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diff --git a/src/AchievementList.h b/src/AchievementList.h
index 7eca670..aeacfd6 100644
--- a/src/AchievementList.h
+++ b/src/AchievementList.h
@@ -1,104 +1,104 @@
/*
* Copyright (C) 2012 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/>.
*/
-// Note: This is an internal file for all avaliable achievements.
+// NOTE: This is an internal file for all avaliable achievements.
// Don't include it in other files!
// Format: {id, name, file, pos, description, [type]}
// id: Identifier of achievement. Should not change once the new achievement is added,
// otherwise the old statistics will be lost.
// name: Name of achievement. Translatable.
// file: The icon file. NULL for no icon.
// pos: Specifies which part of the icon will be displayed (left, top, width, height).
// description: Description of achievement. Translatable. Can be multi-line text.
// type [optional]: Specifies the display type of achievement.
// ACHIEVEMENT_HIDDEN [default]: Show "Unknown achievement" when unfinished.
// ACHIEVEMENT_TITLE: Only show icon and title when unfinished.
// ACHIEVEMENT_ALL: Always show icon, title and description.
// ACHIEVEMENT_PROGRESS: Show icon, title and description and a progress bar.
// StatisticsManager::getAchievementProgress() function should return the progress (between 0 and 1).
AchievementInfo achievementList[]={
{"newbie",__("Newbie"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Complete a level."),ACHIEVEMENT_ALL},
{"experienced",__("Experienced player"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Complete 50 levels."),ACHIEVEMENT_PROGRESS},
{"goodjob",__("Good job!"),"gfx/medals.png",{60,0,30,30},__("Receive a gold medal."),ACHIEVEMENT_ALL},
{"expert",__("Expert"),"gfx/medals.png",{60,0,30,30},__("Earn 50 gold medal."),ACHIEVEMENT_PROGRESS},
{"tutorial",__("Graduate"),"gfx/medals.png",{60,0,30,30},__("Complete the tutorial level pack."),ACHIEVEMENT_PROGRESS},
{"tutorialGold",__("Outstanding graduate"),"gfx/medals.png",{60,0,30,30},__("Complete the tutorial level pack with gold for all levels."),ACHIEVEMENT_PROGRESS},
{"addicted",__("Hooked"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Play Me and My Shadow for more than 2 hours.")},
{"loyalFan",__("Loyal fan of Me and My Shadow"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Play Me and My Shadow for more than 24 hours.")},
{"constructor",__("Constructor"),"gfx/gui.png",{112,16,16,16},__("Use the level editor for more than 2 hours.")},
{"constructor2",__("The creator"),"gfx/gui.png",{112,16,16,16},__("Use the level editor for more than 24 hours.")},
{"create1",__("Look, cute level!"),"gfx/gui.png",{112,16,16,16},__("Create a level for the first time."),ACHIEVEMENT_ALL},
{"create50",__("The level museum"),"gfx/gui.png",{112,16,16,16},__("Create 50 levels."),ACHIEVEMENT_PROGRESS},
{"frog",__("Frog"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Jump 1000 times."),ACHIEVEMENT_PROGRESS},
{"travel100",__("Wanderer"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Travel 100 meters."),ACHIEVEMENT_PROGRESS},
{"travel1k",__("Runner"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Travel 1 kilometer."),ACHIEVEMENT_PROGRESS},
{"travel10k",__("Long distance runner"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Travel 10 kilometers."),ACHIEVEMENT_PROGRESS},
{"travel42k",__("Marathon runner"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Travel 42,195 meters."),ACHIEVEMENT_PROGRESS},
{"die1",__("Be careful!"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die for the first time."),ACHIEVEMENT_ALL},
{"die50",__("It doesn't matter..."),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die 50 times.")},
{"die1000",__("Expert of trial and error"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die 1000 times.")},
{"squash1",__("Keep an eye for moving blocks!"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Get squashed for the first time.")},
{"squash50",__("Potato masher"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Get squashed 50 times.")},
{"doubleKill",__("Double kill"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Get both the player and the shadow dead.")},
{"die5in5",__("Bad luck"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die 5 times in under 5 seconds.")},
{"die10in5",__("This level is too dangerous"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Die 10 times in under 5 seconds.")},
{"forget",__("You forgot your friend"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Finish the level with the player or the shadow dead.")},
{"jit",__("Just in time"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Reach the exit with the player and the shadow simultaneously.")},
{"record100",__("Recorder"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Record 100 times."),ACHIEVEMENT_PROGRESS},
{"record1k",__("Shadowmaster"),"themes/Cloudscape/characters/shadow.png",{0,0,23,40},__("Record 1000 times."),ACHIEVEMENT_PROGRESS},
{"switch100",__("Switch puller"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Pull the switch 100 times."),ACHIEVEMENT_PROGRESS},
{"switch1k",__("The switch is broken!"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Pull the switch 1000 times.")},
{"swap100",__("Swapper"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Swap 100 times."),ACHIEVEMENT_PROGRESS},
{"swap1k",__("Player to shadow to player to shadow..."),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Swap 1000 times.")},
{"save1k",__("Play it save"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Save 1000 times.")},
{"load1k",__("This game is too hard"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Load the game 1000 times.")},
{"panicSave",__("Panic save"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Save twice in 1 second.")},
{"panicLoad",__("Panic load"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Load twice in 1 second.")},
{"loadAndDie",__("Bad saving position"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Load the game and die within 1 second.")},
{"loadAndDie100",__("This level is too hard"),"themes/Cloudscape/characters/deathright.png",{0,14,23,40},__("Load the same save and die 100 times.")},
{"quickswap",__("Quick swap"),"themes/Cloudscape/characters/player.png",{0,0,23,40},__("Swap twice in under a second.")},
//ripped from Achievements Unlocked
{"horizontal",__("Horizontal confusion"),"gfx/emotions.png",{0,0,23,40},__("Press left and right simultaneously.")},
{"programmer",__("Programmer"),"gfx/gui.png",{112,16,16,16},__("Play the development version of Me and My Shadow."),ACHIEVEMENT_TITLE},
//end of achievements
{}
};
diff --git a/src/Block.cpp b/src/Block.cpp
index 314ff75..ed9a03c 100644
--- a/src/Block.cpp
+++ b/src/Block.cpp
@@ -1,1098 +1,1098 @@
/*
* 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/>.
