Files
wagic/projects/mtg/src/GameApp.cpp
2025-04-25 18:48:02 +02:00

608 lines
17 KiB
C++

#include "PrecompiledHeader.h"
#include <JGE.h>
#include <JLogger.h>
#include <JRenderer.h>
#if defined (PSP)
#include <pspfpu.h>
#else
#include <time.h>
#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<JQuadPtr > 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) && (!defined __GNUG__)
_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
vector<ModRulesBackGroundCardGuiItem *>items = 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);
for(int i = 1 ; i < 7; i++){
char temp[4096];
string fileName = "";
sprintf(temp, "background/backdrop%i.jpg", i); //Now it's possibile to randomly use up to other 6 background images for match.
fileName.assign(temp);
WResourceManager::Instance()->RetrieveTexture(fileName, RETRIEVE_MANAGE);
}
#else
WResourceManager::Instance()->RetrieveTexture("pspbackdrop.jpg", RETRIEVE_MANAGE);
WResourceManager::Instance()->RetrieveTexture("pspbackdropframe.png", 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;
JGE::GetInstance()->SendCommand("\nSelected soundtrack is: " + filename + "\n");
if (filename.compare(currentMusicFile) == 0 && music)
return;
#if !defined (PSP)
if(!WResourceManager::Instance()->ssLoadMusic(filename.c_str()))
return; // Added to avoid opening not existing file.
#endif
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);
}
}