cd07248df5
- This is some Work in progress to make Wagic less "game" dependent. This change especially is an attempt at moving away from some dangerous patents owned by some company. It introduces "modrules.xml", a global configuration file describing dynamic settings for any given Wagic mod. It is very basic for now, but allows to customize a bit. In particular, it allows to remove the concept of shop and deck editor from the game, dynamically generate the main menu, and represent card activation with a mask rather than a rotation. I have a sample in progress which I hope to submit in the days to come, a proof of concept (nothing fancy yet) for another type of game using these ideas, as well as a few other things I introduced recently. In the future, I am hoping to extend modrules.xml so that it entirely describes the rules of a given card game. the other files in rules.txt will describe "extensions" to the core rules, just like they do right now, so this new file does not make them obsolete. - Also fixed minor bugs I stumbled upon while developing
512 lines
16 KiB
C++
512 lines
16 KiB
C++
#include "PrecompiledHeader.h"
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#include <JGE.h>
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#include <JLogger.h>
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#include <JRenderer.h>
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#if defined (PSP)
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#include <pspfpu.h>
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#else
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#include <time.h>
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#endif
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#include "WResourceManager.h"
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#include "ExtraCost.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 "DeckManager.h"
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#include "Translate.h"
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#include "WFilter.h"
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#include "Rules.h"
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#include "ModRules.h"
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#define DEFAULT_DURATION .25
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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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JQuadPtr manaIcons[7];
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GameState::GameState(GameApp* parent) :
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mParent(parent)
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{
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mEngine = JGE::GetInstance();
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}
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GameApp::GameApp() :
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JApp()
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#ifdef NETWORK_SUPPORT
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,mpNetwork(NULL)
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#endif //NETWORK_SUPPORT
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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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music = NULL;
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}
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GameApp::~GameApp()
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{
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WResourceManager::Terminate();
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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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#if !defined(QT_CONFIG) && !defined(IOS)
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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 defined (PSP)
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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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WResourceManager::Instance()->ResetCacheLimits();
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//Find the Res folder
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wagic::ifstream mfile("Res.txt");
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string resPath;
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if (mfile)
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{
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bool found = false;
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while (!found && std::getline(mfile, resPath))
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{
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if (resPath[resPath.size() - 1] == '\r')
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resPath.erase(resPath.size() - 1); //Handle DOS files
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string testfile = resPath;
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testfile.append("graphics/simon.dat");
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if (fileExists(testfile.c_str()))
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{
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JFileSystem::GetInstance()->SetResourceRoot(trim(resPath));
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found = true;
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}
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}
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mfile.close();
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}
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LOG("Res Root:");
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LOG(JFileSystem::GetInstance()->GetResourceRoot().c_str());
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//Load Mod Rules before everything else
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gModRules.load("rules/modrules.xml");
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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 = JGE_GET_RES(WResourceManager::Instance()->musicFile("Track0.mp3"));
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wagic::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 = JGE_GET_RES(WResourceManager::Instance()->musicFile("Track1.mp3"));
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wagic::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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WResourceManager::Instance()->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] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 0 * 36, 38, 32, 32, "c_green",
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RETRIEVE_MANAGE);
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manaIcons[Constants::MTG_COLOR_BLUE] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 1 * 36, 38, 32, 32, "c_blue",
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RETRIEVE_MANAGE);
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manaIcons[Constants::MTG_COLOR_RED] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 3 * 36, 38, 32, 32, "c_red", RETRIEVE_MANAGE);
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manaIcons[Constants::MTG_COLOR_BLACK] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 2 * 36, 38, 32, 32, "c_black",
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RETRIEVE_MANAGE);
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manaIcons[Constants::MTG_COLOR_WHITE] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 4 * 36, 38, 32, 32, "c_white",
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RETRIEVE_MANAGE);
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manaIcons[Constants::MTG_COLOR_LAND] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 5 * 36, 38, 32, 32, "c_land",
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RETRIEVE_MANAGE);
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manaIcons[Constants::MTG_COLOR_ARTIFACT] = WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + 6 * 36, 38, 32, 32, "c_artifact",
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RETRIEVE_MANAGE);
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for (int i = sizeof(manaIcons) / sizeof(manaIcons[0]) - 1; i >= 0; --i)
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if (manaIcons[i].get())
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manaIcons[i]->SetHotSpot(16, 16);
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LOG("--Loading back.jpg");
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WResourceManager::Instance()->RetrieveTexture("back.jpg", RETRIEVE_MANAGE);
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JQuadPtr jq = WResourceManager::Instance()->RetrieveQuad("back.jpg", 0, 0, 0, 0, kGenericCardID, RETRIEVE_MANAGE);
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if (jq.get())
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jq->SetHotSpot(jq->mWidth / 2, jq->mHeight / 2);
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WResourceManager::Instance()->RetrieveTexture("back_thumb.jpg", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveQuad("back_thumb.jpg", 0, 0, MTG_MINIIMAGE_WIDTH, MTG_MINIIMAGE_HEIGHT, kGenericCardThumbnailID, RETRIEVE_MANAGE);
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LOG("--Loading particles.png");
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WResourceManager::Instance()->RetrieveTexture("particles.png", RETRIEVE_MANAGE);
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jq = WResourceManager::Instance()->RetrieveQuad("particles.png", 0, 0, 32, 32, "particles", RETRIEVE_MANAGE);
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if (jq)
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jq->SetHotSpot(16, 16);
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jq = WResourceManager::Instance()->RetrieveQuad("particles.png", 64, 0, 32, 32, "stars", RETRIEVE_MANAGE);
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if (jq)
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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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WResourceManager::Instance()->InitFonts(lang);
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Translator::GetInstance()->init();
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// The translator is ready now.
