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.
430 lines
12 KiB
C++
430 lines
12 KiB
C++
#include "PrecompiledHeader.h"
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#include <JGE.h>
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#include <JRenderer.h>
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#if defined (WIN32) || defined (LINUX)
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#include <time.h>
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#else
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#include <pspfpu.h>
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#endif
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#include "WResourceManager.h"
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#include "GameApp.h"
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#include "Subtypes.h"
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#include "GameStateTransitions.h"
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#include "GameStateDeckViewer.h"
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#include "GameStateMenu.h"
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#include "GameStateDuel.h"
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#include "GameStateOptions.h"
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#include "GameStateShop.h"
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#include "GameStateAwards.h"
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#include "GameStateStory.h"
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#include "DeckStats.h"
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#include "DeckMetaData.h"
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#include "Translate.h"
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#include "WFilter.h"
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#define DEFAULT_DURATION .25
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MTGAllCards * GameApp::collection = NULL;
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int GameApp::players[] = {0,0};
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int GameApp::HasMusic = 1;
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JMusic * GameApp::music = NULL;
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string GameApp::currentMusicFile = "";
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string GameApp::systemError = "";
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JQuad* manaIcons[7] = {NULL, NULL, NULL, NULL, NULL, NULL, NULL};
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GameState::GameState(GameApp* parent): mParent(parent)
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{
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mEngine = JGE::GetInstance();
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}
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GameApp::GameApp(): JApp()
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{
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#ifdef DEBUG
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nbUpdates = 0;
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totalFPS = 0;
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#endif
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#ifdef DOLOG
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remove(LOG_FILE);
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#endif
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mScreenShotCount = 0;
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for (int i=0; i < GAME_STATE_MAX ; i++)
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mGameStates[i] = NULL;
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mShowDebugInfo = false;
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players[0] = 0;
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players[1] = 0;
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gameType = GAME_TYPE_CLASSIC;
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mCurrentState = NULL;
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mNextState = NULL;
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collection = NULL;
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music = NULL;
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}
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GameApp::~GameApp()
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{
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}
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void GameApp::Create()
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{
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srand((unsigned int)time(0)); // initialize random
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#ifndef QT_CONFIG
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#if defined (WIN32)
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_CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
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#elif not defined (LINUX)
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pspFpuSetEnable(0); //disable FPU Exceptions until we find where the FPU errors come from
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#endif
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#endif //QT_CONFIG
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//_CrtSetBreakAlloc(368);
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LOG("starting Game");
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//Link this to our settings manager.
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options.theGame = this;
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//Ensure that options are partially loaded before loading files.
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LOG("options.reloadProfile()");
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options.reloadProfile();
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LOG("Checking for music files");
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//Test for Music files presence
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string filepath = RESPATH;
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filepath = filepath + "/" + resources.musicFile("Track0.mp3");
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std::ifstream file(filepath.c_str());
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if (file)
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file.close();
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else
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HasMusic = 0;
