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WitchBlastGame.h
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WitchBlastGame.h

/** This file is part of Witch Blast.
*
* Witch Blast is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Witch Blast is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Witch Blast. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef WITCH_BLAST_GAME_H
#define WITCH_BLAST_GAME_H
#include "sfml_game/Game.h"
#include "sfml_game/TileMapEntity.h"
#include "PlayerEntity.h"
#include "EnemyEntity.h"
#include "DoorEntity.h"
#include "GameFloor.h"
#include "Config.h"
#include <queue>
// for tests
//#define TEST_MODE
const int ALIGN_LEFT = 0; /*!< Text alignment left */
const int ALIGN_RIGHT = 1; /*!< Text alignment right */
const int ALIGN_CENTER = 2; /*!< Text alignment centered */
const int X_GAME_FADE_IN = 0;
const int X_GAME_FADE_OUT = 1;
const int X_GAME_COLOR_RED = 0;
const int X_GAME_COLOR_GREEN = 1;
const int X_GAME_COLOR_BLUE = 2;
const int X_GAME_COLOR_VIOLET = 3;
const int X_GAME_COLOR_BROWN = 4;
const int X_GAME_COLOR_WHITE = 5;
unsigned const int NumberKeys = 12;
const std::string inputKeyString[NumberKeys] =
{
"key_move_up",
"key_move_down",
"key_move_left",
"key_move_right",
"key_fire_up",
"key_fire_down",
"key_fire_left",
"key_fire_right",
"key_fire_select",
"key_spell",
"key_time",
"key_fire"
};
/*! \class WitchBlastGame
* \brief Main class of the game
*
* WitchBlastGame load the game ressources and do a large part of the game logic (game loop...),
* watches the input, manages the game states, ...
*/
class WitchBlastGame : public Game
{
public:
/*!
* \brief Constructor
*
* Constructor of the WitchBlastGame class.
*/
WitchBlastGame();
/*!
* \brief Destructor
*
* Destructor of the WitchBlastGame class.
*/
virtual ~WitchBlastGame();
/*!
* \brief Accessor on the current dungeon map
*
* Accessor on the current dungeon map (room).
*
* \return a pointer to the current dungeon map
*/
DungeonMap* getCurrentMap();
/*!
* \brief Accessor on the player
*
* Accessor on the player.
*
* \return a pointer to the player
*/
PlayerEntity* getPlayer();
/*!
* \brief Accessor on the player's position
*
* Accessor on the player's position.
*
* \return a Vector2D of the player's position
*/
Vector2D getPlayerPosition();
/*!
* \brief accessor on the level
*
* Accessor on the level.
*
* \return : the level
*/
int getLevel();
/*!
* \brief accessor on the level
* \return : the challenge level
*/
int getChallengeLevel();
/*!
* \brief accessor on showLogical flag
* \return : the value of the flag
*/
bool getShowLogical();
/*!
* \brief Start the game and the game loop
*
* This method starts the game and the game loop.
* The game loop watches the events, the inputs, update and draw the game elements.
*/
virtual void startGame();
/*!
* \brief Move the player to another map (room)
*
* Moves the player to another room of the dungeon.
* It's called when a player walk through an opened door.
*
* \param direction : direction of the new map. 4 = left, 8 = north, 6 = right, 2 = south
*/
void moveToOtherMap(int direction);
/*!
* \brief Closes the doors of the room
*
* Closes the doors of the room.
* It's called when the player enter in an area with monsters.
*/
void closeDoors();
/*!
* \brief Opens the doors of the room
*
* Opens the doors of the room.
* It's called when the player destroy the last monster of a room.
*/
void openDoors();
/*!
* \brief Count the enemies in the room
*
* Count the enemies in the room.
* It's called when the room is closed : 0 enemy = room is cleared and doors shall open.
*
* \return amount of enemies
*/
int getEnnemyCount();
/*!
* \brief Return the position of the nearest enemy
*
* \param x : x position of the source
* \param y : y position of the source
* \return amount of enemies
*/
Vector2D getNearestEnnemy(float x, float y);
/*!
* \brief Generates blood
*
* Generates blood, it's called when someone is hurt or dies.
*
* \param x : x position of the blood
* \param y : y position of the blood
* \param bloodColor : color of the blood (red; green, ...)
