Files
wagic/projects/mtg/src/GameApp.cpp
wagic.the.homebrew@gmail.com 15d504c160 Erwan
- fix for issue 539 . It is now possible to provide several possible paths in Res.txt, the game will use the first one that matches. If none of them works, it reverts to the oldschool "Res" folder
2010-12-02 12:56:18 +00:00

480 lines
14 KiB
C++

#include "PrecompiledHeader.h"
#include <JGE.h>
#include <JLogger.h>
#include <JRenderer.h>
#if defined (WIN32) || defined (LINUX) || defined (IOS)
#include <time.h>
#else
#include <pspfpu.h>
#endif
#include "WResourceManager.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 "Translate.h"
#include "WFilter.h"
#define DEFAULT_DURATION .25
MTGAllCards * GameApp::collection = NULL;
int GameApp::players[] = { 0, 0 };
int GameApp::HasMusic = 1;
JMusic * GameApp::music = NULL;
string GameApp::currentMusicFile = "";
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()
{
#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] = 0;
players[1] = 0;
gameType = GAME_TYPE_CLASSIC;
mCurrentState = NULL;
mNextState = NULL;
collection = NULL;
music = NULL;
}
GameApp::~GameApp()
{
WResourceManager::Terminate();
}
void GameApp::Create()
{
srand((unsigned int) time(0)); // initialize random
#if not defined(QT_CONFIG) && not defined(IOS)
#if defined (WIN32)
_CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#elif not defined (LINUX)
pspFpuSetEnable(0); //disable FPU Exceptions until we find where the FPU errors come from
#endif
#endif //QT_CONFIG
//_CrtSetBreakAlloc(368);
LOG("starting Game");
//Find the Res folder
std::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;
testfile.append("graphics/simon.dat");
if (fileExists(testfile.c_str()))
{
JFileSystem::GetInstance()->SetResourceRoot(trim(resPath));
found = true;
}
}
mfile.close();
}
LOG("Res Root:");
LOG(JFileSystem::GetInstance()->GetResourceRoot().c_str());
//Link this to our settings manager.
options.theGame = this;
//Ensure that options are partially loaded before loading files.
LOG("options.reloadProfile()");
options.reloadProfile();
LOG("Checking for music files");
//Test for Music files presence
string filepath = JGE_GET_RES(WResourceManager::Instance()->musicFile("Track0.mp3"));
std::ifstream file(filepath.c_str());
if (file)
file.close();
else
HasMusic = 0;
filepath = JGE_GET_RES(WResourceManager::Instance()->musicFile("Track1.mp3"));
std::ifstream file2(filepath.c_str());
if (file2)
file2.close();
else
HasMusic = 0;
LOG("Loading Textures");
LOG("--Loading menuicons.png");
WResourceManager::Instance()->RetrieveTexture("menuicons.png", RETRIEVE_MANAGE);
LOG("---Gettings menuicons.png quads");
//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] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 0 * 36, 38, 32, 32, "c_green",
RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_BLUE] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 1 * 36, 38, 32, 32, "c_blue",
RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_RED] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 3 * 36, 38, 32, 32, "c_red", RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_BLACK] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 2 * 36, 38, 32, 32, "c_black",
RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_WHITE] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 4 * 36, 38, 32, 32, "c_white",
RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_LAND] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 5 * 36, 38, 32, 32, "c_land",
RETRIEVE_MANAGE);
manaIcons[Constants::MTG_COLOR_ARTIFACT] = WResourceManager::Instance()->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)
if (manaIcons[i])
manaIcons[i]->SetHotSpot(16, 16);
LOG("--Loading back.jpg");
WResourceManager::Instance()->RetrieveTexture("back.jpg", RETRIEVE_MANAGE);
JQuad * jq = WResourceManager::Instance()->RetrieveQuad("back.jpg", 0, 0, 0, 0, "back", RETRIEVE_MANAGE);
if (jq)
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, "back_thumb", 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);
LOG("--Loading various textures");
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);
WResourceManager::Instance()->RetrieveTexture("backdrop.jpg", RETRIEVE_MANAGE);
WResourceManager::Instance()->RetrieveTexture("handback.png", RETRIEVE_MANAGE);
WResourceManager::Instance()->RetrieveTexture("BattleIcon.png", RETRIEVE_MANAGE);
WResourceManager::Instance()->RetrieveTexture("DefenderIcon.png", RETRIEVE_MANAGE);
WResourceManager::Instance()->RetrieveTexture("shadow.png", RETRIEVE_MANAGE);
jq = WResourceManager::Instance()->RetrieveQuad("BattleIcon.png", 0, 0, 25, 25, "BattleIcon", RETRIEVE_MANAGE);
if (jq)
jq->SetHotSpot(12, 12);
jq = WResourceManager::Instance()->RetrieveQuad("DefenderIcon.png", 0, 0, 24, 23, "DefenderIcon", RETRIEVE_MANAGE);
if (jq)
jq->SetHotSpot(12, 12);
jq = WResourceManager::Instance()->RetrieveQuad("shadow.png", 0, 0, 16, 16, "shadow", RETRIEVE_MANAGE);
if (jq)
jq->SetHotSpot(8, 8);
jq = WResourceManager::Instance()->RetrieveQuad("phasebar.png", 0, 0, 0, 0, "phasebar", RETRIEVE_MANAGE);
LOG("Init Collection");
collection = NEW MTGAllCards();
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 MTGCard: "<< sizeof(MTGCard));
DebugTrace("size of CardPrimitive: "<< sizeof(CardPrimitive));
LOG("Game Creation Done.");
}
void GameApp::LoadGameStates()
{
}
void GameApp::Destroy()
{
LOG("==Destroying GameApp==");
for (int i = GAME_STATE_MENU; i <= GAME_STATE_MAX - 1; i++)
{
if (mGameStates[i])
{
mGameStates[i]->Destroy();
SAFE_DELETE(mGameStates[i]);
}
}
if (collection)
{
collection->destroyAllCards();
SAFE_DELETE(collection);
}
delete (DeckStats::GetInstance());
SAFE_DELETE(Subtypes::subtypesList);
SAFE_DELETE(DeckMetaDataList::decksMetaData);
playMusic("none");
Translator::EndInstance();
WCFilterFactory::Destroy();
SimpleMenu::destroy();
DeckMenu::destroy();
DeckEditorMenu::destroy();
options.theGame = NULL;
LOG("==Destroying GameApp Successful==");
}
void GameApp::Update()
{
if (systemError.size())
return;
JGE* mEngine = JGE::GetInstance();
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();
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)
{
mCurrentState = mTrans->to;
SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]);
mCurrentState->Start();
}
else
{
mCurrentState = mTrans->from;
SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]);
}
}
if (mNextState != NULL)
{
if (mCurrentState != NULL)
mCurrentState->End();
mCurrentState = mNextState;
#if defined (WIN32) || defined (LINUX)
#else
/*
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
#ifdef DEBUG
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-15);
}
#endif
}
void GameApp::SetNextState(int state)
{
mNextState = mGameStates[state];
}
void GameApp::Pause()
{
}
void GameApp::Resume()
{
}
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();
mCurrentState = 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.compare(currentMusicFile) == 0)
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;
}
}