#include "../include/config.h" #include #include #if defined (WIN32) || defined (LINUX) #else #include #endif #include "../include/WResourceManager.h" #include "../include/GameApp.h" #include "../include/Subtypes.h" #include "../include/GameStateDeckViewer.h" #include "../include/GameStateMenu.h" #include "../include/GameStateDuel.h" #include "../include/GameStateOptions.h" #include "../include/GameStateShop.h" #include "../include/DeckStats.h" #include "../include/Translate.h" hgeParticleSystem* GameApp::Particles[] = {NULL,NULL,NULL,NULL,NULL,NULL}; int GameApp::HasMusic = 1; JMusic * GameApp::music = NULL; string GameApp::systemError = ""; JQuad* manaIcons[7] = {NULL, NULL, NULL, NULL, NULL, NULL, NULL}; GameState::GameState(GameApp* parent): mParent(parent) { mEngine = JGE::GetInstance(); } GameApp::GameApp(): JApp() { mScreenShotCount = 0; for (int i=0; i < MAX_STATE ; i++) mGameStates[i] = NULL; mShowDebugInfo = false; players[0] = 0; players[1] = 0; gameType = GAME_TYPE_CLASSIC; mCurrentState = NULL; mNextState = NULL; collection = NULL; for(int i=0;i<6;i++) Particles[i] = NULL; music = NULL; } GameApp::~GameApp() { } void GameApp::Create() { #if defined (WIN32) _CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF ); #elif not defined (LINUX) pspfpu_set_enable(0); //disable FPU Exceptions until we find where the FPU errors come from #endif //_CrtSetBreakAlloc(368); LOG("starting Game"); //Link this to our settings manager. options.theGame = this; //Ensure that options are partially loaded before loading files. options.reloadProfile(); //Test for Music files presence string filepath = RESPATH; filepath = filepath + "/" + resources.musicFile("Track0.mp3"); std::ifstream file(filepath.c_str()); if (file) file.close(); else HasMusic = 0; filepath = RESPATH; filepath = filepath + "/" + resources.musicFile("Track1.mp3"); std::ifstream file2(filepath.c_str()); if (file2) file2.close(); else HasMusic = 0; resources.RetrieveTexture("menuicons.png",RETRIEVE_MANAGE); //Creating thes quad in this specific order allows us to have them in the correct order to call them by integer id manaIcons[Constants::MTG_COLOR_GREEN] = resources.RetrieveQuad("menuicons.png", 2 + 0*36, 38, 32, 32, "c_green",RETRIEVE_MANAGE); manaIcons[Constants::MTG_COLOR_BLUE] = resources.RetrieveQuad("menuicons.png", 2 + 1*36, 38, 32, 32, "c_blue",RETRIEVE_MANAGE); manaIcons[Constants::MTG_COLOR_RED] = resources.RetrieveQuad("menuicons.png", 2 + 3*36, 38, 32, 32, "c_red",RETRIEVE_MANAGE); manaIcons[Constants::MTG_COLOR_BLACK] = resources.RetrieveQuad("menuicons.png", 2 + 2*36, 38, 32, 32, "c_black",RETRIEVE_MANAGE); manaIcons[Constants::MTG_COLOR_WHITE] = resources.RetrieveQuad("menuicons.png", 2 + 4*36, 38, 32, 32, "c_white",RETRIEVE_MANAGE); manaIcons[Constants::MTG_COLOR_LAND] = resources.RetrieveQuad("menuicons.png", 2 + 5*36, 38, 32, 32, "c_land",RETRIEVE_MANAGE); manaIcons[Constants::MTG_COLOR_ARTIFACT] = resources.RetrieveQuad("menuicons.png", 2 + 6*36, 38, 32, 32, "c_artifact",RETRIEVE_MANAGE); for (int i = sizeof(manaIcons)/sizeof(manaIcons[0]) - 1; i >= 0; --i) manaIcons[i]->SetHotSpot(16,16); resources.RetrieveTexture("back.jpg",RETRIEVE_MANAGE); JQuad * jq = resources.RetrieveQuad("back.jpg", 0, 0, 200, 285, "back",RETRIEVE_MANAGE); jq->SetHotSpot(100, 145); resources.RetrieveTexture("back_thumb.jpg",RETRIEVE_MANAGE); resources.RetrieveQuad("back_thumb.jpg", 0, 0, MTG_MINIIMAGE_WIDTH, MTG_MINIIMAGE_HEIGHT, "back_thumb",RETRIEVE_MANAGE); resources.RetrieveTexture("particles.png",RETRIEVE_MANAGE); jq = resources.RetrieveQuad("particles.png", 0, 0, 32, 32, "particles",RETRIEVE_MANAGE); jq->SetHotSpot(16,16); jq = resources.RetrieveQuad("particles.png", 