*/
void generateBlood(float x, float y, BaseCreatureEntity::enumBloodColor bloodColor);
/*!
* \brief Show a "popup" with artefact's description
*
* Show a "popup" with artefact's description.
* Artefact's description consists of zoomed picture of the item, name and description.
* It's called when a player get an equipment item.
*
* \param itemType : item identifier
*/
void showArtefactDescription(enumItemType itemType);
/*!
* \brief Make a "shake" effet
* \param duration : duration of the effect
*/
void makeShake(float duration);
/*!
* \brief Make a "color fade" effet
* \param color : the color of the effect
* \param duration : duration of the effect
*/
void makeColorEffect(int color, float duration);
void write(std::string str, int size, float x, float y, int align, sf::Color color, sf::RenderTarget* app, int xShadow, int yShadow);
/*!
* \brief Save the game
* Save the game to file : complete floor and maps, items and blood position, player current equipment and stats....
*/
void saveGame();
/*!
* \brief Load the game
* Load the game from file. After restoring the game, the file is destroy.
* \return true if succeeded
*/
bool loadGame();
/*!
* \brief Save the game data (general)
*/
void saveGameData();
/*!
* \brief Load the game data (general)
*/
void loadGameData();
struct saveHeaderStruct
{
bool ok; /**< Save game OK ? */
int level; /**< Level the save game */
float gameTime; /**< How long it has been played */
int shotType; /**< Current special shot type */
std::string date; /**< Date of the save game */
std::string time; /**< Time of the save game */
};
/*!
* \brief Load the savegame data
* \return true if succeeded
*/
saveHeaderStruct loadGameHeader();
/*!
* \brief Returns a random equip object
*
* Returns a random equip object (not an object the player already possesses) .
* \param toSale : true if it's an item for sale
*
* \return the equipment item ID
*/
item_equip_enum getRandomEquipItem(bool toSale, bool noFairy);
/*!
* \brief Returns a random spell object
*/
enumItemType getItemSpell();
/*!
* \brief Generate a random challenge loot
*
* \param x : x position of the bonus
* \param y : y position of the bonus
*/
void generateChallengeBonus(float x, float y);
/*!
* \brief Adds monsters
*
* Adds monsters to the room in suitable places.
* \param monsterType : monster type
* \param amount : amount of monsters
*/
void findPlaceMonsters(enemyTypeEnum monsterType, int amount);
void addKilledEnemy(enemyTypeEnum enemyType);
void displayKilledEnemies();
void proceedEvent(EnumWorldEvents event);
void testAndAddMessageToQueue(EnumMessages type);
std::string enemyToString(enemyTypeEnum enemyType);
std::string sourceToString(sourceTypeEnum sourceType, enemyTypeEnum enemyType);
void saveDeathScreen(std::string fileName);
protected:
/*!
* \brief Rendering method
*
* Render all the game objects to the screen.
* Called in the game loop.
*/
virtual void onRender();
/*!
* \brief Update method
*
* Update all the game objects to the screen.
* Called in the game loop.
*/
virtual void onUpdate();
/*!
* \brief render the HUD for shot types
*
* Render the HUD for shot types.
* Display the available shot types and highlight the current one.
*
* \param app : Rendering target
*/
void renderHudShots(sf::RenderTarget* app);
private:
Config config;
float deltaTime;
// game logic / data
GameMap* miniMap; /*!< Pointer to the logical minimap */
DungeonMap* currentMap; /*!< Pointer to the logical current map */
GameFloor* currentFloor; /*!< Pointer to the logical floor (level) */
bool showLogical; /*!< True if showing bounding boxes, z and center */
// game play
int level; /*!< Level (floor) */
int challengeLevel; /*!< Level (challenge) */
float gameTime; /*!< "age" of the current game */
int floorX; /*!< X position of the room in the level */
int floorY; /*!< Y position of the room in the level */
bool roomClosed; /*!< True if the room is closed */
bool bossRoomOpened; /*!< True if the boss gate has been opened in this level */
bool isPausing; /*!< True if the game is currently pausing */
int firingDirection; /*!< Save the firing direction - for the "one button" gameplay */
bool isPlayerAlive; /*!< Dying sets this bool to false (trigger the ending music) */
bool monsterArray[MAP_WIDTH][MAP_HEIGHT]; /*!< use to remember if a case has a monster in monster spawn */
int killedEnemies[NB_ENEMY];
// game objects
PlayerEntity* player; /*!< Pointer to the player entity */
TileMapEntity* currentTileMap; /*!< TileMap of the room (main game board) */
// displaying objects
DoorEntity* doorEntity[4]; /*!< Pointers to the door graphical entity */
sf::Sprite keySprite; /*!< A simple sprite with the boss key (displayed on the HUD) */
sf::Sprite shotsSprite; /*!< A simple sprite for the available shot types (displayed on the HUD) */
sf::Font font; /*!< The font used for displaying text */
sf::Text myText; /*!< The text to be displayed */
sf::Music music; /*!< Current game music */
/** Music enum
* Identify the various music tracks of the game.