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filepath = RESPATH;
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filepath = filepath + "/" + resources.musicFile("Track1.mp3");
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std::ifstream file2(filepath.c_str());
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if (file2)
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file2.close();
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else
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HasMusic = 0;
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LOG("Loading Textures");
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LOG("--Loading menuicons.png");
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resources.RetrieveTexture("menuicons.png",RETRIEVE_MANAGE);
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LOG("---Gettings menuicons.png quads");
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//Creating thes quad in this specific order allows us to have them in the correct order to call them by integer id
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manaIcons[Constants::MTG_COLOR_GREEN] = resources.RetrieveQuad("menuicons.png", 2 + 0*36, 38, 32, 32, "c_green",RETRIEVE_MANAGE);
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manaIcons[Constants::MTG_COLOR_BLUE] = resources.RetrieveQuad("menuicons.png", 2 + 1*36, 38, 32, 32, "c_blue",RETRIEVE_MANAGE);
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manaIcons[Constants::MTG_COLOR_RED] = resources.RetrieveQuad("menuicons.png", 2 + 3*36, 38, 32, 32, "c_red",RETRIEVE_MANAGE);
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manaIcons[Constants::MTG_COLOR_BLACK] = resources.RetrieveQuad("menuicons.png", 2 + 2*36, 38, 32, 32, "c_black",RETRIEVE_MANAGE);
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manaIcons[Constants::MTG_COLOR_WHITE] = resources.RetrieveQuad("menuicons.png", 2 + 4*36, 38, 32, 32, "c_white",RETRIEVE_MANAGE);
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manaIcons[Constants::MTG_COLOR_LAND] = resources.RetrieveQuad("menuicons.png", 2 + 5*36, 38, 32, 32, "c_land",RETRIEVE_MANAGE);
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manaIcons[Constants::MTG_COLOR_ARTIFACT] = resources.RetrieveQuad("menuicons.png", 2 + 6*36, 38, 32, 32, "c_artifact",RETRIEVE_MANAGE);
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for (int i = sizeof(manaIcons)/sizeof(manaIcons[0]) - 1; i >= 0; --i) manaIcons[i]->SetHotSpot(16,16);
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LOG("--Loading back.jpg");
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resources.RetrieveTexture("back.jpg",RETRIEVE_MANAGE);
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JQuad * jq = resources.RetrieveQuad("back.jpg", 0, 0, 0, 0, "back",RETRIEVE_MANAGE);
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if (jq) jq->SetHotSpot(jq->mWidth/2, jq->mHeight/2);
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resources.RetrieveTexture("back_thumb.jpg",RETRIEVE_MANAGE);
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resources.RetrieveQuad("back_thumb.jpg", 0, 0, MTG_MINIIMAGE_WIDTH, MTG_MINIIMAGE_HEIGHT, "back_thumb",RETRIEVE_MANAGE);
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LOG("--Loading particles.png");
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resources.RetrieveTexture("particles.png",RETRIEVE_MANAGE);
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jq = resources.RetrieveQuad("particles.png", 0, 0, 32, 32, "particles",RETRIEVE_MANAGE);
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jq->SetHotSpot(16,16);
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jq = resources.RetrieveQuad("particles.png", 64, 0, 32, 32, "stars",RETRIEVE_MANAGE);
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jq->SetHotSpot(16,16);
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LOG("--Loading fonts");
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string lang = options[Options::LANG].str;
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std::transform(lang.begin(), lang.end(), lang.begin(), ::tolower);
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resources.InitFonts(lang);
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LOG("--Loading various textures");
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resources.RetrieveTexture("phasebar.png",RETRIEVE_MANAGE);
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resources.RetrieveTexture("wood.png",RETRIEVE_MANAGE);
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resources.RetrieveTexture("gold.png",RETRIEVE_MANAGE);
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resources.RetrieveTexture("goldglow.png",RETRIEVE_MANAGE);
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resources.RetrieveTexture("backdrop.jpg",RETRIEVE_MANAGE);
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resources.RetrieveTexture("handback.png",RETRIEVE_MANAGE);
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resources.RetrieveTexture("BattleIcon.png",RETRIEVE_MANAGE);
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resources.RetrieveTexture("DefenderIcon.png",RETRIEVE_MANAGE);
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resources.RetrieveTexture("shadow.png",RETRIEVE_MANAGE);
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jq = resources.RetrieveQuad("BattleIcon.png", 0, 0, 25, 25,"BattleIcon",RETRIEVE_MANAGE);
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jq->SetHotSpot(12, 12);
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jq = resources.RetrieveQuad("DefenderIcon.png", 0, 0, 24, 23,"DefenderIcon",RETRIEVE_MANAGE);
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jq->SetHotSpot(12, 12);
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jq = resources.RetrieveQuad("shadow.png", 0, 0, 16, 16,"shadow",RETRIEVE_MANAGE);
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jq->SetHotSpot(8, 8);
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jq = resources.RetrieveQuad("phasebar.png",0,0,0,0,"phasebar",RETRIEVE_MANAGE);
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LOG("Init Collection");
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collection = NEW MTGAllCards();
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LOG("Creating Game States");
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mGameStates[GAME_STATE_DECK_VIEWER] = NEW GameStateDeckViewer(this);
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mGameStates[GAME_STATE_DECK_VIEWER]->Create();
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mGameStates[GAME_STATE_MENU] = NEW GameStateMenu(this);
