
IMG_PENGUIN_7_BACK,
IMG_PENGUIN_7_COLOR,
IMG_PENGUIN_7_FRONT,
IMG_PENGUIN_8_BACK,
IMG_PENGUIN_8_COLOR,
IMG_PENGUIN_8_1_FRONT,
IMG_PENGUIN_8_2_FRONT,
IMG_PENGUIN_8_3_FRONT,
NUM_PENGUIN_IMGS
};
const char *penguin_images_names[NUM_PENGUIN_IMGS] = {
"images/penguin_1_back.png",
"images/penguin_1_color.png",
"images/penguin_1_front.png",
"images/penguin_2_back.png",
"images/penguin_2_color.png",
"images/penguin_2_front.png",
"images/penguin_3_back.png",
"images/penguin_3_color.png",
"images/penguin_3_front.png",
"images/penguin_4_back.png",
"images/penguin_4_color.png",
"images/penguin_4_front.png",
"images/penguin_5_back.png",
"images/penguin_5_color.png",
"images/penguin_5_1_front.png",
"images/penguin_5_2_front.png",
"images/penguin_5_3_front.png",
"images/penguin_6_1_back.png",
"images/penguin_6_2_back.png",
"images/penguin_6_1_color.png",
"images/penguin_6_2_color.png",
"images/penguin_6_1_front.png",
"images/penguin_6_2_front.png",
"images/penguin_6_3_front.png",
"images/penguin_6_4_front.png",
"images/penguin_6_5_front.png",
"images/penguin_6_6_front.png",
"images/penguin_7_back.png",
"images/penguin_7_color.png",
"images/penguin_7_front.png",
"images/penguin_8_back.png",
"images/penguin_8_color.png",
"images/penguin_8_1_front.png",
"images/penguin_8_2_front.png",
"images/penguin_8_3_front.png"
};
enum {
PENGUIN_FRAME_1,
PENGUIN_FRAME_2,
PENGUIN_FRAME_3,
PENGUIN_FRAME_4,
PENGUIN_FRAME_5_1,
PENGUIN_FRAME_5_2,
PENGUIN_FRAME_5_3,
PENGUIN_FRAME_6_1,
PENGUIN_FRAME_6_2,
PENGUIN_FRAME_6_3,
PENGUIN_FRAME_6_4,
PENGUIN_FRAME_6_5,
PENGUIN_FRAME_6_6,
PENGUIN_FRAME_7,
PENGUIN_FRAME_8,
PENGUIN_FRAME_9,
PENGUIN_FRAME_10,
NUM_PENGUIN_FRAMES
};
enum {
COLLIDER_BAG_3,
COLLIDER_PENGUIN_1,
COLLIDER_PENGUIN_2,
COLLIDER_PENGUIN_3,
COLLIDER_PENGUIN_4,
COLLIDER_PENGUIN_5,
COLLIDER_PENGUIN_6,
COLLIDER_PENGUIN_7,
COLLIDER_PENGUIN_8,
COLLIDER_PENGUIN_9,
COLLIDER_PENGUIN_10,
COLLIDER_ONEUP,
NUM_COLLIDERS
};
enum {
TEXT_LIVES,
TEXT_TRUCKS,
TEXT_SCORE,
TEXT_TRY_AGAIN,
TEXT_UNLOADED,
TEXT_NEXT_TRUCK,
TEXT_GAME_OVER,
TEXT_TITLE_BEAN_COUNTERS,
TEXT_INSTRUCTIONS,
TEXT_PLAY_GAME,
NUM_TEXTS
};
const char *collider_names[NUM_COLLIDERS] = {
"collider/bag_3.col",
"collider/penguin_1.col",
"collider/penguin_2.col",
"collider/penguin_3.col",
"collider/penguin_4.col",
"collider/penguin_5.col",
"collider/penguin_6.col",
"collider/penguin_7.col",
"collider/penguin_8.col",
"collider/penguin_9.col",
"collider/penguin_10.col",
"collider/oneup.col"
};
const SDL_Color penguin_colors[18] = {
{0, 51, 102},
{51, 51, 51},
{206, 0, 0},
{255, 204, 0},
{0, 153, 0},
{153, 102, 0},
{255, 49, 156},
{99, 0, 156},
{0, 156, 204},
{255, 102, 0},
{0, 102, 0},
{255, 99, 99},
{139, 227, 3},
{28, 150, 163},
{240, 240, 216},
{174, 159, 200},
{128, 33, 75},
{46, 71, 170}
};
const int bag_0_points[31][3] = {
{0, 638, 108},
{0, 613, 98},
{0, 588, 87},
{0, 565, 80},
{0, 543, 72},
{0, 523, 68},
{0, 504, 65},
{0, 485, 61},
{1, 493, 28},
{1, 479, 27},
{1, 465, 27},
{1, 456, 28},
{2, 427, 86},
{2, 413, 89},
{2, 401, 93},
{2, 388, 97},
{2, 371, 103},
{2, 355, 110},
{2, 340, 119},
{2, 322, 131},
{2, 305, 146},
{2, 290, 161},
{2, 273, 181},
{2, 259, 203},
{2, 246, 226},
{2, 233, 254},
{2, 223, 282},
{2, 214, 311},
{2, 205, 343},
{2, 196, 375},
{3, 165, 408}
};
const int bag_1_points[22][3] = {
{0, 633, 209},
{0, 622, 168},
{0, 610, 134},
{0, 598, 107},
{0, 586, 87},
{0, 574, 74},
{0, 563, 69},
{0, 558, 68},
{1, 579, 38},
{1, 571, 42},
{1, 563, 51},
{1, 554, 65},
{2, 527, 141},
{2, 520, 164},
{2, 512, 187},
{2, 505, 215},
{2, 498, 246},
{2, 491, 280},
{2, 484, 317},
{2, 478, 358},
{2, 472, 402},
{3, 441, 420}
};
const int bag_2_points[28][3] = {
{0, 633, 229},
{0, 620, 202},
{0, 606, 175},
{0, 593, 154},
{0, 579, 132},
{0, 565, 116},
{0, 550, 100},
{0, 536, 89},
{1, 548, 49},
{1, 535, 46},
{1, 523, 43},
{1, 510, 39},
{2, 477, 99},
{2, 461, 104},
{2, 444, 114},
{2, 427, 126},
{2, 413, 140},
{2, 399, 160},
{2, 385, 179},
{2, 370, 199},
{2, 357, 224},
{2, 344, 249},
{2, 331, 273},
{2, 319, 304},
{2, 307, 335},
{2, 294, 365},
{2, 282, 396},
{3, 251, 405}
};
const int bag_3_points[33][3] = {
{0, 647, 305},
{0, 620, 267},
{0, 595, 236},
{0, 570, 204},
{0, 546, 179},
{0, 522, 153},
{0, 499, 135},
{0, 477, 116},
{1, 481, 71},
{1, 463, 63},
{1, 444, 54},
{1, 429, 50},
{2, 397, 106},
{2, 389, 107},
{2, 381, 108},
{2, 373, 109},
{2, 365, 110},
{2, 354, 114},
{2, 343, 117},
{2, 330, 125},
{2, 316, 132},
{2, 302, 145},
{2, 288, 158},
{2, 275, 176},
{2, 261, 194},
{2, 249, 217},
{2, 237, 240},
{2, 227, 267},
{2, 217, 294},
{2, 208, 326},
{2, 198, 358},
{2, 189, 389},
{3, 141, 422}
};
const int bag_stack_offsets[30][2] = {
{15, 251},
{14, 236},
{13, 227},
{13, 220},
{13, 211},
{13, 203},
{12, 192},
{12, 182},
{13, 173},
{9, 165}, // 10
{10, 158},
{10, 149},
{10, 141},
{8, 136},
{8, 125},
{8, 120},
{0, 114},
{2, 106},
{2, 94},
{2, 85}, // 20
{2, 79},
{2, 70},
{2, 69},
{2, 60},
{2, 52},
{2, 42},
{2, 35},
{2, 25},
{2, 20}
// {2, 11} del 30 al 60
};
const int anvil_offsets [24][2] = {
{631, 276},
{609, 226},
{589, 185},
{570, 151},
{551, 126},
{534, 109},
{519, 101},
{509, 100},
{503, 100},
{495, 103},
{486, 111},
{478, 124},
{470, 137},
{464, 154},
{458, 171},
{454, 192},
{450, 214},
{446, 238},
{443, 263},
{441, 291},
{437, 320},
{435, 352},
{432, 384},
{422, 406}
};
const int anvil_collider_offsets [23][2] = {
{692, 298},
{669, 245},
{647, 201},
{627, 165},
{608, 138},
{590, 120},
{574, 111},
{564, 109},
{559, 109},
{550, 112},
{541, 119},
{533, 132},
{525, 145},
{519, 162},
{512, 180},
{508, 202},
{503, 223},
{499, 249},
{496, 275},
{492, 304},
{488, 333},
{485, 366},
{482, 399}
};
const int fish_collider_offsets [10][2] = {
{337, 157},
{326, 173},
{315, 191},
{303, 207},
{292, 229},
{282, 251},
{271, 272},
{260, 299},
{250, 325},
{240, 351},
};
const int flower_collider_offsets [11][2] = {
{465, 163},
{455, 174},
{446, 184},
{436, 194},
{427, 210},
{419, 226},
{410, 242},
{403, 264},
{396, 286},
{388, 308},
{381, 330}
};
