SDL and map issues

How can I fix this code?

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#include <iostream>
#include <string>
#include <cstdlib>
#include <windows.h>
#include <fstream>
#include "SDL.h"
#include <map>

using namespace std;


int b, a, roomnum;

class TileProperties& GetTile(int a, int b);
int firstroom();
int secondroom();

typedef struct TileProperties
{
    bool wallsolid;
    int  xwall;
    int  ywall;
}TileProperties;
TileProperties myTileset[2] = {
  { true,  0, 0 },
  { false, 10, 0 }
};

bool gamestatus;
bool pokemon1yn = false;
bool pokemon2yn = false;
bool pokemon3yn = false;
bool pokemon4yn = false;
bool pokemon5yn = false;
bool pokemon6yn = false;
int x, y;
    const int SCREEN_WIDTH = 10;
    const int SCREEN_HEIGHT = 11;
    int PLAYER_WIDTH = 5;
    int PLAYER_HEIGHT = 5;
    const int MAPTOTAL_HEIGHT = 11;
    const int MAPTOTAL_WIDTH = 10;
    
	SDL_Surface* image = FALSE;
	SDL_Surface* image2 = FALSE;
    SDL_Surface* screen = FALSE;
    int room;
    int xwall, ywall;
string PLAYERTOTAL_WIDTH2,PLAYERTOTAL_HEIGHT2, room3;

int PLAYERTOTAL_WIDTH, PLAYERTOTAL_HEIGHT;

void apply_surface( int x, int y, SDL_Surface* source, SDL_Surface* destination ){
    SDL_Rect offset;
    offset.x = x;
    offset.y = y;
SDL_BlitSurface( source, NULL, destination, &offset );
}
    
int main( int argc, char *argv[] ) {
    
	SDL_Init(SDL_INIT_EVERYTHING);
	
	Uint8 *key;
	Uint8 *player;
    
	gamestatus = true;

	ifstream load("xlocation.txt", ios::ate);
	PLAYERTOTAL_WIDTH2 = "xlocation.txt", ios::ate;
	PLAYERTOTAL_WIDTH = atoi(PLAYERTOTAL_WIDTH2.c_str());
    load.close();

	ifstream file1("ylocation.txt", ios::ate);
	PLAYERTOTAL_HEIGHT2 = "ylocation.txt";
	PLAYERTOTAL_HEIGHT = atoi(PLAYERTOTAL_HEIGHT2.c_str());
	file1.close();

	
	SDL_WM_SetCaption("Pokemon", "Pokemon");
	screen = SDL_SetVideoMode( 640, 480, 32, SDL_HWSURFACE );
	
	while (gamestatus = true) {
          
        PLAYERTOTAL_HEIGHT = PLAYER_HEIGHT;
		PLAYERTOTAL_WIDTH = PLAYER_WIDTH;



	ifstream roomd("room.txt", ios::ate);
	room3 = "room.txt", ios::ate;
	if (room3 == "room1")
	firstroom();
    roomd.close();
    
        SDL_Surface* loadedImage = FALSE;
    SDL_Surface* optimizedImage = FALSE;
    loadedImage = SDL_LoadBMP( string("player.bmp").c_str() );
    if( loadedImage != NULL ) {
        optimizedImage = SDL_DisplayFormat( loadedImage );
        SDL_FreeSurface( loadedImage );
        apply_surface( PLAYERTOTAL_HEIGHT, PLAYERTOTAL_WIDTH, image2, screen );
}
	key = SDL_GetKeyState( FALSE );
	
    if (key[SDLK_UP]) {
	    y++; 
if( GetTile(PLAYERTOTAL_HEIGHT, PLAYERTOTAL_WIDTH).wallsolid ){
    y--;
}}
	else if (key[SDLK_DOWN]) {
	    y--; 
        if( GetTile(PLAYERTOTAL_HEIGHT, PLAYERTOTAL_WIDTH).wallsolid ){
    y++;
}}
	else if (key[SDLK_LEFT]) {
	    x--; 
if( GetTile(PLAYERTOTAL_HEIGHT, PLAYERTOTAL_WIDTH).wallsolid ){
    x++;
}}
	else if (key[SDLK_RIGHT]) {
	    x++; 
if( GetTile(PLAYERTOTAL_HEIGHT, PLAYERTOTAL_WIDTH).wallsolid ){
    x--;
}}
	else if (key[SDLK_z]) {
	}
	else if (key[SDLK_x]) {
		
	}
	else if (key[SDLK_LSHIFT]) {
		
	}
	
	else if (key[SDLK_s]) {
		ofstream file2( "ylocation.txt", ios::trunc | ios::out );
		ofstream file3( "xlocation.txt", ios::trunc | ios::out );
		ofstream file10( "room.txt", ios::trunc | ios::out );
        x = MAPTOTAL_WIDTH - PLAYERTOTAL_WIDTH;
        y = MAPTOTAL_HEIGHT - PLAYERTOTAL_HEIGHT;
        file3 << x;
        file2 << y;
        file10 << room;
		file2.close();
		file3.close();
		file10.close();
		
		if(pokemon1yn != FALSE){
		ofstream file4( "pokemon1.txt", ios::trunc | ios::out);
		
		file4.close();
	}
		if(pokemon2yn != FALSE) {
		ofstream file5( "pokemon2.txt", ios::trunc | ios::out);
		
		file5.close();
	}
		if(pokemon3yn != FALSE) {
		ofstream file6( "pokemon3.txt", ios::trunc | ios::out);
		
		file6.close();
	}
		if(pokemon4yn != FALSE) {
		ofstream file7( "pokemon4.txt", ios::trunc | ios::out);
		
		file7.close();
	}
		if(pokemon5yn != FALSE) {
		ofstream file8( "pokemon5.txt", ios::trunc | ios::out);
		
		file8.close();
	}
		if(pokemon6yn != FALSE) {
		ofstream file9("pokemon6.txt", ios::trunc | ios::out);
		
		file9.close();
	}
	
		gamestatus = false;
		
