Files
wagic/projects/mtg/src/GameApp.cpp
techdragon.nguyen@gmail.com 6c1497bbd5 Revamped Deck Selection Screen using abrasax's design as a template.
TODO:  
     change literals to use constants, 
     refactor the rendering code for the menu to have be leaner.
     add text scroller to list all the tasks. 
         * 1st implementation will list all the tasks.dat  
         * 2nd round will try to get the scroller to only display relevant tasks to ai

Special thanks to wololo and MootPoint for helping me hammer this out.  To abrasax, for the initial design of the layout.
2010-11-01 08:22:55 +00:00

430 lines
12 KiB
C++

#include "PrecompiledHeader.h"
#include <JGE.h>
#include <JRenderer.h>
#if defined (WIN32) || defined (LINUX)
#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()
{
}
void GameApp::Create()
{
srand((unsigned int)time(0)); // initialize random
#ifndef QT_CONFIG
#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");
//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 = 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;
LOG("Loading Textures");
LOG("--Loading menuicons.png");
resources.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] = 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);
LOG("--Loading back.jpg");
resources.RetrieveTexture("back.jpg",RETRIEVE_MANAGE);
JQuad * jq = resources.RetrieveQuad("back.jpg", 0, 0, 0, 0, "back",RETRIEVE_MANAGE);
if (jq) jq->SetHotSpot(jq->mWidth/2, jq->mHeight/2);
resources.RetrieveTexture("back_thumb.jpg",RETRIEVE_MANAGE);
resources.RetrieveQuad("back_thumb.jpg", 0, 0, MTG_MINIIMAGE_WIDTH, MTG_MINIIMAGE_HEIGHT, "back_thumb",RETRIEVE_MANAGE);
LOG("--Loading particles.png");
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);
LOG("--Loading fonts");
string lang = options[Options::LANG].str;
std::transform(lang.begin(), lang.end(), lang.begin(), ::tolower);
resources.InitFonts(lang);
LOG("--Loading various textures");
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, 16, 16,"shadow",RETRIEVE_MANAGE);
jq->SetHotSpot(8, 8);
jq = resources.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();
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= resources.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
resources.DebugRender();
#endif
#ifdef DEBUG
JGE* mEngine = JGE::GetInstance();
float fps = mEngine->GetFPS();
totalFPS += fps;
nbUpdates+=1;
WFont * mFont= resources.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,1,10);
}
#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 behaviour
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 = resources.ssLoadMusic(filename.c_str());
if (music) JSoundSystem::GetInstance()->PlayMusic(music, loop);
currentMusicFile = filename;
}
}