const int oneup_offsets[35][2] = {
{636, 142},
{624, 130},
{611, 119},
{598, 107},
{586, 96},
{573, 84},
{560, 72},
{547, 70},
{534, 68},
{521, 66},
{507, 64},
{494, 62},
{481, 60},
{468, 58},
{454, 56},
{442, 67},
{431, 80},
{420, 93},
{409, 105},
{398, 118},
{392, 139},
{386, 159},
{380, 180},
{373, 201},
{367, 221},
{361, 242},
{355, 263},
{349, 284},
{343, 304},
{337, 325},
{334, 351},
{330, 378},
{327, 404},
{324, 431},
{321, 458}
};
const int fish_offsets[35][2] = {
{634, 247},
{603, 213},
{574, 184},
{546, 158},
{518, 136},
{492, 119},
{468, 105},
{445, 96},
{425, 90},
{407, 87},
{393, 86},
{383, 86},
{375, 87},
{368, 88},
{361, 90},
{354, 91},
{347, 93},
{336, 98},
{325, 104},
{314, 110},
{302, 121},
{289, 132},
{277, 143},
{265, 160},
{254, 177},
{242, 194},
{231, 215},
{220, 237},
{210, 259},
{200, 285},
{189, 311},
{179, 337},
{170, 367},
{160, 397},
{122, 433}
};
const int flower_offsets[32][2] = {
{646, 217},
{626, 192},
{606, 167},
{587, 147},
{569, 128},
{551, 115},
{534, 101},
{519, 94},
{503, 87},
{492, 85},
{481, 82},
{475, 82},
{467, 82},
{463, 83},
{457, 85},
{452, 86},
{443, 91},
{435, 95},
{426, 100},
{417, 110},
{408, 120},
{399, 131},
{390, 146},
{382, 162},
{374, 178},
{366, 198},
{359, 218},
{352, 239},
{345, 264},
{339, 288},
{332, 313},
{334, 382}
};
const char *text_strings[NUM_TEXTS] = {
gettext_noop ("LIVES:"),
gettext_noop ("TRUCK:"),
gettext_noop ("SCORE:"),
gettext_noop ("TRY AGAIN..."),
gettext_noop ("TRUCK\nUNLOADED!!"),
gettext_noop ("NEXT TRUCK!!"),
gettext_noop ("Game Over!"),
gettext_noop ("BEAN\nCOUNTERS!"),
gettext_noop ("INSTRUCTIONS"),
gettext_noop ("PLAY GAME!"),
};
/* Prototipos de función */
int game_intro (void);
int game_loop (void);
int game_finish (void);
void setup (void);
SDL_Surface * set_video_mode (unsigned flags);
void setup_and_color_penguin (void);
void add_bag (int tipo);
void delete_bag (BeanBag *p);
int map_button_in_intro (int x, int y);
/* Variables globales */
SDL_Surface * screen;
SDL_Surface * images[NUM_IMAGES];
SDL_Surface * texts[NUM_TEXTS];
SDL_Surface * penguin_images[NUM_PENGUIN_FRAMES];
int use_sound;
Collider *colliders[NUM_COLLIDERS];
Collider *colliders_hazard_block;
Collider *colliders_hazard_fish[10];
int color_penguin = 0;
Mix_Chunk * sounds[NUM_SOUNDS];
Mix_Music * mus_carnie;
BeanBag *first_bag = NULL;
BeanBag *last_bag = NULL;
TTF_Font *ttf24_klickclack;
TTF_Font *ttf196_klickclack;
int main (int argc, char *argv[]) {
/* Recuperar las rutas del sistema */
initSystemPaths (argv[0]);
/* Inicializar l18n */
setlocale (LC_ALL, "");
bindtextdomain (PACKAGE, get_l10n_path ());
textdomain (PACKAGE);
setup ();
bind_textdomain_codeset (PACKAGE, "UTF-8");
/* Registrar botones */
cp_registrar_botones (NUM_BUTTONS);
cp_registrar_boton (BUTTON_UI_INSTRUCTIONS, BLANK_UP);
cp_registrar_boton (BUTTON_UI_PLAY_GAME, BLANK_UP);
//cp_registrar_boton (BUTTON_CLOSE, IMG_BUTTON_1_UP);
cp_button_start ();
do {
if (game_intro () == GAME_QUIT) break;
if (game_loop () == GAME_QUIT) break;
//if (game_finish () == GAME_QUIT) break;
} while (1 == 0);
SDL_Quit ();
return EXIT_SUCCESS;
}
int game_intro (void) {
int done = 0;
SDL_Event event;
SDLKey key;
SDL_Rect rect;
int map;
Uint32 last_time, now_time;
SDL_Surface *color_surface;
SDL_Rect update_rects[6];
int num_rects;
Uint32 color, blanco2;
SDL_Surface *trans;
color = SDL_MapRGB (screen->format, 255, 255, 255);
trans = SDL_CreateRGBSurface (SDL_SWSURFACE | SDL_SRCALPHA, 246, 24, 32, RMASK, GMASK, BMASK, AMASK);
blanco2 = SDL_MapRGBA (trans->format, 255, 255, 255, 128);
SDL_FillRect (trans, NULL, blanco2); /* Blanco */
/* Precolorear el cuerpo del pingüino */
color_surface = SDL_CreateRGBSurface (SDL_SWSURFACE, images[IMG_PENGUIN_INTRO_COLOR]->w, images[IMG_PENGUIN_INTRO_COLOR]->h, 32, RMASK, GMASK, BMASK, AMASK);
SDL_FillRect (color_surface, NULL, SDL_MapRGB (color_surface->format, penguin_colors[color_penguin].r, penguin_colors[color_penguin].g, penguin_colors[color_penguin].b));
SDL_BlitSurface (color_surface, NULL, images[IMG_PENGUIN_INTRO_COLOR], NULL);
SDL_FreeSurface (color_surface);
/* Predibujar todo */
SDL_BlitSurface (images[IMG_BACKGROUND], NULL, screen, NULL);
/* Dibujar la plataforma */
rect.x = 0;
rect.y = 355;
rect.w = images[IMG_PLATAFORM]->w;
rect.h = images[IMG_PLATAFORM]->h;
SDL_BlitSurface (images[IMG_PLATAFORM], NULL, screen, &rect);
/* Dibujar el game intro */
rect.x = 113;
rect.y = 35;
rect.w = images[IMG_GAMEINTRO]->w;
rect.h = images[IMG_GAMEINTRO]->h;
SDL_BlitSurface (images[IMG_GAMEINTRO], NULL, screen, &rect);
/* Dibujar el pingüino */
rect.x = 127;
rect.y = 68;
rect.w = images[IMG_PENGUIN_INTRO_BACK]->w;
rect.h = images[IMG_PENGUIN_INTRO_BACK]->h;
SDL_BlitSurface (images[IMG_PENGUIN_INTRO_BACK], NULL, screen, &rect);
rect.x = 134;
rect.y = 162;
rect.w = images[IMG_PENGUIN_INTRO_COLOR]->w;
rect.h = images[IMG_PENGUIN_INTRO_COLOR]->h;
SDL_BlitSurface (images[IMG_PENGUIN_INTRO_COLOR], NULL, screen, &rect);
rect.x = 157;
rect.y = 239;
rect.w = images[IMG_PENGUIN_INTRO_FRONT]->w;
rect.h = images[IMG_PENGUIN_INTRO_FRONT]->h;
SDL_BlitSurface (images[IMG_PENGUIN_INTRO_FRONT], NULL, screen, &rect);
/* Dibujar el título */
rect.w = texts[TEXT_TITLE_BEAN_COUNTERS]->w;
rect.h = texts[TEXT_TITLE_BEAN_COUNTERS]->h;
rect.x = 504 - (rect.w / 2);
rect.y = 92;
SDL_BlitSurface (texts[TEXT_TITLE_BEAN_COUNTERS], NULL, screen, &rect);
rect.w = texts[TEXT_INSTRUCTIONS]->w;
rect.h = texts[TEXT_INSTRUCTIONS]->h;
rect.x = 504 - (rect.w / 2);
rect.y = 327;
SDL_BlitSurface (texts[TEXT_INSTRUCTIONS], NULL, screen, &rect);
rect.w = texts[TEXT_PLAY_GAME]->w;
rect.h = texts[TEXT_PLAY_GAME]->h;
rect.x = 504 - (rect.w / 2);
rect.y = 383;
SDL_BlitSurface (texts[TEXT_PLAY_GAME], NULL, screen, &rect);
SDL_Flip (screen);
do {
last_time = SDL_GetTicks ();
num_rects = 0;
while (SDL_PollEvent(&event) > 0) {
switch (event.type) {
case SDL_QUIT:
/* Vamos a cerrar la aplicación */
done = GAME_QUIT;
break;
case SDL_MOUSEMOTION:
map = map_button_in_intro (event.motion.x, event.motion.y);
