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/*
THIS PROJECT IS USING OPEN SANS TRUE TYPE FONTS
see: www.google.com/fonts/specimen/Open+Sans
You find a copy ofthe license under /data/fonts/
*/

#include "engine.h"

using namespace std;

#define LEVEL (1 << 30)
#define MENU (1 << 29)
#define LOAD (1 << 27)
#define SAVE (1 << 26)
#define GAME_QUIT (1 << 28)


string SAVE_PATH = "save/";
string DATA_PATH = "data/";
const int SCREEN_WIDTH = 500;
const int SCREEN_HEIGHT = 500;
const int SCREEN_BPP = 32;

//class UpgradesMenu: public Menu
//{
//public:
//	vector<string> labels;
//	
//};

class Shop: public AbstractInteractive
{
protected:
	Account** user;
	vector<Upgradeable*> tu;
	vector<Weapon*> weapons;
	vector<AbstractInteractive*> weaponInfos;
	int currentWeapon;
	vector<UserShip*> ships;
	vector<AbstractInteractive*> shipInfos;
	int currentShip;
	vector<bool*> disabledUpgrades;
	int gameMenu;
	Button* back;
	CompositMenu* menu;
	Label* goldLabel;
public:
	Shop(){}
	~Shop();
	Shop(Account** user, int GameMenu);
	void draw(SDL_Surface *screen);
	int handleEvents(SDL_Event event);
	void frame(double time);
	void updateUpgradeMenu();
	virtual void refresh();
};

class InventoryMenu: public AbstractInteractive
{
public:
	Label* title;
	SlidingBackground* BG;
	Account** user;
	int gameMenu;
	Button* back;
	Label* sellLabel;
	SDL_Rect sellDropzone;
	AbstractInteractive* shipMenu;
	vector<SDL_Surface*> ships;
	AbstractInteractive* weaponMenu;
	vector<SDL_Surface*> weapons;
	SDL_Rect weaponDropzone;
	vector<Button*> slots;
	//always NULL if nothing is dragged
	SDL_Surface* cursor;
	//wich item is currently dragged
	int dragged;
	int MX;
	int MY;
	SDL_Surface* ship;
	
	
	~InventoryMenu();
	InventoryMenu(Account** user, int ngamMenu);
	void draw(SDL_Surface *screen);
	int handleEvents(SDL_Event event);
	void frame(double time);
	void refresh();
};

bool init(SDL_Surface*& screen);

Menu* makeMainMenu(SDL_Surface *screen);
Menu* makeGameMenu(SDL_Surface *screen);
Menu* makeLevelMenu(vector<string> levels, SDL_Surface *screen);

class GameHandler
{
private:
	Account *user;
	SDL_Surface *screen;
	LevelGenerator *LG;
	vector<AbstractInteractive*> menus;
	vector<string> levelpaths;
	bool isGood;
	int state;
	string* acname;
public:
	GameHandler();
	~GameHandler();
//	returns 0 if succesfully quits, 1 otherwise
	int game();
};

int main(int argc, char* args[]);