#include "PrecompiledHeader.h" #include #include #include #if defined (PSP) #include #else #include #endif #include "WResourceManager.h" #include "ExtraCost.h" #include "GameApp.h" #include "Subtypes.h" #include "GameStateTransitions.h" #include "GameStateDeckViewer.h" #include "GameStateMenu.h" #include "GameStateDuel.h" #include "GameStateOptions.h" #include "GameStateShop.h" #include "GameStateAwards.h" #include "GameStateStory.h" #include "DeckStats.h" #include "DeckMetaData.h" #include "DeckManager.h" #include "Translate.h" #include "WFilter.h" #include "Rules.h" #include "ModRules.h" #include "JFileSystem.h" #include "Credits.h" #include "AbilityParser.h" #define DEFAULT_DURATION .25 PlayerType GameApp::players[] = { PLAYER_TYPE_CPU, PLAYER_TYPE_CPU }; bool GameApp::HasMusic = true; JMusic * GameApp::music = NULL; string GameApp::currentMusicFile = ""; string GameApp::systemError = ""; char GameApp::mynbcardsStr[512] = {0}; int GameApp::mycredits = 0; vector manaIcons; GameState::GameState(GameApp* parent, string id) : mParent(parent), mStringID(id) { mEngine = JGE::GetInstance(); } GameApp::GameApp() : JApp() #ifdef NETWORK_SUPPORT , mServerAddress("") , mpNetwork(NULL) #endif //NETWORK_SUPPORT { #ifdef DEBUG nbUpdates = 0; totalFPS = 0; #endif #ifdef DOLOG remove(LOG_FILE); #endif mScreenShotCount = 0; for (int i = 0; i < GAME_STATE_MAX; i++) mGameStates[i] = NULL; mShowDebugInfo = false; players[0] = PLAYER_TYPE_CPU; players[1] = PLAYER_TYPE_CPU; gameType = GAME_TYPE_CLASSIC; mCurrentState = NULL; mNextState = NULL; rules = 0; music = NULL; } GameApp::~GameApp() { WResourceManager::Terminate(); } void GameApp::Create() { srand((unsigned int) time(0)); // initialize random #if !defined(QT_CONFIG) && !defined(IOS) #if defined (WIN32) _CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #elif defined (PSP) pspFpuSetEnable(0); //disable FPU Exceptions until we find where the FPU errors come from pspDebugScreenPrintf("Wagic:Loading resources..."); #endif #endif //QT_CONFIG //_CrtSetBreakAlloc(368); LOG("starting Game"); string systemFolder = "Res/"; string foldersRoot = ""; //Find the Res folder ifstream mfile("Res.txt"); string resPath; if (mfile) { bool found = false; while (!found && std::getline(mfile, resPath)) { if (resPath[resPath.size() - 1] == '\r') resPath.erase(resPath.size() - 1); //Handle DOS files string testfile = resPath + systemFolder; testfile.append("graphics/simon.dat"); ifstream tempfile(testfile.c_str()); if (tempfile) { found = true; tempfile.close(); foldersRoot = resPath; } } mfile.close(); } LOG("init Res Folder at " + foldersRoot); JFileSystem::init(foldersRoot + "User/", foldersRoot + systemFolder); // Create User Folders (for write access) if they don't exist { const char* folders[] = { "ai", "ai/baka", "ai/baka/stats", "campaigns", "graphics", "lang", "packs", "player", "player/stats", "profiles", "rules", "sets", "settings", "sound", "sound/sfx", "themes", "test"}; for (size_t i = 0; i < sizeof(folders)/sizeof(folders[0]); ++i) { JFileSystem::GetInstance()->MakeDir(string(folders[i])); } } LOG("Loading Modrules"); //Load Mod Rules before everything else gModRules.load("rules/modrules.xml"); LOG("Loading Unlockables"); //Load awards (needs to be loaded before any option are accessed) Unlockable::load(); //Link this to our settings manager. options.theGame = this; //Ensure that options are partially loaded before loading files. LOG("options.reloadProfile()"); options.reloadProfile(); //Setup Cache before calling any gfx/sfx functions WResourceManager::Instance()->ResetCacheLimits(); LOG("Checking for music files"); //Test for Music files presence JFileSystem * jfs = JFileSystem::GetInstance(); HasMusic = jfs->FileExists(WResourceManager::Instance()->musicFile("Track0.mp3")) && jfs->FileExists(WResourceManager::Instance()->musicFile("Track1.mp3")); LOG("Init Collection"); MTGAllCards::getInstance(); LOG("Loading rules"); Rules::loadAllRules(); LOG("Loading Textures"); LOG("--Loading menuicons.png"); WResourceManager::Instance()->RetrieveTexture("menuicons.png", RETRIEVE_MANAGE); #if !defined (PSP) WResourceManager::Instance()->RetrieveTexture("miconslarge.png", RETRIEVE_MANAGE); #endif LOG("---Gettings menuicons.png quads"); //Load all icons from gModRules and save in manaIcons -> todo. Change the icons positions on menuicons.png to avoid use item->mColorId vectoritems = gModRules.cardgui.background; for(size_t i= 0; i < items.size(); i ++) { ModRulesBackGroundCardGuiItem * item = items[i]; if (item->mMenuIcon == 1) { manaIcons.push_back(WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + (float)item->mColorId * 36, 38, 32, 32, "c_" + item->MColorName, RETRIEVE_MANAGE)); Constants::MTGColorStrings.push_back(item->MColorName.c_str()); } } Constants::NB_Colors = (int)Constants::MTGColorStrings.size(); items.erase(items.begin(),items.end()); for (int i = manaIcons.size()-1; i >= 0; --i) if (manaIcons[i].get()) manaIcons[i]->SetHotSpot(16, 16); LOG("--Loading back.jpg"); WResourceManager::Instance()->RetrieveTexture("back.jpg", RETRIEVE_MANAGE); JQuadPtr jq = WResourceManager::Instance()->RetrieveQuad("back.jpg", 0, 0, 0, 0, kGenericCardID, RETRIEVE_MANAGE); if (jq.get()) jq->SetHotSpot(jq->mWidth / 2, jq->mHeight / 2); WResourceManager::Instance()->RetrieveTexture("back_thumb.jpg", RETRIEVE_MANAGE); WResourceManager::Instance()->RetrieveQuad("back_thumb.jpg", 0, 0, MTG_MINIIMAGE_WIDTH, MTG_MINIIMAGE_HEIGHT, kGenericCardThumbnailID, RETRIEVE_MANAGE); LOG("--Loading particles.png"); WResourceManager::Instance()->RetrieveTexture("particles.png", RETRIEVE_MANAGE); jq = WResourceManager::Instance()->RetrieveQuad("particles.png", 0, 0, 32, 32, "particles", RETRIEVE_MANAGE); if (jq) jq->SetHotSpot(16, 16); jq = WResourceManager::Instance()->RetrieveQuad("particles.png", 64, 0, 32, 32, "stars", RETRIEVE_MANAGE); if (jq) jq->SetHotSpot(16, 16); LOG("--Loading fonts"); string lang = options[Options::LANG].str; std::transform(lang.begin(), lang.end(), lang.begin(), ::tolower); WResourceManager::Instance()->InitFonts(lang); Translator::GetInstance()->init(); // The translator is ready now. LOG("--Loading various textures"); // Load in this function only textures that are used frequently throughout the game. These textures will constantly stay in Ram, so be frugal WResourceManager::Instance()->RetrieveTexture("phasebar.png", RETRIEVE_MANAGE); //WResourceManager::Instance()->RetrieveTexture("wood.png", RETRIEVE_MANAGE); //WResourceManager::Instance()->RetrieveTexture("gold.png", RETRIEVE_MANAGE); //WResourceManager::Instance()->RetrieveTexture("goldglow.png", RETRIEVE_MANAGE); #if !defined (PSP) WResourceManager::Instance()->RetrieveTexture("backdrop.jpg", RETRIEVE_MANAGE); WResourceManager::Instance()->RetrieveTexture("backdropframe.png", RETRIEVE_MANAGE); #else WResourceManager::Instance()->RetrieveTexture("pspbackdrop.jpg", RETRIEVE_MANAGE); #endif WResourceManager::Instance()->RetrieveTexture("handback.png", RETRIEVE_MANAGE); WResourceManager::Instance()->RetrieveTexture("shadows.png", RETRIEVE_MANAGE); jq = WResourceManager::Instance()->RetrieveQuad("shadows.png", 2, 2, 16, 16, "white", RETRIEVE_MANAGE); if (jq) jq->SetHotSpot(8, 8); jq = WResourceManager::Instance()->RetrieveQuad("shadows.png", 20, 2, 16, 16, "shadow", RETRIEVE_MANAGE); if (jq) jq->SetHotSpot(8, 8); jq = WResourceManager::Instance()->RetrieveQuad("shadows.png", 38, 2, 16, 