cp_button_motion (map);
break;
case SDL_MOUSEBUTTONDOWN:
map = map_button_in_intro (event.button.x, event.button.y);
cp_button_down (map);
break;
case SDL_MOUSEBUTTONUP:
map = map_button_in_intro (event.button.x, event.button.y);
map = cp_button_up (map);
switch (map) {
case BUTTON_UI_INSTRUCTIONS:
done = GAME_CONTINUE;
break;
case BUTTON_UI_PLAY_GAME:
done = GAME_CONTINUE;
break;
}
break;
case SDL_KEYDOWN:
/* Tengo una tecla presionada */
key = event.key.keysym.sym;
if (key == SDLK_F11 || (key == SDLK_RETURN && (event.key.keysym.mod & KMOD_ALT))) {
SDL_WM_ToggleFullScreen (screen);
}
if (key == SDLK_ESCAPE) {
done = GAME_QUIT;
}
break;
}
}
if (cp_button_refresh[BUTTON_UI_INSTRUCTIONS]) {
rect.x = 381; rect.y = 327;
rect.w = 246; rect.h = 24;
SDL_FillRect (screen, &rect, color);
update_rects[num_rects++] = rect;
rect.w = texts[TEXT_INSTRUCTIONS]->w;
rect.h = texts[TEXT_INSTRUCTIONS]->h;
rect.x = 504 - (rect.w / 2);
rect.y = 327;
SDL_BlitSurface (texts[TEXT_INSTRUCTIONS], NULL, screen, &rect);
if (cp_button_frames[BUTTON_UI_INSTRUCTIONS] != BLANK_UP) {
rect.x = 381;
rect.y = 327;
rect.w = 246;
rect.h = 24;
SDL_BlitSurface (trans, NULL, screen, &rect);
}
cp_button_refresh[BUTTON_UI_INSTRUCTIONS] = 0;
}
if (cp_button_refresh[BUTTON_UI_PLAY_GAME]) {
rect.x = 381; rect.y = 383;
rect.w = 246; rect.h = 24;
SDL_FillRect (screen, &rect, color);
update_rects[num_rects++] = rect;
rect.w = texts[TEXT_PLAY_GAME]->w;
rect.h = texts[TEXT_PLAY_GAME]->h;
rect.x = 504 - (rect.w / 2);
rect.y = 383;
SDL_BlitSurface (texts[TEXT_PLAY_GAME], NULL, screen, &rect);
if (cp_button_frames[BUTTON_UI_PLAY_GAME] != BLANK_UP) {
rect.x = 381;
rect.y = 383;
rect.w = 246;
rect.h = 24;
SDL_BlitSurface (trans, NULL, screen, &rect);
}
cp_button_refresh[BUTTON_UI_PLAY_GAME] = 0;
}
SDL_UpdateRects (screen, num_rects, update_rects);
//SDL_Flip (screen);
now_time = SDL_GetTicks ();
if (now_time < last_time + FPS) SDL_Delay(last_time + FPS - now_time);
} while (!done);
return done;
}
#if 0
int game_finish (void) {
int done = 0;
SDL_Event event;
SDLKey key;
SDL_Rect rect;
Uint32 last_time, now_time;
/* Predibujar todo */
SDL_FillRect (screen, NULL, 0);
SDL_Flip (screen);
do {
last_time = SDL_GetTicks ();
while (SDL_PollEvent(&event) > 0) {
/* fprintf (stdout, "Evento: %i\n", event.type);*/
switch (event.type) {
case SDL_QUIT:
/* Vamos a cerrar la aplicación */
done = GAME_QUIT;
break;
case SDL_MOUSEMOTION:
break;
case SDL_MOUSEBUTTONDOWN:
break;
case SDL_MOUSEBUTTONUP:
break;
case SDL_KEYDOWN:
/* Tengo una tecla presionada */
key = event.key.keysym.sym;
if (key == SDLK_F11 || (key == SDLK_RETURN && (event.key.keysym.mod & KMOD_ALT))) {
SDL_WM_ToggleFullScreen (screen);
}
if (key == SDLK_ESCAPE) {
done = GAME_QUIT;
}
break;
}
}
SDL_Flip (screen);
now_time = SDL_GetTicks ();
if (now_time < last_time + FPS) SDL_Delay(last_time + FPS - now_time);
} while (!done);
return done;
}
#endif
int game_loop (void) {
int done = 0;
SDL_Event event;
SDLKey key;
Uint32 last_time, now_time;
SDL_Rect rect;
int penguinx, handposx;
BeanBag *thisbag, *nextbag;
int bags = 0;
int penguin_frame = 0;
int i, j, k, l;
int vidas = 3;
int animacion;
int try_visible = FALSE, gameover_visible = FALSE;
int next_level_visible = NO_NEXT_LEVEL;
int level, activator;
int bag_activity = 15;
int airbone = 0, max_airbone = 1;
int nivel = 1;
int anvil_out = FALSE, fish_out = FALSE, flower_out = FALSE;
int oneup_toggle = TRUE;
int fish_max = 4;
int fish_counter = 0;
int crash_anim = -1;
int score = 0;
int bag_stack = 0;
char buffer[20];
SDL_Surface *numbers[3][20];
double z;
SDL_Color negro, blanco, amarillo;
blanco.r = blanco.g = blanco.b = 255;
blanco.unused = 255;
negro.r = negro.g = negro.b = 0;
negro.unused = 255;
amarillo.r = amarillo.g = 255;
amarillo.b = 0;
amarillo.unused = 255;
SDL_Surface *vidas_p, *nivel_p, *score_p;
vidas_p = draw_text_with_shadow (ttf24_klickclack, 2, "3", blanco, negro);
nivel_p = draw_text_with_shadow (ttf24_klickclack, 2, "1", blanco, negro);
score_p = draw_text_with_shadow (ttf24_klickclack, 2, "0", blanco, negro);
/* Preparar los números en tamaño grande */
numbers[0][19] = draw_text_with_shadow (ttf196_klickclack, 3, "1", amarillo, negro);
numbers[1][19] = draw_text_with_shadow (ttf196_klickclack, 3, "2", amarillo, negro);
numbers[2][19] = draw_text_with_shadow (ttf196_klickclack, 3, "3", amarillo, negro);
z = 1.0;
for (i = 18; i >= 0; i--) {
z = z - 0.016118421;
numbers[0][i] = zoomSurface (numbers[0][19], z, z, 1);
numbers[1][i] = zoomSurface (numbers[1][19], z, z, 1);
numbers[2][i] = zoomSurface (numbers[2][19], z, z, 1);
}
SDL_EventState (SDL_MOUSEMOTION, SDL_IGNORE);
do {
last_time = SDL_GetTicks ();
while (SDL_PollEvent(&event) > 0) {
switch (event.type) {
case SDL_QUIT:
/* Vamos a cerrar la aplicación */
done = GAME_QUIT;
break;
case SDL_MOUSEBUTTONDOWN:
/* Tengo un Mouse Down */
if (event.button.button != SDL_BUTTON_LEFT) break;
if (penguinx <= 230 && bags > 0 && bags < 6 && next_level_visible != GAME_WIN) {
bag_stack++;
bags--;
if (next_level_visible == NO_NEXT_LEVEL) {
score = score + (nivel * 3);
SDL_FreeSurface (score_p);
snprintf (buffer, sizeof (buffer), "%d", score);
score_p = draw_text_with_shadow (ttf24_klickclack, 2, buffer, blanco, negro);
} else if (next_level_visible == NEXT_LEVEL) {
score = score + (nivel * 25);
SDL_FreeSurface (score_p);
snprintf (buffer, sizeof (buffer), "%d", score);
score_p = draw_text_with_shadow (ttf24_klickclack, 2, buffer, blanco, negro);
}
/* TODO: Sonido de poner bolsa */
if (bag_stack == (nivel + 1) * 10) {
/* Activar la pantalla de next_level */
if (nivel != 5) {
next_level_visible = NEXT_LEVEL;
animacion = 0;
airbone = 1000;
printf ("Next level visible\n");
oneup_toggle = TRUE;
fish_counter = 0;
fish_max = fish_max + 4;
} else {
/* TODO: Fin del juego */
next_level_visible = GAME_WIN;
airbone = 1000;
}
}
}
break;
case SDL_MOUSEBUTTONUP:
/* Tengo un mouse Up */
break;
case SDL_KEYDOWN:
/* Tengo una tecla presionada */