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mGameStates[GAME_STATE_MENU]->Create();
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mGameStates[GAME_STATE_DUEL] = NEW GameStateDuel(this);
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mGameStates[GAME_STATE_DUEL]->Create();
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mGameStates[GAME_STATE_SHOP] = NEW GameStateShop(this);
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mGameStates[GAME_STATE_SHOP]->Create();
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mGameStates[GAME_STATE_OPTIONS] = NEW GameStateOptions(this);
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mGameStates[GAME_STATE_OPTIONS]->Create();
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mGameStates[GAME_STATE_AWARDS] = NEW GameStateAwards(this);
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mGameStates[GAME_STATE_AWARDS]->Create();
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mGameStates[GAME_STATE_STORY] = NEW GameStateStory(this);
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mGameStates[GAME_STATE_STORY]->Create();
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mGameStates[GAME_STATE_TRANSITION] = NULL;
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mCurrentState = NULL;
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mNextState = mGameStates[GAME_STATE_MENU];
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//Set Audio volume
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JSoundSystem::GetInstance()->SetSfxVolume(options[Options::SFXVOLUME].number);
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JSoundSystem::GetInstance()->SetMusicVolume(options[Options::MUSICVOLUME].number);
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DebugTrace("size of MTGCard: "<< sizeof(MTGCard));
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DebugTrace("size of CardPrimitive: "<< sizeof(CardPrimitive));
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LOG("Game Creation Done.");
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}
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void GameApp::LoadGameStates()
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{
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}
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void GameApp::Destroy()
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{
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LOG("==Destroying GameApp==");
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for (int i=GAME_STATE_MENU;i<=GAME_STATE_MAX-1;i++)
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{
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if (mGameStates[i]){
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mGameStates[i]->Destroy();
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SAFE_DELETE(mGameStates[i]);
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}
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}
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if (collection){
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collection->destroyAllCards();
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SAFE_DELETE(collection);
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}
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delete(DeckStats::GetInstance());
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SAFE_DELETE(Subtypes::subtypesList);
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SAFE_DELETE(DeckMetaDataList::decksMetaData);
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playMusic("none");
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Translator::EndInstance();
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WCFilterFactory::Destroy();
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SimpleMenu::destroy();
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DeckMenu::destroy();
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options.theGame = NULL;
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LOG("==Destroying GameApp Successful==");
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}
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void GameApp::Update()
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{
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if (systemError.size()) return;
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JGE* mEngine = JGE::GetInstance();
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if (mEngine->GetButtonState(JGE_BTN_MENU) && mEngine->GetButtonClick(JGE_BTN_CANCEL))
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{
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char s[80];
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sprintf(s, "ms0:/psp/photo/MTG%d.png", mScreenShotCount++);
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JRenderer::GetInstance()->ScreenShot(s);
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}
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//Exit when START and X ARE PRESSED SIMULTANEOUSLY
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if (mEngine->GetButtonState(JGE_BTN_MENU) && mEngine->GetButtonState(JGE_BTN_SEC)){
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mEngine->End();
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return;
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}
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//Restart Rendering engine when START and SQUARE ARE PRESSED SIMULTANEOUSLY
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if (mEngine->GetButtonState(JGE_BTN_MENU) && mEngine->GetButtonState(JGE_BTN_PRI))
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JRenderer::Destroy();
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float dt = mEngine->GetDelta();
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if (dt > 35.0f) // min 30 FPS ;)
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dt = 35.0f;
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TransitionBase * mTrans = NULL;
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if (mCurrentState){
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mCurrentState->Update(dt);
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if(mGameStates[GAME_STATE_TRANSITION] == mCurrentState)
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mTrans = (TransitionBase *) mGameStates[GAME_STATE_TRANSITION];
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}
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//Check for finished transitions.