	}

		if (room3 == "room1") {
        if (x == 11) {
              if (y == 5 or y == 6) {
                    secondroom();
                    x = 10;
                    }}}
	
}


	SDL_Quit();
	system("PAUSE");
	return 0;
}

class TileProperties& GetTile(int a, int b, int roomnum){
    if (roomnum == 1) {
    return myTileset[ firstroom()[ (b*MAPTOTAL_HEIGHT) + x ] ]; }
}


int firstroom(myTileset[ firstroom()[ (b*MAPTOTAL_HEIGHT) + x ] ]) { 
int room1[MAPTOTAL_WIDTH * MAPTOTAL_HEIGHT] = {
  1,1,1,1,0,0,1,1,1,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,1,1,1,1,1,1,1,1,1
  };
  roomnum=1;
for(b = 0; b < MAPTOTAL_HEIGHT; b++)
{
    for(a = 0; a < MAPTOTAL_WIDTH; a++)
    {
        const TileProperties& t =GetTile(a, b);
        SDL_Surface* loadedImage = FALSE;
    SDL_Surface* optimizedImage = FALSE;
    loadedImage = SDL_LoadBMP( string("walkablefloor.bmp").c_str() );
    if( loadedImage != NULL ) {
        optimizedImage = SDL_DisplayFormat( loadedImage );
        SDL_FreeSurface( loadedImage );
        apply_surface( xwall, ywall, image, screen );
    }
} 
}
return myTileset[2]; }


int secondroom(){
int room2[MAPTOTAL_WIDTH * MAPTOTAL_HEIGHT] = {
  1,1,1,1,1,1,1,1,1,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,0,0,0,0,0,0,0,0,1,
  1,1,1,1,0,0,1,1,1,1
};
for(b = 0; b < MAPTOTAL_HEIGHT; b++)
{
    for(a = 0; a < MAPTOTAL_WIDTH; a++)
    {
        const TileProperties& t =GetTile(a, b);
        SDL_Surface* loadedImage = FALSE;
    SDL_Surface* optimizedImage = FALSE;
    loadedImage = SDL_LoadBMP( string("walkablefloor").c_str() );
    if( loadedImage != NULL ) {
        optimizedImage = SDL_DisplayFormat( loadedImage );
        SDL_FreeSurface( loadedImage );
        apply_surface( xwall, ywall, image, screen );
    }
} 
}
return 0; }


I get the errors:

In function `TileProperties& GetTile(int, int, int)':

201 invalid types `int[int]' for array subscript

201At global scope:

205 `int firstroom' redeclared as different kind of symbol

16 previous declaration of `int firstroom()'

205 declaration of `int firstroom'

16 conflicts with previous declaration `int firstroom()'

205 invalid types `int[int]' for array subscript

205 expected `,' or `;' before '{' token
Last edited on
Bump.
Line 201: firstroom() returns a integer, yet you are trying to index into it with [].

Line 205: Erm, what is this supposed to be? Some kind of function declaration...?
Line 205 is a function. How do I fix 201?
closed account (Dy7SLyTq)
the parameter for it is really really wrong
And????
closed account (Dy7SLyTq)
fix it. you are honestly telling me you cant figure out what is wrong with the functions parameter?
Why the hell are you using a multidimensional array for maps?

I think I already explained how difficult that is to manage. I have some code from an old RPG you can look at. It's made in SDL.
closed account (Dy7SLyTq)
Why the hell are you using a multidimensional array for maps?


what are you talking about? hes only using vector arrays
closed account (Dy7SLyTq)
thats not a multidemensional array. thats a vector array

edit: can i call it a vector array, because doesnt it represent a mathematical vector?
Last edited on
Sure. I know how to pass and return variables just not arrays. Also my book didn't say anything. It's not just an array but

 
myTileset[ firstroom()[ (b*MAPTOTAL_HEIGHT) + x ] ]
Sure. I know how to pass and return variables just not arrays. Also my book didn't say anything. It's not just an array but

 
myTileset[ firstroom()[ (b*MAPTOTAL_HEIGHT) + x ] ]
Well, since it's a pokemon game, I'm guessing you don't need layers. My map files for an old project will be pmed to you.
I need a zip
Why don't you download winwar
closed account (Dy7SLyTq)
*winrar and i wouldnt get that. i dont really like it. i would personally use 7zip, but if your on linux, there is a builtin unpackager. just fire up the terminal navigate to the directory where the file is and just tar file_name
I don't want to download a rar thing.
Why not?

You'll need winwar to download many files. It's pretty lightweight.
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