key = event.key.keysym.sym;
if (key == SDLK_F11 || (key == SDLK_RETURN && (event.key.keysym.mod & KMOD_ALT))) {
SDL_WM_ToggleFullScreen (screen);
}
if (key == SDLK_ESCAPE) {
done = GAME_QUIT;
}
/*if (key == SDLK_a) {
if (bags < 9) {
bags++;
penguin_frame = 0;
}
} else if (key == SDLK_s) {
if (bags > 0) {
bags--;
penguin_frame = 0;
}
} else if (key == SDLK_q) {
add_bag (0);
} else if (key == SDLK_w) {
add_bag (1);
} else if (key == SDLK_e) {
add_bag (2);
} else if (key == SDLK_r) {
add_bag (3);
}*/
break;
}
}
if (bags < 6 && next_level_visible == NO_NEXT_LEVEL) {
SDL_GetMouseState (&handposx, NULL);
penguinx = handposx;
if (penguinx < 190) {
penguinx = 190;
} else if (penguinx > 555) {
penguinx = 555;
}
}
activator = RANDOM_VAR (bag_activity);
if (activator <= 2 && bags < 6 /* AND Game Over not visible */) {
if (airbone < max_airbone) {
i = RANDOM (8);
if (i <= 3) {
add_bag (i);
airbone++;
} else if (i == 5 && nivel >= 2 && anvil_out == FALSE) {
add_bag (5);
airbone++;
anvil_out = TRUE;
} else if (i == 4 && oneup_toggle == TRUE && nivel >= 3 && nivel % 2 == 1) {
add_bag (4);
oneup_toggle = FALSE;
airbone++;
} else if (i == 6 && nivel >= 3 && fish_out == FALSE && fish_counter <= fish_max) {
add_bag (6);
fish_counter++;
fish_out = TRUE;
airbone++;
} else if (i == 7 && nivel >= 4 && flower_out == FALSE) {
add_bag (7);
flower_out = TRUE;
airbone++;
}
}
}
if (bags >= 0 && bags <= 6) {
k = COLLIDER_PENGUIN_1 + bags;
} else {
k = COLLIDER_PENGUIN_7;
}
/* Procesar las bolsas */
thisbag = first_bag;
while (thisbag != NULL) {
nextbag = thisbag->next;
thisbag->frame++;
j = thisbag->frame - thisbag->throw_length;
/* Nota, no entra a este if si el pinguino está crasheado */
if (j < 0 && next_level_visible == NO_NEXT_LEVEL && bags < 6 && thisbag->bag <= 3 && thisbag->frame > 6) {
/* Calcular aquí la colisión contra el pingüino */
i = collider_hittest (colliders[COLLIDER_BAG_3], thisbag->bag_points[thisbag->frame][1], thisbag->bag_points[thisbag->frame][2], colliders[k], penguinx - 120, 251);
if (i == SDL_TRUE) {
if (bags < 6) bags++;
k = COLLIDER_PENGUIN_1 + bags;
/* Reproducir el sonido de "Agarrar bolsa" */
if (bags >= 6) {
/* Esta bolsa crasheó al pingüino */
printf ("Penguin Crash\n");
if (vidas > 0) {
try_visible = TRUE;
printf ("Try again visible\n");
animacion = 0;
airbone = 1000; /* El airbone bloquea que salgan más objetos */
vidas--;
SDL_FreeSurface (vidas_p);
snprintf (buffer, sizeof (buffer), "%d", vidas);
vidas_p = draw_text_with_shadow (ttf24_klickclack, 2, buffer, blanco, negro);
/* TODO: Reproducir aquí el sonido de golpe */
} else {
gameover_visible = TRUE;
printf ("Game Over visible\n");
}
} else {
/* Sumar solo si no crasheó al pinguino */
score = score + (nivel * 2);
SDL_FreeSurface (score_p);
snprintf (buffer, sizeof (buffer), "%d", score);
score_p = draw_text_with_shadow (ttf24_klickclack, 2, buffer, blanco, negro);
}
airbone--;
printf ("Airbone: %i\n", airbone);
delete_bag (thisbag);
thisbag = nextbag;
continue;
}
} else if (j < 0 && thisbag->bag == 5 && next_level_visible == NO_NEXT_LEVEL && thisbag->frame > 6) {
i = collider_hittest (colliders_hazard_block, anvil_collider_offsets[thisbag->frame][0], anvil_collider_offsets[thisbag->frame][1], colliders[k], penguinx - 120, 251);
if (i == SDL_TRUE) {
bags = 7;
/* TODO: Reproducir el sonido de golpe de yunque */
crash_anim = 0;
printf ("Penguin Crash by anvil\n");
if (vidas > 0 && try_visible == FALSE) {
try_visible = TRUE;
printf ("Try again visible\n");
animacion = 0;
airbone = 1000; /* El airbone bloquea que salgan más objetos */
printf ("Airbone: %i\n", airbone);
vidas--;
SDL_FreeSurface (vidas_p);
snprintf (buffer, sizeof (buffer), "%d", vidas);
vidas_p = draw_text_with_shadow (ttf24_klickclack, 2, buffer, blanco, negro);
} else if (try_visible == FALSE) {
gameover_visible = TRUE;
printf ("Game Over visible\n");
}
anvil_out = FALSE;
airbone--;
printf ("Airbone: %i\n", airbone);
delete_bag (thisbag);
thisbag = nextbag;
continue;
}
} else if (j < 0 && thisbag->bag == 4 && next_level_visible == NO_NEXT_LEVEL && thisbag->frame > 6 && bags < 6) {
i = collider_hittest (colliders[COLLIDER_ONEUP], thisbag->object_points[thisbag->frame][0], thisbag->object_points[thisbag->frame][1], colliders[k], penguinx - 120, 251);
if (i == SDL_TRUE) {
vidas++;
SDL_FreeSurface (vidas_p);
snprintf (buffer, sizeof (buffer), "%d", vidas);
vidas_p = draw_text_with_shadow (ttf24_klickclack, 2, buffer, blanco, negro);
/* TODO: Reproducir sonido boing */
/* TODO: Mostrar la notificación de 1 vida */
airbone--;
delete_bag (thisbag);
thisbag = nextbag;
continue;
}
} else if (thisbag->bag == 6 && thisbag->frame >= 22 && thisbag->frame <= 31 && next_level_visible == NO_NEXT_LEVEL) {
l = thisbag->frame - 22;
i = collider_hittest (colliders_hazard_fish[l], fish_collider_offsets[l][0], fish_collider_offsets[l][1], colliders[k], penguinx - 120, 251);
if (i == SDL_TRUE) {
bags = 8;
/* TODO: Reproducir el sonido de golpe de pescado */
crash_anim = 0;
if (vidas > 0 && try_visible == FALSE) {
try_visible = TRUE;
animacion = 0;
airbone = 1000; /* El airbone bloquea que salgan más objetos */
vidas--;
SDL_FreeSurface (vidas_p);
snprintf (buffer, sizeof (buffer), "%d", vidas);
vidas_p = draw_text_with_shadow (ttf24_klickclack, 2, buffer, blanco, negro);
} else if (try_visible == FALSE) {
gameover_visible = TRUE;
}
fish_out = FALSE;
airbone--;
delete_bag (thisbag);
thisbag = nextbag;
continue;
}
} else if (thisbag->bag == 7 && thisbag->frame >= 18 && thisbag->frame <= 28 && next_level_visible == NO_NEXT_LEVEL) {
l = thisbag->frame - 18;
i = collider_hittest (colliders_hazard_block, flower_collider_offsets[l][0], flower_collider_offsets[l][1], colliders[k], penguinx - 120, 251);
if (i == SDL_TRUE) {
bags = 9;
/* TODO: Reproducir el sonido de golpe de florero */
crash_anim = 0;
if (vidas > 0 && try_visible == FALSE) {
try_visible = TRUE;
animacion = 0;
airbone = 1000; /* El airbone bloquea que salgan más objetos */
vidas--;
SDL_FreeSurface (vidas_p);