64, 0, 32, 32, "stars",RETRIEVE_MANAGE); jq->SetHotSpot(16,16); resources.LoadJLBFont("simon",11); resources.GetJLBFont("simon")->SetTracking(-1); resources.LoadJLBFont("f3",16); resources.LoadJLBFont("magic",16); resources.RetrieveTexture("phasebar.png",RETRIEVE_MANAGE); resources.RetrieveTexture("wood.png",RETRIEVE_MANAGE); resources.RetrieveTexture("gold.png",RETRIEVE_MANAGE); resources.RetrieveTexture("goldglow.png",RETRIEVE_MANAGE); resources.RetrieveTexture("backdrop.jpg",RETRIEVE_MANAGE); resources.RetrieveTexture("handback.png",RETRIEVE_MANAGE); resources.RetrieveTexture("BattleIcon.png",RETRIEVE_MANAGE); resources.RetrieveTexture("DefenderIcon.png",RETRIEVE_MANAGE); resources.RetrieveTexture("shadow.png",RETRIEVE_MANAGE); jq = resources.RetrieveQuad("BattleIcon.png", 0, 0, 25, 25,"BattleIcon",RETRIEVE_MANAGE); jq->SetHotSpot(12, 12); jq = resources.RetrieveQuad("DefenderIcon.png", 0, 0, 24, 23,"DefenderIcon",RETRIEVE_MANAGE); jq->SetHotSpot(12, 12); jq = resources.RetrieveQuad("shadow.png", 0, 0, 1, 1,"shadow",RETRIEVE_MANAGE); jq->SetHotSpot(0.5, 0.5); collection = NEW MTGAllCards(); Particles[0] = NEW hgeParticleSystem("graphics/particle1.psi", resources.GetQuad("particles")); Particles[1] = NEW hgeParticleSystem("graphics/particle2.psi", resources.GetQuad("particles")); Particles[2] = NEW hgeParticleSystem("graphics/particle3.psi", resources.GetQuad("particles")); Particles[3] = NEW hgeParticleSystem("graphics/particle4.psi", resources.GetQuad("particles")); Particles[4] = NEW hgeParticleSystem("graphics/particle5.psi", resources.GetQuad("particles")); Particles[5] = NEW hgeParticleSystem("graphics/particle7.psi", resources.GetQuad("particles")); 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(); mCurrentState = NULL; mNextState = mGameStates[GAME_STATE_MENU]; // effect = NEW CardEffect(); char buf[512]; sprintf(buf, "size of MTGCard : %i\n" , sizeof(MTGCard)); OutputDebugString(buf); } void GameApp::LoadGameStates() { } void GameApp::Destroy() { LOG("==Destroying GameApp=="); //Save game options before we destroy everything. options.save(); for (int i=GAME_STATE_MENU;i<=MAX_STATE-1;i++) { if (mGameStates[i]){ mGameStates[i]->Destroy(); SAFE_DELETE(mGameStates[i]); } } for (int i= 0; i < 6; i++){ SAFE_DELETE(Particles[i]); } if (collection){ collection->destroyAllCards(); SAFE_DELETE(collection); } delete(DeckStats::GetInstance()); SAFE_DELETE(Subtypes::subtypesList); SAFE_DELETE(MtgSets::SetsList); SAFE_DELETE(music); Translator::EndInstance(); SimpleMenu::destroy(); options.theGame = NULL; LOG("==Destroying GameApp Successful=="); } void GameApp::Update() { if (systemError.size()) return; JGE* mEngine = JGE::GetInstance(); if (mEngine->GetButtonState(PSP_CTRL_START) && mEngine->GetButtonClick(PSP_CTRL_TRIANGLE)) { 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(PSP_CTRL_START) && mEngine->GetButtonState(PSP_CTRL_CROSS)){ mEngine->End(); return; } float dt = mEngine->GetDelta(); if (dt > 35.0f) // min 30 FPS ;) dt = 35.0f; if (mCurrentState != NULL) mCurrentState->Update(dt); if (mNextState != NULL) { if (mCurrentState != NULL) mCurrentState->End(); mCurrentState = mNextState; //Automate cache resizing. for(int x=0;xStart(); mNextState = NULL; } } void GameApp::Render() { if (systemError.size()){ fprintf(stderr, systemError.c_str()); JLBFont * mFont= resources.GetJLBFont("simon"); if (mFont) mFont->DrawString(systemError.c_str(),1,1); return; } if (mCurrentState != NULL) { mCurrentState->Render(); } #ifdef DEBUG_CACHE resources.DebugRender(); #endif } void GameApp::SetNextState(int state) { mNextState = mGameStates[state]; } void GameApp::Pause(){ } void GameApp::Resume(){ }