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Game.h
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/*
* Copyright (C) 2011-2013 Me and My Shadow
*
* This file is part of Me and My Shadow.
*
* Me and My Shadow 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.
*
* Me and My Shadow 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 Me and My Shadow. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GAME_H
#define GAME_H
#include <SDL/SDL.h>
#ifdef __APPLE__
#include <SDL_mixer/SDL_mixer.h>
#include <SDL_ttf/SDL_ttf.h>
#else
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_ttf.h>
#endif
#include <vector>
#include <map>
#include <string>
#include "GameState.h"
#include "GUIObject.h"
#include "GameObjects.h"
#include "Scenery.h"
#include "Player.h"
#include "Shadow.h"
//This structure contains variables that make a GameObjectEvent.
struct typeGameObjectEvent{
//The type of event.
int eventType;
//The type of object that should react to the event.
int objectType;
//Flags, 0x1 means use the id.
int flags;
//Blocks with this id should react to the event.
std::string id;
//Optional pointer to the block the event should be called on.
GameObject* target;
};
class ThemeManager;
class ThemeBackground;
class TreeStorageNode;
//The different level events.
enum LevelEventType{
//Event called when the level is created, this happens after all the blocks are created and their onCreate is called.
LevelEvent_OnCreate=1,
//Event called when the game is saved.
LevelEvent_OnSave,
//Event called when the game is loaded.
LevelEvent_OnLoad,
//Event called when the game is reset.
LevelEvent_OnReset,
};
class Game : public GameState,public GUIEventCallback{
private:
//Boolean if the game should reset.
bool isReset;
//contains currently played level.
TreeStorageNode* currentLevelNode;
protected:
//Array containing "tooltips" for certain block types.
//It will be shown in the topleft corner of the screen.
SDL_Surface* bmTips[TYPE_MAX];
//SDL_Surface containing the action images (record, play, etc..)
SDL_Surface* action;
//SDL_Surface containing the medal image.
SDL_Surface* medals;
//ThemeBlockInstance containing the collectable image.
ThemeBlockInstance collectable;
//The name of the current level.
std::string levelName;
//The path + file of the current level.
std::string levelFile;
//Editor data containing information like name, size, etc...
std::map<std::string,std::string> editorData;
//Vector used to queue the gameObjectEvents.
std::vector<typeGameObjectEvent> eventQueue;
//The themeManager.
ThemeManager* customTheme;
//The themeBackground.
ThemeBackground* background;
//Load a level from node.
//After calling this function the ownership of
//node will transfer to Game class. So don't delete
//the node after calling this function!
virtual void loadLevelFromNode(TreeStorageNode* obj, const std::string& fileName);
public:
//Array used to convert GameObject type->string.
static const char* blockName[TYPE_MAX];
//Map used to convert GameObject string->type.
static std::map<std::string,int> blockNameMap;
//Map used to convert GameObjectEventType type->string.
static std::map<int,std::string> gameObjectEventTypeMap;
//Map used to convert GameObjectEventType string->type.
static std::map<std::string,int> gameObjectEventNameMap;
//Map used to convert LevelEventType type->string.
static std::map<int,std::string> levelEventTypeMap;
//Map used to convert LevelEventType string->type.
static std::map<std::string,int> levelEventNameMap;
//Boolean that is set to true when a game is won.
bool won;
//Boolean that is set to true when we should save game on next logic update.
bool saveStateNextTime;
//Boolean that is set to true when we should load game on next logic update.
bool loadStateNextTime;
//Boolean if the replaying currently done is for the interlevel screen.
bool interlevel;
//Integer containing the current tip index.
int gameTipIndex;
//Integer containing the number of ticks passed since the start of the level.
int time;
//Integer containing the stored value of time.
int timeSaved;
//Integer containing the number of recordings it took to finish.
int recordings;
//Integer containing the stored value of recordings.
int recordingsSaved;
//Integer keeping track of currently obtained collectables
int currentCollectables;
//Integer keeping track of total colletables in the level
int totalCollectables;
//Integer containing the stored value of current collectables
int currentCollectablesSaved;
//Time of recent swap, for achievements. (in game-ticks)
int recentSwap,recentSwapSaved;
//Store time of recent save/load for achievements (in millisecond)
Uint32 recentLoad,recentSave;
//Enumeration with the different camera modes.
enum CameraMode{
CAMERA_PLAYER,
CAMERA_SHADOW,
CAMERA_CUSTOM
};
//The current camera mode.
CameraMode cameraMode;
//Rectangle containing the target for the camera.
SDL_Rect cameraTarget;
//The saved cameraMode.
CameraMode cameraModeSaved;
SDL_Rect cameraTargetSaved;
//Level scripts.
std::map<int,std::string> scripts;
//Compiled scripts. Use lua_rawgeti(L, LUA_REGISTRYINDEX, r) to get the function.
std::map<int,int> compiledScripts;
//Vector containing all the levelObjects in the current game.
std::vector<Block*> levelObjects;
//The background layers for the scenery.
std::map<std::string,std::vector<Scenery*> > backgroundLayers;
//The player...
Player player;
//... and his shadow.
Shadow shadow;
//warning: weak reference only, may point to invalid location
Block* objLastCheckPoint;
//Constructor.
Game();
//If this is not empty then when next Game class is created
//it will play this record file.
static std::string recordFile;
//Destructor.
//It will call destroy();
~Game();
//Method used to clean up the GameState.
void destroy();
//Inherited from GameState.
void handleEvents();
void logic();
void render();
void resize();
//This method will load a level.
//fileName: The fileName of the level.
virtual void loadLevel(std::string fileName);
//Method used to broadcast a GameObjectEvent.
//eventType: The type of event.
//objectType: The type of object that should react to the event.
//id: The id of the blocks that should react.
//target: Pointer to the object
void broadcastObjectEvent(int eventType,int objectType=-1,const char* id=NULL,GameObject* target=NULL);
//Compile all scripts and run onCreate script.
//NOTE: Call this function only after script state reset, or there will be some memory leaks.
void compileScript();
//Method that will check if a script for a given levelEvent is present.
//If that's the case the script will be executed.
//eventType: The level event type to execute.
void inline executeScript(int eventType);
//Returns if the player and shadow can save the current state.
bool canSaveState();
//Method used to store the current state.
//This is used for checkpoints.
//Returns: True if it succeeds without problems.
bool saveState();
//Method used to load the stored state.
//This is used for checkpoints.
//Returns: True if it succeeds without problems.
bool loadState();
//Method that will reset the GameState to it's initial state.
//save: Boolean if the saved state should also be delted.
void reset(bool save);
//Save current game record to the file.
//fileName: The filename of the destination file.
void saveRecord(const char* fileName);
//Load game record (and its level) from file and play it.
//fileName: The filename of the recording file.
void loadRecord(const char* fileName);
//Method called by the player (or shadow) when he finished.
void replayPlay();
//Method that gets called when the recording has ended.
void recordingEnded();
//get current level's auto-save record path,
//using current level's MD5, file name and other information.
void getCurrentLevelAutoSaveRecordPath(std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath);
//Method that will prepare the gamestate for the next level and start it.
//If it's the last level it will show the congratulations text and return to the level select screen.
void gotoNextLevel();
//Get the name of the current level.
const std::string& getLevelName(){
return levelName;
}
//GUI event handling is done here.
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType);
};
#endif

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