snprintf (buffer, sizeof (buffer), "%d", vidas);
vidas_p = draw_text_with_shadow (ttf24_klickclack, 2, buffer, blanco, negro);
} else if (try_visible == FALSE) {
gameover_visible = TRUE;
}
flower_out = FALSE;
airbone--;
delete_bag (thisbag);
thisbag = nextbag;
continue;
}
}
if (thisbag->bag <= 3 && j == 0) {
/* Eliminar del airbone */
airbone--;
} else if (thisbag->bag == 5 && j == 0) {
/* Eliminar el yunque del airbone */
airbone--;
anvil_out = FALSE;
} else if (thisbag->bag == 6 && j == 0) {
/* Eliminar el pescado del airbone */
airbone--;
fish_out = FALSE;
} else if (thisbag->bag == 7 && j == 0) {
airbone--;
flower_out = FALSE;
}
if (thisbag->bag == 4 && j >= 0) {
/* Eliminar la vida */
airbone--;
delete_bag (thisbag);
} else if (j >= 35) {
/* Eliminar esta bolsa */
delete_bag (thisbag);
}
thisbag = nextbag;
}
SDL_BlitSurface (images[IMG_BACKGROUND], NULL, screen, NULL);
if (bags >= 0 && bags < 4) {
i = PENGUIN_FRAME_1 + bags;
} else if (bags == 4) {
i = PENGUIN_FRAME_5_1 + (penguin_frame / 2);
penguin_frame++;
if (penguin_frame >= 6) {
penguin_frame = 0;
}
} else if (bags == 5) {
i = PENGUIN_FRAME_6_1 + (penguin_frame / 2);
penguin_frame++;
if (penguin_frame >= 12) {
penguin_frame = 0;
}
} else if (bags == 6) {
i = PENGUIN_FRAME_7;
} else if (bags > 6) {
i = PENGUIN_FRAME_8 + (bags - 7);
}
/* Dibujar al pinguino */
rect.x = penguinx - 120;
rect.y = 251;
rect.w = penguin_images[i]->w;
rect.h = penguin_images[i]->h;
SDL_BlitSurface (penguin_images[i], NULL, screen, &rect);
/* Dibujar la plataforma */
rect.x = 0;
rect.y = 355;
rect.w = images[IMG_PLATAFORM]->w;
rect.h = images[IMG_PLATAFORM]->h;
SDL_BlitSurface (images[IMG_PLATAFORM], NULL, screen, &rect);
/* Dibujar la pila de bolsas de café, arriba de la plataforma, por detrás del camión */
if (bag_stack > 0) {
// 64.95, 376.95
if (bag_stack < 30) {
rect.x = -6 + bag_stack_offsets[bag_stack - 1][0];
rect.y = 100 + bag_stack_offsets[bag_stack - 1][1];
} else {
rect.x = -4;
rect.y = 111;
}
i = IMG_BAG_STACK_1 + (bag_stack - 1);
rect.w = images[i]->w;
rect.h = images[i]->h;
SDL_BlitSurface (images[i], NULL, screen, &rect);
}
if (gameover_visible == TRUE) {
rect.w = texts[TEXT_GAME_OVER]->w;
rect.h = texts[TEXT_GAME_OVER]->h;
rect.x = 365 - (rect.w / 2);
rect.y = 145;
SDL_BlitSurface (texts[TEXT_GAME_OVER], NULL, screen, &rect);
}
/* Los mensajes de texto van antes de las bolsas */
rect.x = 30;
rect.y = 8;
rect.w = texts[TEXT_LIVES]->w;
rect.h = texts[TEXT_LIVES]->h;
SDL_BlitSurface (texts[TEXT_LIVES], NULL, screen, &rect);
rect.x = 30 + texts[TEXT_LIVES]->w + 2;
rect.y = 8;
rect.w = vidas_p->w;
rect.h = vidas_p->h;
SDL_BlitSurface (vidas_p, NULL, screen, &rect);
rect.x = 216;
rect.y = 8;
rect.w = texts[TEXT_TRUCKS]->w;
rect.h = texts[TEXT_TRUCKS]->h;
SDL_BlitSurface (texts[TEXT_TRUCKS], NULL, screen, &rect);
rect.x = 216 + texts[TEXT_TRUCKS]->w + 5;
rect.y = 8;
rect.w = nivel_p->w;
rect.h = nivel_p->h;
SDL_BlitSurface (nivel_p, NULL, screen, &rect);
rect.x = 390;
rect.y = 8;
rect.w = texts[TEXT_SCORE]->w;
rect.h = texts[TEXT_SCORE]->h;
SDL_BlitSurface (texts[TEXT_SCORE], NULL, screen, &rect);
rect.x = 390 + texts[TEXT_SCORE]->w + 5;
rect.h = 8;
rect.w = score_p->w;
rect.h = score_p->h;
SDL_BlitSurface (score_p, NULL, screen, &rect);
/* Dibujar los objetos en pantalla */
thisbag = first_bag;
while (thisbag != NULL) {
if (thisbag->bag <= 3) {
/* Dibujar las bolsas de café estándar */
if (thisbag->frame < thisbag->throw_length) {
/* Dibujar la bolsa */
i = IMG_BAG_1 + thisbag->bag_points[thisbag->frame][0];
rect.x = thisbag->bag_points[thisbag->frame][1];
rect.y = thisbag->bag_points[thisbag->frame][2];
} else {
i = IMG_BAG_4;
rect.x = thisbag->bag_points[thisbag->throw_length][1];
rect.y = thisbag->bag_points[thisbag->throw_length][2];
j = thisbag->frame - thisbag->throw_length;
}
rect.w = images[i]->w;
rect.h = images[i]->h;
if (i == IMG_BAG_4 && j > 25) {
SDL_gfxBlitRGBAWithAlpha (images[i], NULL, screen, &rect, 255 - SDL_ALPHA_OPAQUE * (j - 25) / 10);
} else {
SDL_BlitSurface (images[i], NULL, screen, &rect);
}
} else if (thisbag->bag == 5) {
/* Dibujar un yunque */
if (thisbag->frame < thisbag->throw_length) {
i = IMG_ANVIL_0 + thisbag->frame;
rect.x = thisbag->object_points[thisbag->frame][0];
rect.y = thisbag->object_points[thisbag->frame][1];
j = 0;
} else {
i = IMG_ANVIL_23;
rect.x = thisbag->object_points[23][0];
rect.y = thisbag->object_points[23][1];
j = thisbag->frame - thisbag->throw_length;
}
rect.w = images[i]->w;
rect.h = images[i]->h;
if (i == IMG_ANVIL_23 && j > 25) {
SDL_gfxBlitRGBAWithAlpha (images[i], NULL, screen, &rect, 255 - SDL_ALPHA_OPAQUE * (j - 25) / 10);
} else {
SDL_BlitSurface (images[i], NULL, screen, &rect);
}
} else if (thisbag->bag == 4) {
/* Dibujar la vida */
i = IMG_ONEUP;
rect.x = thisbag->object_points[thisbag->frame][0];
rect.y = thisbag->object_points[thisbag->frame][1];
rect.w = images[i]->w;
rect.h = images[i]->h;
SDL_BlitSurface (images[i], NULL, screen, &rect);
} else if (thisbag->bag == 6) {
if (thisbag->frame < thisbag->throw_length) {
i = IMG_FISH;
rect.x = thisbag->object_points[thisbag->frame][0];
rect.y = thisbag->object_points[thisbag->frame][1];
} else {
i = IMG_FISH_DROPPED;
rect.x = thisbag->object_points[34][0];
rect.y = thisbag->object_points[34][1];
j = thisbag->frame - thisbag->throw_length;
}
rect.w = images[i]->w;
rect.h = images[i]->h;
if (i == IMG_FISH_DROPPED && j > 25) {
SDL_gfxBlitRGBAWithAlpha (images[i], NULL, screen, &rect, 255 - SDL_ALPHA_OPAQUE * (j - 25) / 10);
} else {
SDL_BlitSurface (images[i], NULL, screen, &rect);
}
} else if (thisbag->bag == 7) {
if (thisbag->frame < thisbag->throw_length) {
i = IMG_FLOWER;
rect.x = thisbag->object_points[thisbag->frame][0];
rect.y = thisbag->object_points[thisbag->frame][1];
} else {
i = IMG_FLOWER_DROPPED;
rect.x = thisbag->object_points[31][0];
rect.y = thisbag->object_points[31][1];
j = thisbag->frame - thisbag->throw_length;
}
rect.w = images[i]->w;
rect.h = images[i]->h;