*/
enum musicEnum
{
MusicDungeon, /**< Main game music - played when playing the game */
MusicEnding, /**< Ending music - played when the player has died */
MusicBoss, /**< Boss music - for epic fights ! */
MusicIntro /**< Main menu music */
};
/** Game states enum
* Used for the different game states
*/
enum gameStateEnum
{
gameStateInit, /**< Game initialization */
gameStateIntro, /** < Intro animation */
gameStateMenu, /**< Menu */
gameStatePlaying, /**< Playing */
gameStateKeyConfig /**< Key config */
};
gameStateEnum gameState; /*!< Store the game state */
/** Special game states enum
* Used for effects such as fade in...
*/
enum xGameTypeEnum
{
xGameTypeFade, /**< Fade effect */
xGameTypeShake, /**< Shake effect */
xGameTypeFadeColor, /**< Color fade effect */
NB_X_GAME
};
struct xGameStruct
{
bool active;
int param;
float timer;
float duration;
} xGame[NB_X_GAME];
/** Input Keys enum
* Used for the input binding
*/
enum inputKeyEnum
{
KeyUp,
KeyDown,
KeyLeft,
KeyRight,
KeyFireUp,
KeyFireDown,
KeyFireLeft,
KeyFireRight,
KeyFireSelect,
KeySpell,
KeyTimeControl,
KeyFire
};
sf::Keyboard::Key input[NumberKeys]; /*!< Input key array */
/*!
* \brief Starts the game
*
* Start a new game or load it from file.
*
* \param fromSaveFile : true if we want to try to load the game from a file
*/
void startNewGame(bool fromSaveFile);
/*!
* \brief Starts a new level
*
* Start a new level.
* Called for each level of the game.
*/
void startNewLevel();
/*!
* \brief Starts the level
*
* Starts the level.
* Called after loading the game or creating a new level.
*/
void playLevel();
/*!
* \brief Creates a level
*
* Creates a random level (a level is a floor that consists of rooms).
*/
void createFloor();
/*!
* \brief Create or refresh the room
*
* Create a room (if this is a new one) or refresh it.
* Called when the player changes room.
* Checks the visibility of the doors and close it if there are monsters.
* Loads the map items and sprites.
*/
void refreshMap();
/*!
* \brief Check if a door is present, and its style
*
* \param doorId : index of the door
* \param roomCurrent : type of the current door
* \param roomNeighbour : type of the neighbour door
*/
void checkDoor(int doorId, roomTypeEnum roomCurrent, roomTypeEnum roomNeighbour);
/*!
* \brief Refreshes the minimap
*
* Refresh the minimap.
* Called when the player changes room.
*/
void refreshMinimap();
/*!
* \brief Generates a room
*
* Generates a room.
* Called when the player moves to a room for the first time.
*/
void generateMap();
/*!
* \brief Generates a standard room
*
* Generates a standard room with monsters.
* Called during the generation when the map has no particular type.
*/
void generateStandardMap();
/*!
* \brief Checks if the room will be closed
*
* Checks if the room will be closed.
* Called when entering a room. If the room is not clear, closes the doors.
*/
void checkEntering();
/*!
* \brief Saves the map items
*
* Saves the map objects such as items, corpses, blood, chest.
* Called when leaving the door.
*/
void saveMapItems();
/*!
* \brief Initializes the monster array
*
* Initializes the monster array (to empty).
*/
void initMonsterArray();
/*!
* \brief Adds a monster
*
* Adds a monster to the room.
