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Game.cpp
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/****************************************************************************
** Copyright (C) 2011 Luka Horvat <redreaper132 at gmail.com>
** Copyright (C) 2011 Edward Lii <edward_iii at myway.com>
** Copyright (C) 2011 O. Bahri Gordebak <gordebak at gmail.com>
**
**
** This file may be used under the terms of the GNU General Public
** License version 3.0 as published by the Free Software Foundation
** and appearing in the file LICENSE.GPL included in the packaging of
** this file.
**
** This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
** WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
**
** You should have received a copy of the GNU General Public License
** along with this program. If not, see <http://www.gnu.org/licenses/>.
**
****************************************************************************/
#include
"Classes.h"
#include
"Globals.h"
#include
"Functions.h"
#include
"GameObjects.h"
#include
"Objects.h"
#include
"Game.h"
#include
"TreeStorageNode.h"
#include
"POASerializer.h"
#include
<fstream>
#include
<iostream>
#include
<sstream>
#include
<vector>
#include
<map>
#include
<stdio.h>
#include
<stdlib.h>
#include
<string.h>
using
namespace
std
;
const
char
*
Game
::
g_sBlockName
[
TYPE_MAX
]
=
{
"Block"
,
"PlayerStart"
,
"ShadowStart"
,
"Exit"
,
"ShadowBlock"
,
"Spikes"
,
"Checkpoint"
,
"Swap"
,
"Fragile"
,
"MovingBlock"
,
"MovingShadowBlock"
,
"MovingSpikes"
,
"Teleporter"
,
"Button"
,
"Switch"
,
"ConveyorBelt"
,
"ShadowConveyorBelt"
,
};
map
<
string
,
int
>
Game
::
g_BlockNameMap
;
static
bool
bInitBlockNameMap
=
false
;
Game
::
Game
(
bool
bLoadLevel
)
:
b_reset
(
false
),
GameTipIndex
(
0
),
o_player
(
this
),
o_shadow
(
this
),
objLastCheckPoint
(
NULL
)
{
if
(
!
bInitBlockNameMap
){
for
(
int
i
=
0
;
i
<
TYPE_MAX
;
i
++
){
g_BlockNameMap
[
g_sBlockName
[
i
]]
=
i
;
}
bInitBlockNameMap
=
true
;
}
memset
(
bmTips
,
0
,
sizeof
(
bmTips
));
background
=
load_image
(
GetDataPath
()
+
"data/gfx/background.png"
);
if
(
bLoadLevel
){
load_level
(
o_mylevels
.
get_level_file
());
o_mylevels
.
save_levels
(
"levelprogress.txt"
);
}
}
Game
::~
Game
()
{
Destroy
();
}
void
Game
::
Destroy
(){
for
(
unsigned
int
i
=
0
;
i
<
levelObjects
.
size
();
i
++
)
delete
levelObjects
[
i
];
levelObjects
.
clear
();
LevelName
=
""
;
EditorData
.
clear
();
for
(
int
i
=
0
;
i
<
TYPE_MAX
;
i
++
){
if
(
bmTips
[
i
])
SDL_FreeSurface
(
bmTips
[
i
]);
}
memset
(
bmTips
,
0
,
sizeof
(
bmTips
));
}
void
Game
::
load_level
(
string
FileName
)
{
TreeStorageNode
obj
;
{
POASerializer
objSerializer
;
if
(
!
objSerializer
.
LoadNodeFromFile
(
ProcessFileName
(
FileName
).
c_str
(),
&
obj
,
true
))
return
;
}
Destroy
();
SDL_Rect
box
;
LEVEL_WIDTH
=
800
;
LEVEL_HEIGHT
=
600
;
//load additional data
for
(
map
<
string
,
vector
<
string
>
>::
iterator
i
=
obj
.
Attributes
.
begin
();
i
!=
obj
.
Attributes
.
end
();
i
++
){
if
(
i
->
first
==
"size"
){
if
(
i
->
second
.
size
()
>=
2
){
LEVEL_WIDTH
=
atoi
(
i
->
second
[
0
].
c_str
());
LEVEL_HEIGHT
=
atoi
(
i
->
second
[
1
].
c_str
());
}
}
else
if
(
i
->
second
.
size
()
>
0
){
EditorData
[
i
->
first
]
=
i
->
second
[
0
];
}
}
for
(
unsigned
int
i
=
0
;
i
<
obj
.
SubNodes
.
size
();
i
++
){
TreeStorageNode
*
obj1
=
obj
.