if (i == IMG_FLOWER_DROPPED && j > 25) {
SDL_gfxBlitRGBAWithAlpha (images[i], NULL, screen, &rect, 255 - SDL_ALPHA_OPAQUE * (j - 25) / 10);
} else {
SDL_BlitSurface (images[i], NULL, screen, &rect);
}
}
thisbag = thisbag->next;
}
if (crash_anim >= 0) {
if (crash_anim == 4) {
i = IMG_CRASH_4;
} else {
i = IMG_CRASH_1 + crash_anim;
}
rect.x = penguinx - 90;
rect.y = 282;
rect.w = images[i]->w;
rect.h = images[i]->h;
SDL_BlitSurface (images[i], NULL, screen, &rect);
crash_anim++;
if (crash_anim == 5) crash_anim = -1;
}
if (try_visible == TRUE) {
rect.w = texts[TEXT_TRY_AGAIN]->w;
rect.h = texts[TEXT_TRY_AGAIN]->h;
rect.x = 388 - (rect.w / 2);
rect.y = 126;
SDL_BlitSurface (texts[TEXT_TRY_AGAIN], NULL, screen, &rect);
/* Poner el número 3, 2, 1 */
i = -1;
if (animacion >= 20 && animacion < 40) {
j = animacion - 20;
i = 2;
} else if (animacion >= 44 && animacion < 64) {
j = animacion - 44;
i = 1;
} else if (animacion >= 68 && animacion < 88) {
j = animacion - 68;
i = 0;
}
if (i >= 0) {
rect.w = numbers[i][j]->w;
rect.h = numbers[i][j]->h;
rect.x = 371 - (rect.w / 2);
rect.y = 122 - j;
SDL_gfxBlitRGBAWithAlpha (numbers[i][j], NULL, screen, &rect, (255 - (12.75 * ((float) j))));
}
animacion++;
}
if (next_level_visible == NEXT_LEVEL) {
if (animacion < 52) {
/* Presentar el texto del camión descargado */
rect.w = texts[TEXT_UNLOADED]->w;
rect.h = texts[TEXT_UNLOADED]->h;
rect.x = 388 - (rect.w / 2);
rect.y = 115;
SDL_BlitSurface (texts[TEXT_UNLOADED], NULL, screen, &rect);
} else if (animacion > 62) {
rect.w = texts[TEXT_NEXT_TRUCK]->w;
rect.h = texts[TEXT_NEXT_TRUCK]->h;
rect.x = 378 - (rect.w / 2);
rect.y = 121;
SDL_BlitSurface (texts[TEXT_NEXT_TRUCK], NULL, screen, &rect);
}
if (animacion < 36) {
rect.x = 568 + (198 * animacion) / 36;
} else if (animacion >= 36 && animacion < 60) {
rect.x = 766; /* Fuera, no dibuja */
} else if (animacion >= 60 && animacion < 77) {
rect.x = 646 + (120 * (77 - animacion)) / 16;
} else if (animacion >= 77) {
rect.x = 568 + (78 * (97 - animacion)) / 20;
}
rect.y = 72;
rect.w = images[IMG_TRUCK]->w;
rect.h = images[IMG_TRUCK]->h;
SDL_BlitSurface (images[IMG_TRUCK], NULL, screen, &rect);
animacion++;
} else {
/* Dibujar el camión normal */
rect.x = 568;
rect.y = 72;
rect.w = images[IMG_TRUCK]->w;
rect.h = images[IMG_TRUCK]->h;
SDL_BlitSurface (images[IMG_TRUCK], NULL, screen, &rect);
}
SDL_Flip (screen);
if (try_visible == TRUE && animacion >= 92) {
/* Continuar nivel */
airbone = 0;
bags = 0;
try_visible = FALSE;
}
if (next_level_visible == NEXT_LEVEL && animacion >= 97) {
/* Pasar de nivel */
if (bag_activity > 1) {
bag_activity = bag_activity - 3;
}
if (nivel != 2) {
max_airbone++;
}
nivel++;
SDL_FreeSurface (nivel_p);
snprintf (buffer, sizeof (buffer), "%d", nivel);
nivel_p = draw_text_with_shadow (ttf24_klickclack, 2, buffer, blanco, negro);
airbone = 0;
bag_stack = 0;
bags = 0;
penguin_frame = 0;
next_level_visible = NO_NEXT_LEVEL;
}
now_time = SDL_GetTicks ();
if (now_time < last_time + FPS) SDL_Delay(last_time + FPS - now_time);
} while (!done);
/* Liberar los números usados */
for (i = 0; i < 3; i++) {
for (j = 0; j < 20; j++) {
SDL_FreeSurface (numbers[i][j]);
}
}
return done;
}
/* Set video mode: */
/* Mattias Engdegard <f91-men@nada.kth.se> */
SDL_Surface * set_video_mode (unsigned flags) {
/* Prefer 16bpp, but also prefer native modes to emulated 16bpp. */
int depth;
depth = SDL_VideoModeOK (760, 480, 16, flags);
return depth ? SDL_SetVideoMode (760, 480, depth, flags) : NULL;
}
void setup (void) {
SDL_Surface * image;
int g;
char buffer_file[8192];
char *systemdata_path = get_systemdata_path ();
Collider *c;
TTF_Font *ttf48_klickclack, *ttf52_klickclack, *ttf40_klickclack;
/* Inicializar el Video SDL */
if (SDL_Init(SDL_INIT_VIDEO) < 0) {
fprintf (stderr,
_("Error: Can't initialize the video subsystem\n"
"The error returned by SDL is:\n"
"%s\n"), SDL_GetError());
exit (1);
}
sprintf (buffer_file, "%simages/icon.png", systemdata_path);
image = IMG_Load (buffer_file);
if (image) {
SDL_WM_SetIcon (image, NULL);
SDL_FreeSurface (image);
}
SDL_WM_SetCaption (_("Bean Counters Classic"), _("Bean Counters Classic"));
/* Crear la pantalla de dibujado */
screen = set_video_mode (0);
if (screen == NULL) {
fprintf (stderr,
_("Error: Can't setup 760x480 video mode.\n"
"The error returned by SDL is:\n"
"%s\n"), SDL_GetError());
exit (1);
}
use_sound = 1;
if (SDL_InitSubSystem (SDL_INIT_AUDIO) < 0) {
fprintf (stdout,
_("Warning: Can't initialize the audio subsystem\n"
"Continuing...\n"));
use_sound = 0;
}
if (use_sound) {
/* Inicializar el sonido */
if (Mix_OpenAudio (22050, AUDIO_S16, 2, 4096) < 0) {
fprintf (stdout,
_("Warning: Can't initialize the SDL Mixer library\n"));
use_sound = 0;
}
}
for (g = 0; g < NUM_IMAGES; g++) {
sprintf (buffer_file, "%s%s", systemdata_path, images_names[g]);
image = IMG_Load (buffer_file);
if (image == NULL) {
fprintf (stderr,
_("Failed to load data file:\n"
"%s\n"
"The error returned by SDL is:\n"
"%s\n"), buffer_file, SDL_GetError());
SDL_Quit ();
exit (1);
}
images[g] = image;
/* TODO: Mostrar la carga de porcentaje */
}
/* Generador de números aleatorios */
srand ((unsigned int) getpid ());
/* Colorear y organizar las imágenes de pingüinos */
color_penguin = RANDOM (18);
setup_and_color_penguin ();
/* Cargar los colliders de los pingüinos */
for (g = 0; g < NUM_COLLIDERS; g++) {
sprintf (buffer_file, "%s%s", systemdata_path, collider_names[g]);
c = collider_new_from_file (buffer_file);
if (c == NULL) {
fprintf (stderr,
_("Failed to load data file:\n"
"%s\n"), buffer_file);
SDL_Quit ();
exit (1);
}
colliders[g] = c;
}
/* Generar los colliders de bloque */
colliders_hazard_block = collider_new_block (9, 45);
colliders_hazard_fish[0] = collider_new_block (22, 18);
colliders_hazard_fish[1] = collider_new_block (21, 18);
colliders_hazard_fish[2] = collider_new_block (20, 18);
colliders_hazard_fish[3] = collider_new_block (19, 18);
colliders_hazard_fish[4] = collider_new_block (18, 18);