16, "extracostshadow", RETRIEVE_MANAGE); if (jq) jq->SetHotSpot(8, 8); jq = WResourceManager::Instance()->RetrieveQuad("phasebar.png", 0, 0, 0, 0, "phasebar", RETRIEVE_MANAGE); LOG("Creating Game States"); mGameStates[GAME_STATE_DECK_VIEWER] = NEW GameStateDeckViewer(this); mGameStates[GAME_STATE_DECK_VIEWER]->Create(); mGameStates[GAME_STATE_MENU] = NEW GameStateMenu(this); mGameStates[GAME_STATE_MENU]->Create(); mGameStates[GAME_STATE_DUEL] = NEW GameStateDuel(this); mGameStates[GAME_STATE_DUEL]->Create(); mGameStates[GAME_STATE_SHOP] = NEW GameStateShop(this); mGameStates[GAME_STATE_SHOP]->Create(); mGameStates[GAME_STATE_OPTIONS] = NEW GameStateOptions(this); mGameStates[GAME_STATE_OPTIONS]->Create(); mGameStates[GAME_STATE_AWARDS] = NEW GameStateAwards(this); mGameStates[GAME_STATE_AWARDS]->Create(); mGameStates[GAME_STATE_STORY] = NEW GameStateStory(this); mGameStates[GAME_STATE_STORY]->Create(); mGameStates[GAME_STATE_TRANSITION] = NULL; mCurrentState = NULL; mNextState = mGameStates[GAME_STATE_MENU]; //Set Audio volume JSoundSystem::GetInstance()->SetSfxVolume(options[Options::SFXVOLUME].number); JSoundSystem::GetInstance()->SetMusicVolume(options[Options::MUSICVOLUME].number); DebugTrace("size of MTGCardInstance: " << sizeof(MTGCardInstance)); DebugTrace("size of MTGCard: "<< sizeof(MTGCard)); DebugTrace("size of CardPrimitive: "<< sizeof(CardPrimitive)); DebugTrace("size of ExtraCost: " << sizeof(ExtraCost)); DebugTrace("size of ManaCost: " << sizeof(ManaCost)); LOG("Game Creation Done."); } void GameApp::LoadGameStates() { } void GameApp::Destroy() { LOG("==Destroying GameApp=="); #ifdef TRACK_OBJECT_USAGE ObjectAnalytics::DumpStatistics(); #endif for (int i = GAME_STATE_MENU; i <= GAME_STATE_MAX - 1; i++) { if (mGameStates[i]) { mGameStates[i]->Destroy(); SAFE_DELETE(mGameStates[i]); } } MTGAllCards::unloadAll(); DeckManager::EndInstance(); DeckStats::EndInstance(); stopMusic(); Translator::EndInstance(); WCFilterFactory::Destroy(); SimpleMenu::destroy(); DeckMenu::destroy(); DeckEditorMenu::destroy(); options.theGame = NULL; Unlockable::Destroy(); AutoLineMacro::Destroy(); Rules::unloadAllRules(); LOG("==Destroying GameApp Successful=="); #ifdef TRACK_FILE_USAGE_STATS wagic::ifstream::Dump(); #endif } void GameApp::Update() { if (systemError.size()) return; JGE* mEngine = JGE::GetInstance(); #if defined (PSP) if (mEngine->GetButtonState(JGE_BTN_MENU) && mEngine->GetButtonClick(JGE_BTN_CANCEL)) { char s[80]; sprintf(s, "ms0:/psp/photo/MTG%d.png", mScreenShotCount++); JRenderer::GetInstance()->ScreenShot(s); } //Exit when START and X ARE PRESSED SIMULTANEOUSLY if (mEngine->GetButtonState(JGE_BTN_MENU) && mEngine->GetButtonState(JGE_BTN_SEC)) { mEngine->End(); return; } //Restart Rendering engine when START and SQUARE ARE PRESSED SIMULTANEOUSLY if (mEngine->GetButtonState(JGE_BTN_MENU) && mEngine->GetButtonState(JGE_BTN_PRI)) JRenderer::Destroy(); #endif //PSP float dt = mEngine->GetDelta(); if (dt > 35.0f) // min 30 FPS ;) dt = 35.0f; TransitionBase * mTrans = NULL; if (mCurrentState) { mCurrentState->Update(dt); if (mGameStates[GAME_STATE_TRANSITION] == mCurrentState) mTrans = (TransitionBase *) mGameStates[GAME_STATE_TRANSITION]; } //Check for finished transitions. if (mTrans && mTrans->Finished()) { mTrans->End(); if (mTrans->to != NULL && !mTrans->bAnimationOnly) { SetCurrentState(mTrans->to); SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]); mCurrentState->Start(); } else { SetCurrentState(mTrans->from); SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]); } } if (mNextState != NULL) { if (mCurrentState != NULL) mCurrentState->End(); SetCurrentState(mNextState); #if defined (PSP) /* int maxLinear = ramAvailableLineareMax(); int