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LOG("--Loading various textures");
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WResourceManager::Instance()->RetrieveTexture("phasebar.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("wood.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("gold.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("goldglow.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("backdrop.jpg", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("handback.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("BattleIcon.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("DefenderIcon.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("shadow.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("extracostshadow.png", RETRIEVE_MANAGE);
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WResourceManager::Instance()->RetrieveTexture("morph.jpg", RETRIEVE_MANAGE);
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jq = WResourceManager::Instance()->RetrieveQuad("BattleIcon.png", 0, 0, 25, 25, "BattleIcon", RETRIEVE_MANAGE);
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if (jq)
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jq->SetHotSpot(12, 12);
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jq = WResourceManager::Instance()->RetrieveQuad("DefenderIcon.png", 0, 0, 24, 23, "DefenderIcon", RETRIEVE_MANAGE);
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if (jq)
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jq->SetHotSpot(12, 12);
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jq = WResourceManager::Instance()->RetrieveQuad("shadow.png", 0, 0, 16, 16, "shadow", RETRIEVE_MANAGE);
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if (jq)
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jq->SetHotSpot(8, 8);
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jq = WResourceManager::Instance()->RetrieveQuad("extracostshadow.png", 0, 0, 16, 16, "extracostshadow", RETRIEVE_MANAGE);
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if (jq)
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jq->SetHotSpot(8, 8);
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jq = WResourceManager::Instance()->RetrieveQuad("morph.jpg", 0, 0, MTG_MINIIMAGE_WIDTH, MTG_MINIIMAGE_HEIGHT, "morph", RETRIEVE_MANAGE);
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if (jq)
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jq->SetHotSpot(static_cast<float> (jq->mTex->mWidth / 2), static_cast<float> (jq->mTex->mHeight / 2));
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jq = WResourceManager::Instance()->RetrieveQuad("phasebar.png", 0, 0, 0, 0, "phasebar", RETRIEVE_MANAGE);
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LOG("Init Collection");
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MTGAllCards::loadInstance();
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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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LOG("--Load Game rules");
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Rules::loadAllRules();
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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 MTGCardInstance: " << sizeof(MTGCardInstance));
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DebugTrace("size of MTGCard: "<< sizeof(MTGCard));
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DebugTrace("size of CardPrimitive: "<< sizeof(CardPrimitive));
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DebugTrace("size of ExtraCost: " << sizeof(ExtraCost));
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DebugTrace("size of ManaCost: " << sizeof(ManaCost));
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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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#ifdef TRACK_OBJECT_USAGE
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ObjectAnalytics::DumpStatistics();
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#endif
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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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{
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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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MTGAllCards::unloadAll();
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DeckManager::EndInstance();
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DeckStats::EndInstance();
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SAFE_DELETE(Subtypes::subtypesList);
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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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DeckEditorMenu::destroy();
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options.theGame = NULL;
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Rules::unloadAllRules();
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LOG("==Destroying GameApp Successful==");
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#ifdef TRACK_FILE_USAGE_STATS
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wagic::ifstream::Dump();
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#endif
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}
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void GameApp::Update()
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{
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if (systemError.size())
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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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{
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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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{
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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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{
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mTrans->End();
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if (mTrans->to != NULL && !mTrans->bAnimationOnly)
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{
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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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{
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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 (PSP)
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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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{
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fprintf(stderr, "%s", systemError.c_str());
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WFont * mFont = WResourceManager::Instance()->GetWFont(Fonts::MAIN_FONT);
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if (mFont)
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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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WResourceManager::Instance()->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= WResourceManager::Instance()->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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{
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mFont->SetColor(ARGB(255,255,255,255));
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mFont->DrawString(buf, 10, SCREEN_HEIGHT-15);
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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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}
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void GameApp::Resume()
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{
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}
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void GameApp::DoTransition(int trans, int tostate, float dur, bool animonly)
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{
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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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{
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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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{
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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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{
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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:
|
|
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;
|
|
}
|
|
}
|