colliders_hazard_fish[5] = collider_new_block (17, 18);
colliders_hazard_fish[6] = collider_new_block (15, 18);
colliders_hazard_fish[7] = collider_new_block (14, 18);
colliders_hazard_fish[8] = collider_new_block (13, 18);
colliders_hazard_fish[9] = collider_new_block (11, 18);
if (use_sound) {
/*for (g = 0; g < NUM_SOUNDS; g++) {
sprintf (buffer_file, "%s%s", systemdata_path, sound_names[g]);
sounds[g] = Mix_LoadWAV (buffer_file);
if (sounds[g] == NULL) {
fprintf (stderr,
_("Failed to load data file:\n"
"%s\n"
"The error returned by SDL is:\n"
"%s\n"), buffer_file, SDL_GetError ());
SDL_Quit ();
exit (1);
}
Mix_VolumeChunk (sounds[g], MIX_MAX_VOLUME / 2);
}*/
/* Cargar la música */
//sprintf (buffer_file, "%s%s", systemdata_path, MUS_CARNIE);
//mus_carnie = Mix_LoadMUS (buffer_file);
/*if (mus_carnie == NULL) {
fprintf (stderr,
_("Failed to load data file:\n"
"%s\n"
"The error returned by SDL is:\n"
"%s\n"), buffer_file, SDL_GetError ());
SDL_Quit ();
exit (1);
}*/
}
if (TTF_Init () < 0) {
fprintf (stderr,
_("Error: Can't initialize the SDL TTF library\n"
"%s\n"), TTF_GetError ());
SDL_Quit ();
exit (1);
}
sprintf (buffer_file, "%s%s", systemdata_path, "klickclack.ttf");
ttf24_klickclack = TTF_OpenFont (buffer_file, 24);
ttf196_klickclack = TTF_OpenFont (buffer_file, 196);
ttf48_klickclack = TTF_OpenFont (buffer_file, 48);
ttf40_klickclack = TTF_OpenFont (buffer_file, 40);
ttf52_klickclack = TTF_OpenFont (buffer_file, 52);
if (!ttf24_klickclack || !ttf196_klickclack || !ttf48_klickclack || !ttf52_klickclack || !ttf40_klickclack) {
fprintf (stderr,
_("Failed to load font file 'Klick Clack\n"
"The error returned by SDL is:\n"
"%s\n"), TTF_GetError ());
SDL_Quit ();
exit (1);
}
// TODO: Favor de manejar correctamente el bind_textdomain_codeset
bind_textdomain_codeset (PACKAGE, "UTF-8");
SDL_Color negro, blanco, azul1;
blanco.r = blanco.g = blanco.b = 255;
negro.r = negro.g = negro.b = 0;
azul1.r = 0x01;
azul1.g = 0x34;
azul1.b = 0x9a;
for (g = TEXT_LIVES; g <= TEXT_SCORE; g++) {
texts[g] = draw_text_with_shadow (ttf24_klickclack, 2, _(text_strings[g]), blanco, negro);
}
texts[TEXT_TRY_AGAIN] = draw_text_with_shadow (ttf48_klickclack, 2, _(text_strings[TEXT_TRY_AGAIN]), blanco, negro);
texts[TEXT_UNLOADED] = draw_text_with_shadow (ttf48_klickclack, 2, _(text_strings[TEXT_UNLOADED]), blanco, negro);
texts[TEXT_NEXT_TRUCK] = draw_text_with_shadow (ttf48_klickclack, 2, _(text_strings[TEXT_NEXT_TRUCK]), blanco, negro);
texts[TEXT_GAME_OVER] = draw_text_with_shadow (ttf52_klickclack, 3, _(text_strings[TEXT_GAME_OVER]), blanco, negro);
texts[TEXT_TITLE_BEAN_COUNTERS] = draw_text (ttf40_klickclack, _(text_strings[TEXT_TITLE_BEAN_COUNTERS]), &azul1);
texts[TEXT_INSTRUCTIONS] = draw_text (ttf24_klickclack, _(text_strings[TEXT_INSTRUCTIONS]), &azul1);
texts[TEXT_PLAY_GAME] = draw_text (ttf24_klickclack, _(text_strings[TEXT_PLAY_GAME]), &azul1);
TTF_CloseFont (ttf48_klickclack);
TTF_CloseFont (ttf52_klickclack);
TTF_CloseFont (ttf40_klickclack);
}
void setup_and_color_penguin (void) {
int g;
SDL_Surface * image, *color_surface;
SDL_Surface *temp_penguins[NUM_PENGUIN_IMGS];
char buffer_file[8192];
char *systemdata_path = get_systemdata_path ();
for (g = 0; g < NUM_PENGUIN_IMGS; g++) {
sprintf (buffer_file, "%s%s", systemdata_path, penguin_images_names[g]);
image = IMG_Load (buffer_file);
if (image == NULL) {
fprintf (stderr,
_("Failed to load data file:\n"
"%s\n"
"The error returned by SDL is:\n"
"%s\n"), buffer_file, SDL_GetError());
SDL_Quit ();
exit (1);
}
temp_penguins[g] = image;
/* TODO: Mostrar la carga de porcentaje */
}
color_surface = SDL_CreateRGBSurface (SDL_SWSURFACE, 196, 199, 32, RMASK, GMASK, BMASK, AMASK);
SDL_FillRect (color_surface, NULL, SDL_MapRGB (color_surface->format, penguin_colors[color_penguin].r, penguin_colors[color_penguin].g, penguin_colors[color_penguin].b));
for (g = 0; g < 4; g++) {
penguin_images[PENGUIN_FRAME_1 + g] = temp_penguins[IMG_PENGUIN_1_BACK + (g * 3)];
/* Colorear el pingüino */
SDL_BlitSurface (color_surface, NULL, temp_penguins[IMG_PENGUIN_1_COLOR + (g * 3)], NULL);
/* Copiar el color sobre el fondo */
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_1_COLOR + (g * 3)], NULL, penguin_images[PENGUIN_FRAME_1 + g], NULL);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_1_COLOR + (g * 3)]);
temp_penguins[IMG_PENGUIN_1_COLOR + (g * 3)] = NULL;
/* Copiar el frente */
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_1_FRONT + (g * 3)], NULL, penguin_images[PENGUIN_FRAME_1 + g], NULL);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_1_FRONT + (g * 3)]);
temp_penguins[IMG_PENGUIN_1_FRONT + (g * 3)] = NULL;
}
/* Duplicar el fondo del frame 5 */
penguin_images[PENGUIN_FRAME_5_1] = temp_penguins[IMG_PENGUIN_5_BACK];
penguin_images[PENGUIN_FRAME_5_2] = SDL_CreateRGBSurface (SDL_SWSURFACE, 196, 199, 32, RMASK, GMASK, BMASK, AMASK);
penguin_images[PENGUIN_FRAME_5_3] = SDL_CreateRGBSurface (SDL_SWSURFACE, 196, 199, 32, RMASK, GMASK, BMASK, AMASK);
SDL_SetAlpha (penguin_images[PENGUIN_FRAME_5_1], 0, 0);
SDL_BlitSurface (penguin_images[PENGUIN_FRAME_5_1], NULL, penguin_images[PENGUIN_FRAME_5_2], NULL);
SDL_BlitSurface (penguin_images[PENGUIN_FRAME_5_1], NULL, penguin_images[PENGUIN_FRAME_5_3], NULL);
SDL_SetAlpha (penguin_images[PENGUIN_FRAME_5_1], SDL_SRCALPHA, SDL_ALPHA_OPAQUE);
/* Colorear el pingüino */
SDL_BlitSurface (color_surface, NULL, temp_penguins[IMG_PENGUIN_5_COLOR], NULL);
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_5_COLOR], NULL, penguin_images[PENGUIN_FRAME_5_1], NULL);
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_5_COLOR], NULL, penguin_images[PENGUIN_FRAME_5_2], NULL);
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_5_COLOR], NULL, penguin_images[PENGUIN_FRAME_5_3], NULL);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_5_COLOR]);
temp_penguins[IMG_PENGUIN_5_COLOR] = NULL;
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_5_1_FRONT], NULL, penguin_images[PENGUIN_FRAME_5_1], NULL);