ram = ramAvailable(); char buf[512]; sprintf(buf, "Ram : linear max: %i - total : %i\n",maxLinear, ram); fprintf(stderr,buf); */ #endif mCurrentState->Start(); mNextState = NULL; } } void GameApp::Render() { if (systemError.size()) { fprintf(stderr, "%s", systemError.c_str()); WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT); if (mFont) mFont->DrawString(systemError.c_str(), 1, 1); return; } JRenderer * renderer = JRenderer::GetInstance(); renderer->ClearScreen(ARGB(0,0,0,0)); if (mCurrentState) mCurrentState->Render(); #ifdef DEBUG_CACHE WResourceManager::Instance()->DebugRender(); #endif #if defined(DEBUG) && !defined(IOS) JGE* mEngine = JGE::GetInstance(); float fps = mEngine->GetFPS(); totalFPS += fps; nbUpdates+=1; WFont * mFont= WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT); char buf[512]; sprintf(buf, "avg:%.02f - %.02f fps",totalFPS/nbUpdates, fps); if (mFont) { mFont->SetColor(ARGB(255,255,255,255)); mFont->DrawString(buf, 10, SCREEN_HEIGHT-25); } #endif } void GameApp::OnScroll(int inXVelocity, int inYVelocity) { if (mCurrentState != NULL) { mCurrentState->OnScroll(inXVelocity, inYVelocity); } } void GameApp::SetNextState(int state) { mNextState = mGameStates[state]; } void GameApp::SetCurrentState(GameState * state) { if (mCurrentState == state) return; if (mCurrentState) JGE::GetInstance()->SendCommand("leavegamestate:" + mCurrentState->getStringID()); mCurrentState = state; if (mCurrentState) JGE::GetInstance()->SendCommand("entergamestate:" + mCurrentState->getStringID()); } void GameApp::Pause() { pauseMusic(); } void GameApp::Resume() { resumeMusic(); } void GameApp::DoTransition(int trans, int tostate, float dur, bool animonly) { TransitionBase * tb = NULL; GameState * toState = NULL; if (options[Options::TRANSITIONS].number != 0) { if (tostate != GAME_STATE_NONE) SetNextState(tostate); return; } if (tostate > GAME_STATE_NONE && tostate < GAME_STATE_MAX) toState = mGameStates[tostate]; if (mGameStates[GAME_STATE_TRANSITION]) { tb = (TransitionBase*) mGameStates[GAME_STATE_TRANSITION]; if (toState) tb->to = toState; //Additional calls to transition merely update the destination. return; } if (dur < 0) dur = DEFAULT_DURATION; // Default to this value. switch (trans) { case TRANSITION_FADE_IN: tb = NEW TransitionFade(this, mCurrentState, toState, dur, true); break; case TRANSITION_FADE: default: tb = NEW TransitionFade(this, mCurrentState, toState, dur, false); } if (tb) { tb->bAnimationOnly = animonly; mGameStates[GAME_STATE_TRANSITION] = tb; mGameStates[GAME_STATE_TRANSITION]->Start(); SetCurrentState(tb); //The old current state is ended inside our transition. } else if (toState) { //Somehow failed, just do standard SetNextState behavior mNextState = toState; } } void GameApp::DoAnimation(int trans, float dur) { DoTransition(trans, GAME_STATE_NONE, dur, true); } void GameApp::playMusic(string filename, bool loop) { if(filename == "") filename = currentMusicFile; if (filename.compare(currentMusicFile) == 0 && music) return; if (music) { JSoundSystem::GetInstance()->StopMusic(music); SAFE_DELETE(music); } if (HasMusic && options[Options::MUSICVOLUME].number > 0) { music = WResourceManager::Instance()->ssLoadMusic(filename.c_str()); if (music) JSoundSystem::GetInstance()->PlayMusic(music, loop); currentMusicFile = filename; } } void GameApp::pauseMusic() { if (music && currentMusicFile != "") { JSoundSystem::GetInstance()->PauseMusic(music); } } void GameApp::resumeMusic() { if (music && currentMusicFile != "") { JSoundSystem::GetInstance()->ResumeMusic(music); } } void GameApp::stopMusic() { if (music && currentMusicFile != "") { JSoundSystem::GetInstance()->StopMusic(music); SAFE_DELETE(music); } }