* \param monsterType : monster type
* \param xm : x position of the monster
* \param ym : y position of the monster
*/
void addMonster(enemyTypeEnum monsterType, float xm, float ym);
/*!
* \brief Checks if player opens a door
*
* Checks if player opens a door (collide with the door and gets the key).
* If positive, opens the door.
*/
void verifyDoorUnlocking();
/*!
* \brief Plays a music
*
* Plays a music.
*
* \param musicChoice : music track ID
*/
void playMusic(musicEnum musicChoice);
/*!
* \brief Add a key to the player input map from a string key (from file)
* \param logicInput : input function (move left, fire up, etc...)
* \param key : Key as string
*/
void addKey(int logicInput, std::string key);
/*!
* \brief Save configuration to "config.dat"
*/
void saveConfigurationToFile();
/*!
* \brief Configure with data from "config.dat"
*/
void configureFromFile();
/*!
* \brief Update the game
*/
void updateRunningGame();
/*!
* \brief Render the game
*/
void renderRunningGame();
/*!
* \brief Update the menu
*/
void updateMenu();
/*!
* \brief Render the menu
*/
void renderMenu();
/*!
* \brief initialize the intro
*/
void prepareIntro();
/*!
* \brief Update the intro
*/
void updateIntro();
/*!
* \brief Render the intro
*/
void renderIntro();
/*!
* \brief Render the death screen (when the player dies)
*/
void renderDeathScreen();
/** Menu keys enum
* Identify the various keys of the menu.
*/
enum menuItemEnum
{
MenuStartNew, /**< When starting the game */
MenuStartOld, /**< When restoring the game */
MenuConfig, /**< When configuring the game */
MenuKeys, /**< When configuring keys */
MenuConfigBack, /**< Back to the main menu */
MenuTutoReset, /**< Reset the tutorials */
MenuLanguage, /**< When configuring the language */
MenuExit /**< When exiting the game */
};
/** Menu states enum
* Identify the various states of the menu.
*/
enum menuStateEnum
{
MenuStateMain,
MenuStateConfig,
MenuStateKeys,
MenuStateFirst /**< First time, we choose language and keyboard */
};
menuStateEnum menuState;
/*!
* \brief Menu item structure
*/
struct menuItemStuct
{
menuItemEnum id; /**< Id of the action */
std::string label; /**< Label of the menu item */
std::string description; /**< Description of the menu item */
};
/*!
* \brief Menu structure
*/
struct menuStuct
{
std::vector<menuItemStuct> items; /**< Menu items */
unsigned int index; /**< Position int the menu */
float age; /**< Age of the menu */
};
menuStuct menuMain;
menuStuct menuFirst;
menuStuct menuConfig;
unsigned int menuKeyIndex;
/*!
* \brief Build the menu items
*/
void buildMenu(bool rebuild);
/*!
* \brief Switch to the menu
*/
void switchToMenu();
/*!
* \brief Save language config and default keys configuration
*/
void registerLanguage();
struct parameterStruct
{
int language;
} parameters;
/*!
* \brief Check for falling (in holes) blood or bodies
*/
void checkFallingEntities();
void resetKilledEnemies();
std::queue <messageStruct> messagesQueue;
bool worldEvent[NB_EVENTS];
void initEvents();
bool gameMessagesToSkip[NB_MESSAGES];
void renderPlayer(float x, float y, bool equip[NUMBER_EQUIP_ITEMS], int shotType,
int frame, int spriteDy);
void renderDeathScreen(float x, float y);
bool equipToDisplay[NUMBER_EQUIP_ITEMS];
bool equipNudeToDisplay[NUMBER_EQUIP_ITEMS];
saveHeaderStruct saveHeader;
/*!
* \brief Data for "in fight" game saving
*/
struct StructSaveInFight
{
float x; /**< Player x position */
float y; /**< Player y position */
int direction; /**< Player direction */
int monsters[NB_ENEMY]; /**< Monsters */
};
StructSaveInFight saveInFight; /**< Data for "in fight" game saving */
SpriteEntity* introSprites[8];
int introSoundState;
};
/*!
* \brief Returns the game reference
*
* Returns the game reference.
*
* \return a reference to the game
*/
WitchBlastGame& game();
#endif // WITCH_BLAST_GAME_H

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