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_5_2_FRONT], NULL, penguin_images[PENGUIN_FRAME_5_2], NULL);
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_5_3_FRONT], NULL, penguin_images[PENGUIN_FRAME_5_3], NULL);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_5_1_FRONT]);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_5_2_FRONT]);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_5_3_FRONT]);
temp_penguins[IMG_PENGUIN_5_1_FRONT] = temp_penguins[IMG_PENGUIN_5_2_FRONT] = temp_penguins[IMG_PENGUIN_5_3_FRONT] = NULL;
/* Vamos por el frame 6 */
SDL_SetAlpha (temp_penguins[IMG_PENGUIN_6_1_BACK], 0, 0);
SDL_SetAlpha (temp_penguins[IMG_PENGUIN_6_2_BACK], 0, 0);
SDL_BlitSurface (color_surface, NULL, temp_penguins[IMG_PENGUIN_6_1_COLOR], NULL);
SDL_BlitSurface (color_surface, NULL, temp_penguins[IMG_PENGUIN_6_2_COLOR], NULL);
/* 6 frames de animación del frame 6 */
for (g = 0; g < 6; g++) {
penguin_images[PENGUIN_FRAME_6_1 + g] = SDL_CreateRGBSurface (SDL_SWSURFACE, 196, 199, 32, RMASK, GMASK, BMASK, AMASK);
/* Clonar el fondo */
SDL_BlitSurface (temp_penguins[IMG_PENGUIN_6_1_BACK + (g % 2)], NULL, penguin_images[PENGUIN_FRAME_6_1 + g], NULL);
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_6_1_COLOR + (g % 2)], NULL, penguin_images[PENGUIN_FRAME_6_1 + g], NULL);
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_6_1_FRONT + g], NULL, penguin_images[PENGUIN_FRAME_6_1 + g], NULL);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_6_1_FRONT + g]);
temp_penguins[IMG_PENGUIN_6_1_FRONT + g] = NULL;
}
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_6_1_BACK]);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_6_2_BACK]);
temp_penguins[IMG_PENGUIN_6_1_BACK] = temp_penguins[IMG_PENGUIN_6_2_BACK] = NULL;
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_6_1_COLOR]);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_6_2_COLOR]);
temp_penguins[IMG_PENGUIN_6_1_COLOR] = temp_penguins[IMG_PENGUIN_6_2_COLOR] = NULL;
/* Armar el frame 7 */
penguin_images[PENGUIN_FRAME_7] = temp_penguins[IMG_PENGUIN_7_BACK];
/* Colorear el pingüino */
SDL_BlitSurface (color_surface, NULL, temp_penguins[IMG_PENGUIN_7_COLOR], NULL);
/* Copiar el color sobre el fondo */
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_7_COLOR], NULL, penguin_images[PENGUIN_FRAME_7], NULL);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_7_COLOR]);
temp_penguins[IMG_PENGUIN_7_COLOR] = NULL;
/* Copiar el frente */
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_7_FRONT], NULL, penguin_images[PENGUIN_FRAME_7], NULL);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_7_FRONT]);
temp_penguins[IMG_PENGUIN_7_FRONT] = NULL;
/* Generar los otros 3 estados */
penguin_images[PENGUIN_FRAME_8] = temp_penguins[IMG_PENGUIN_8_BACK];
penguin_images[PENGUIN_FRAME_9] = SDL_CreateRGBSurface (SDL_SWSURFACE, 196, 199, 32, RMASK, GMASK, BMASK, AMASK);
penguin_images[PENGUIN_FRAME_10] = SDL_CreateRGBSurface (SDL_SWSURFACE, 196, 199, 32, RMASK, GMASK, BMASK, AMASK);
SDL_SetAlpha (penguin_images[PENGUIN_FRAME_8], 0, 0);
SDL_BlitSurface (penguin_images[PENGUIN_FRAME_8], NULL, penguin_images[PENGUIN_FRAME_9], NULL);
SDL_BlitSurface (penguin_images[PENGUIN_FRAME_8], NULL, penguin_images[PENGUIN_FRAME_10], NULL);
SDL_SetAlpha (penguin_images[PENGUIN_FRAME_8], SDL_SRCALPHA, SDL_ALPHA_OPAQUE);
/* Colorear el pingüino */
SDL_BlitSurface (color_surface, NULL, temp_penguins[IMG_PENGUIN_8_COLOR], NULL);
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_8_COLOR], NULL, penguin_images[PENGUIN_FRAME_8], NULL);
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_8_COLOR], NULL, penguin_images[PENGUIN_FRAME_9], NULL);
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_8_COLOR], NULL, penguin_images[PENGUIN_FRAME_10], NULL);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_8_COLOR]);
temp_penguins[IMG_PENGUIN_8_COLOR] = NULL;
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_8_1_FRONT], NULL, penguin_images[PENGUIN_FRAME_8], NULL);
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_8_2_FRONT], NULL, penguin_images[PENGUIN_FRAME_9], NULL);
SDL_gfxBlitRGBA (temp_penguins[IMG_PENGUIN_8_3_FRONT], NULL, penguin_images[PENGUIN_FRAME_10], NULL);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_8_1_FRONT]);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_8_2_FRONT]);
SDL_FreeSurface (temp_penguins[IMG_PENGUIN_8_3_FRONT]);
temp_penguins[IMG_PENGUIN_8_1_FRONT] = temp_penguins[IMG_PENGUIN_8_2_FRONT] = temp_penguins[IMG_PENGUIN_8_3_FRONT] = NULL;
}
void add_bag (int tipo) {
BeanBag *new;
new = (BeanBag *) malloc (sizeof (BeanBag));
new->bag = tipo;
new->frame = -1;
if (tipo == 0) {
new->throw_length = 30;
new->bag_points = bag_0_points;
} else if (tipo == 1) {
new->throw_length = 21;
new->bag_points = bag_1_points;
} else if (tipo == 2) {
new->throw_length = 27;
new->bag_points = bag_2_points;
} else if (tipo == 3) {
new->throw_length = 32;
new->bag_points = bag_3_points;
} else if (tipo == 5) {
new->throw_length = 23;
new->object_points = anvil_offsets;
} else if (tipo == 4) {
new->throw_length = 35;
new->object_points = oneup_offsets;
} else if (tipo == 6) {
new->throw_length = 34;
new->object_points = fish_offsets;
} else if (tipo == 7) {
new->throw_length = 31;
new->object_points = flower_offsets;
}
/* Ahora sus campos para lista doble ligada */
new->next = NULL;
new->prev = last_bag;
if (last_bag == NULL) {
first_bag = last_bag = new;
} else {
last_bag->next = new;
last_bag = new;
}
}
void delete_bag (BeanBag *p) {
if (p == NULL) return;
if (p->prev == NULL) { /* El primero de la lista */
first_bag = p->next;
} else {
p->prev->next = p->next;
}
if (p->next == NULL) {
last_bag = p->prev;
} else {
p->next->prev = p->prev;
}
free (p);
}
int map_button_in_intro (int x, int y) {
if (x >= 381 && x < 627 && y >= 324 && y < 348) return BUTTON_UI_INSTRUCTIONS;
if (x >= 381 && x < 627 && y >= 380 && y < 404) return BUTTON_UI_PLAY_GAME;
return BUTTON_NONE;
}