Files
wagic/projects/mtg/src/GameApp.cpp
wrenczes@gmail.com 4ac3c01cb0 Fixed the include guards. This had disabled the _CrtSetDbgFlag() call, so we were no longer detecting memory leaks in debug under Win32 when exiting the app. Ouch!
(Confirmed that the leak I just fixed was present & reported by the debugger with this change in place.)
2010-12-10 09:18:29 +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 !defined(QT_CONFIG) && !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;
}
}