SubNodes
[
i
];
if
(
obj1
==
NULL
)
continue
;
if
(
obj1
->
Name
==
"tile"
&&
obj1
->
Value
.
size
()
>=
3
){
int
objectType
=
g_BlockNameMap
[
obj1
->
Value
[
0
]];
box
.
x
=
atoi
(
obj1
->
Value
[
1
].
c_str
());
box
.
y
=
atoi
(
obj1
->
Value
[
2
].
c_str
());
map
<
string
,
string
>
obj
;
for
(
map
<
string
,
vector
<
string
>
>::
iterator
i
=
obj1
->
Attributes
.
begin
();
i
!=
obj1
->
Attributes
.
end
();
i
++
){
if
(
i
->
second
.
size
()
>
0
)
obj
[
i
->
first
]
=
i
->
second
[
0
];
}
switch
(
objectType
)
{
default
:
{
levelObjects
.
push_back
(
new
Block
(
box
.
x
,
box
.
y
,
objectType
,
this
)
);
break
;
}
case
TYPE_START_PLAYER
:
{
levelObjects
.
push_back
(
new
StartObject
(
box
.
x
,
box
.
y
,
&
o_player
,
this
)
);
break
;
}
case
TYPE_START_SHADOW
:
{
levelObjects
.
push_back
(
new
StartObjectShadow
(
box
.
x
,
box
.
y
,
&
o_shadow
,
this
)
);
break
;
}
}
levelObjects
.
back
()
->
SetEditorData
(
obj
);
}
}
LevelName
=
FileName
;
//extra data
if
(
stateID
!=
STATE_LEVEL_EDITOR
){
stringstream
s
;
s
<<
"Level "
<<
(
o_mylevels
.
get_level
()
+
1
)
<<
" "
<<
EditorData
[
"name"
];
SDL_Color
fg
=
{
0
,
0
,
0
,
0
},
bg
=
{
255
,
255
,
255
,
0
};
bmTips
[
0
]
=
TTF_RenderText_Shaded
(
font
,
s
.
str
().
c_str
(),
fg
,
bg
);
SDL_SetAlpha
(
bmTips
[
0
],
SDL_SRCALPHA
,
160
);
}
}
/////////////EVENT///////////////
void
Game
::
handle_events
()
{
o_player
.
handle_input
(
&
o_shadow
);
if
(
event
.
type
==
SDL_QUIT
)
{
next_state
(
STATE_EXIT
);
}
if
(
event
.
type
==
SDL_KEYUP
&&
event
.
key
.
keysym
.
sym
==
SDLK_ESCAPE
)
{
next_state
(
STATE_MENU
);
o_mylevels
.
save_levels
(
"levelprogress.txt"
);
}
if
(
event
.
type
==
SDL_KEYDOWN
&&
event
.
key
.
keysym
.
sym
==
SDLK_s
&&
event
.
key
.
keysym
.
mod
==
0
)
{
if
(
Mix_PlayingMusic
()
==
1
)
{
Mix_HaltMusic
();
}
else
{
Mix_PlayMusic
(
music
,
-1
);
}
}
if
(
event
.
type
==
SDL_KEYDOWN
&&
event
.
key
.
keysym
.
sym
==
SDLK_r
){
b_reset
=
true
;
}
if
(
event
.
type
==
SDL_KEYDOWN
&&
event
.
key
.
keysym
.
sym
==
SDLK_e
&&
(
event
.
key
.
keysym
.
mod
&
KMOD_CTRL
)
&&
stateID
!=
STATE_LEVEL_EDITOR
){
m_sLevelName
=
LevelName
;
next_state
(
STATE_LEVEL_EDITOR
);
}
}
/////////////////LOGIC///////////////////
void
Game
::
logic
()
{
o_player
.
shadow_set_state
();
o_player
.
shadow_give_state
(
&
o_shadow
);
o_player
.
jump
();
o_player
.
move
(
levelObjects
);
o_player
.
set_mycamera
();
o_shadow
.
move_logic
();
o_shadow
.
jump
();
o_shadow
.
move
(
levelObjects
);
//move object
for
(
unsigned
int
i
=
0
;
i
<
levelObjects
.
size
();
i
++
){
levelObjects
[
i
]
->
move
();
}
//process event
for
(
unsigned
int
idx
=
0
;
idx
<
EventQueue
.
size
();
idx
++
){
typeGameObjectEvent
&
e
=
EventQueue
[
idx
];
if
(
e
.
nFlags
|
1
){
for
(
unsigned
int
i
=
0
;
i
<
levelObjects
.
size
();
i
++
){
if
(
e
.
nObjectType
<
0
||
levelObjects
[
i
]
->
i_type
==
e
.
nObjectType
){
Block
*
obj
=
dynamic_cast
<
Block
*>
(
levelObjects
[
i
]);
if
(
obj
!=
NULL
&&
obj
->
id
==
e
.
id
){
levelObjects
[
i
]
->
OnEvent
(
e
.
nEventType
);
}
}
}
}
else
{
for
(
unsigned
int
i
=
0
;
i
<
levelObjects
.
size
();
i
++
){
if
(
e
.
nObjectType
<
0
||
levelObjects
[
i
]
->
i_type
==
e
.
nObjectType
){
levelObjects
[
i
]
->
OnEvent
(
e
.
nEventType
);
}
}
}
}
EventQueue
.
clear
();
o_player
.
other_check
(
&
o_shadow
);
o_shadow
.