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if(mTrans && mTrans->Finished()){
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mTrans->End();
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if(mTrans->to != NULL && !mTrans->bAnimationOnly){
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mCurrentState = mTrans->to;
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SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]);
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mCurrentState->Start();
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}
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else{
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mCurrentState = mTrans->from;
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SAFE_DELETE(mGameStates[GAME_STATE_TRANSITION]);
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}
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}
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if (mNextState != NULL)
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{
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if (mCurrentState != NULL)
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mCurrentState->End();
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mCurrentState = mNextState;
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#if defined (WIN32) || defined (LINUX)
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#else
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/*
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int maxLinear = ramAvailableLineareMax();
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int ram = ramAvailable();
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char buf[512];
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sprintf(buf, "Ram : linear max: %i - total : %i\n",maxLinear, ram);
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fprintf(stderr,buf);
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*/
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#endif
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mCurrentState->Start();
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mNextState = NULL;
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}
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}
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void GameApp::Render()
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{
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if (systemError.size()){
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fprintf(stderr, "%s", systemError.c_str());
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WFont * mFont= resources.GetWFont(Fonts::MAIN_FONT);
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if (mFont) mFont->DrawString(systemError.c_str(),1,1);
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return;
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}
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JRenderer * renderer = JRenderer::GetInstance();
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renderer->ClearScreen(ARGB(0,0,0,0));
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if (mCurrentState)
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mCurrentState->Render();
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#ifdef DEBUG_CACHE
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resources.DebugRender();
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#endif
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#ifdef DEBUG
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JGE* mEngine = JGE::GetInstance();
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float fps = mEngine->GetFPS();
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totalFPS += fps;
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nbUpdates+=1;
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WFont * mFont= resources.GetWFont(Fonts::MAIN_FONT);
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char buf[512];
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sprintf(buf, "avg:%.02f - %.02f fps",totalFPS/nbUpdates, fps);
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if (mFont) {
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mFont->SetColor(ARGB(255,255,255,255));
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mFont->DrawString(buf,1,10);
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}
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#endif
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}
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void GameApp::SetNextState(int state)
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{
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mNextState = mGameStates[state];
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}
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void GameApp::Pause(){
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}
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void GameApp::Resume(){
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}
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void GameApp::DoTransition(int trans, int tostate, float dur, bool animonly){
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TransitionBase * tb = NULL;
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GameState * toState = NULL;
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if(options[Options::TRANSITIONS].number != 0){
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if(tostate != GAME_STATE_NONE)
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SetNextState(tostate);
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return;
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}
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if(tostate > GAME_STATE_NONE && tostate < GAME_STATE_MAX)
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toState = mGameStates[tostate];
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if(mGameStates[GAME_STATE_TRANSITION]){
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tb =(TransitionBase*) mGameStates[GAME_STATE_TRANSITION];
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if(toState)
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tb->to = toState; //Additional calls to transition merely update the destination.
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return;
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}
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if(dur < 0)
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dur = DEFAULT_DURATION; // Default to this value.
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switch(trans){
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case TRANSITION_FADE_IN:
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tb = NEW TransitionFade(this,mCurrentState,toState,dur,true);
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break;
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case TRANSITION_FADE:
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default:
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tb = NEW TransitionFade(this,mCurrentState,toState,dur,false);
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}
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if(tb){
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tb->bAnimationOnly = animonly;
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mGameStates[GAME_STATE_TRANSITION] = tb;
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mGameStates[GAME_STATE_TRANSITION]->Start();
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mCurrentState = tb; //The old current state is ended inside our transition.
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} else if(toState) { //Somehow failed, just do standard SetNextState behaviour
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mNextState = toState;
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}
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}
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void GameApp::DoAnimation(int trans, float dur){
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DoTransition(trans,GAME_STATE_NONE,dur,true);
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}
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void GameApp::playMusic(string filename, bool loop) {
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if (filename.compare(currentMusicFile) == 0)
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return;
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if (music) {
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JSoundSystem::GetInstance()->StopMusic(music);
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SAFE_DELETE(music);
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}
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if (HasMusic && options[Options::MUSICVOLUME].number > 0){
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music = resources.ssLoadMusic(filename.c_str());
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if (music) JSoundSystem::GetInstance()->PlayMusic(music, loop);
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currentMusicFile = filename;
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}
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}
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