other_check
(
&
o_player
);
if
(
b_reset
)
reset
();
b_reset
=
false
;
}
/////////////////RENDER//////////////////
void
Game
::
render
()
{
apply_surface
(
0
,
0
,
background
,
screen
,
NULL
);
for
(
unsigned
int
o
=
0
;
o
<
levelObjects
.
size
();
o
++
)
{
levelObjects
[
o
]
->
show
();
}
o_player
.
show
();
o_shadow
.
show
();
//show level name
if
(
stateID
!=
STATE_LEVEL_EDITOR
&&
bmTips
[
0
]
!=
NULL
){
apply_surface
(
0
,
SCREEN_HEIGHT
-
bmTips
[
0
]
->
h
,
bmTips
[
0
],
screen
,
NULL
);
}
//show tips
if
(
GameTipIndex
>
2
&&
GameTipIndex
<
TYPE_MAX
){
if
(
bmTips
[
GameTipIndex
]
==
NULL
){
const
char
*
s
=
NULL
;
switch
(
GameTipIndex
){
case
TYPE_CHECKPOINT
:
s
=
"Press DOWN key to save the game."
;
break
;
case
TYPE_SWAP
:
s
=
"Press DOWN key to swap the position of me and my shadow."
;
break
;
case
TYPE_SWITCH
:
s
=
"Press DOWN key to activate the switch."
;
break
;
case
TYPE_PORTAL
:
s
=
"Press DOWN key to teleport."
;
break
;
}
if
(
s
!=
NULL
){
SDL_Color
fg
=
{
0
,
0
,
0
,
0
},
bg
=
{
255
,
255
,
255
,
0
};
bmTips
[
GameTipIndex
]
=
TTF_RenderText_Shaded
(
font_small
,
s
,
fg
,
bg
);
SDL_SetAlpha
(
bmTips
[
GameTipIndex
],
SDL_SRCALPHA
,
160
);
}
}
if
(
bmTips
[
GameTipIndex
]
!=
NULL
){
apply_surface
(
0
,
0
,
bmTips
[
GameTipIndex
],
screen
,
NULL
);
}
}
GameTipIndex
=
0
;
//die?
if
(
o_player
.
b_dead
){
SDL_Surface
*
bm
=
NULL
;
if
(
o_player
.
can_load_state
()){
if
(
bmTips
[
2
]
==
NULL
){
SDL_Color
fg
=
{
0
,
0
,
0
,
0
},
bg
=
{
255
,
255
,
255
,
0
};
bmTips
[
2
]
=
TTF_RenderText_Shaded
(
font_small
,
"Press R to restart current level or press F3 to load the game."
,
fg
,
bg
);
SDL_SetAlpha
(
bmTips
[
2
],
SDL_SRCALPHA
,
160
);
}
bm
=
bmTips
[
2
];
}
else
{
if
(
bmTips
[
1
]
==
NULL
){
SDL_Color
fg
=
{
0
,
0
,
0
,
0
},
bg
=
{
255
,
255
,
255
,
0
};
bmTips
[
1
]
=
TTF_RenderText_Shaded
(
font_small
,
"Press R to restart current level."
,
fg
,
bg
);
SDL_SetAlpha
(
bmTips
[
1
],
SDL_SRCALPHA
,
160
);
}
bm
=
bmTips
[
1
];
}
if
(
bm
!=
NULL
)
apply_surface
(
0
,
0
,
bm
,
screen
,
NULL
);
}
}
//new
bool
Game
::
save_state
(){
if
(
o_player
.
can_save_state
()
&&
o_shadow
.
can_save_state
()){
o_player
.
save_state
();
o_shadow
.
save_state
();
//save other state, for example moving blocks
for
(
unsigned
int
i
=
0
;
i
<
levelObjects
.
size
();
i
++
){
levelObjects
[
i
]
->
save_state
();
}
//
return
true
;
}
return
false
;
}
bool
Game
::
load_state
(){
if
(
o_player
.
can_load_state
()
&&
o_shadow
.
can_load_state
()){
o_player
.
load_state
();
o_shadow
.
load_state
();
//load other state, for example moving blocks
for
(
unsigned
int
i
=
0
;
i
<
levelObjects
.
size
();
i
++
){
levelObjects
[
i
]
->
load_state
();
}
//
return
true
;
}
return
false
;
}
void
Game
::
reset
(){
o_player
.
reset
();
o_shadow
.
reset
();
objLastCheckPoint
=
NULL
;
//reset other state, for example moving blocks
for
(
unsigned
int
i
=
0
;
i
<
levelObjects
.
size
();
i
++
){
levelObjects
[
i
]
->
reset
();
}
}
void
Game
::
BroadcastObjectEvent
(
int
nEventType
,
int
nObjectType
,
const
char
*
id
){
typeGameObjectEvent
e
;
e
.
nEventType
=
nEventType
;
e
.
nObjectType
=
nObjectType
;
e
.
nFlags
=
0
;
if
(
id
){
e
.
nFlags
|=
1
;
e
.
id
=
id
;
}
EventQueue
.
push_back
(
e
);
}
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