*/
#include "GameObjects.h"
#include "Game.h"
#include "Player.h"
#include "Block.h"
#include "Functions.h"
#include "Globals.h"
#include <iostream>
#include <stdlib.h>
#include <stdio.h>
using namespace std;
Block::Block(Game* parent,int x,int y,int type):
GameObject(parent),
animation(0),
animationSave(0),
flags(0),
flagsSave(0),
temp(0),
tempSave(0),
dx(0),
dxSave(0),
xSave(0),
dy(0),
dySave(0),
ySave(0),
loop(true),
speed(0),
speedSave(0),
editorSpeed(0),
editorFlags(0),
enabled(true),
enabledSave(true)
{
//Make sure the type is set, if not init should be called somewhere else with this information.
if(type>=0 && type<TYPE_MAX)
init(x,y,type);
}
Block::~Block(){}
void Block::init(int x,int y,int type){
//First set the location and size of the box.
//The default size is 50x50.
box.x=x;
box.y=y;
box.w=50;
box.h=50;
//Also store the starting location (and size).
boxBase.x=x;
boxBase.y=y;
boxBase.w=50;
boxBase.h=50;
//Set the type.
this->type=type;
//Some types need type specific code.
if(type==TYPE_START_PLAYER){
//This is the player start so set the player here.
//We center the player, the player is 23px wide.
parent->player.setLocation(box.x+(box.w-23)/2,box.y);
parent->player.fx=box.x+(box.w-23)/2;
parent->player.fy=box.y;
}else if(type==TYPE_START_SHADOW){
//This is the shadow start so set the shadow here.
//We center the shadow, the shadow is 23px wide.
parent->shadow.setLocation(box.x+(box.w-23)/2,box.y);
parent->shadow.fx=box.x+(box.w-23)/2;
parent->shadow.fy=box.y;
}
objCurrentStand=NULL;
inAir=inAirSave=true;
xVel=yVel=xVelBase=yVelBase=0;
xVelSave=yVelSave=xVelBaseSave=yVelBaseSave=0;
//And load the appearance.
objThemes.getBlock(type)->createInstance(&appearance);
}
void Block::show(){
//Make sure we are enabled.
if(!enabled)
return;
//Check if the block is visible.
if(checkCollision(camera,box)==true || (stateID==STATE_LEVEL_EDITOR && checkCollision(camera,boxBase)==true)){
SDL_Rect r={0,0,50,50};
//What we need to draw depends on the type of block.
switch(type){
case TYPE_CHECKPOINT:
//Check if the checkpoint is last used.
if(parent!=NULL && parent->objLastCheckPoint==this){
if(!temp) appearance.changeState("activated");
temp=1;
}else{
if(temp) appearance.changeState("default");
temp=0;
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
if(animation){
r.x=50-animation;
r.w=animation;
appearance.draw(screen,box.x-camera.x-50+animation,box.y-camera.y,&r);
r.x=0;
r.w=50-animation;
appearance.draw(screen,box.x-camera.x+animation,box.y-camera.y,&r);
return;
}
break;
case TYPE_NOTIFICATION_BLOCK:
if(message.empty()==false){
appearance.draw(screen, box.x - camera.x, box.y - camera.y);
return;
}
break;
}
//Always draw the base.
appearance.drawState("base", screen, boxBase.x - camera.x, boxBase.y - camera.y);
//Now draw normal.
appearance.draw(screen, box.x - camera.x, box.y - camera.y);
//Some types need to draw something on top of the base/default.
switch(type){
case TYPE_BUTTON:
if(flags&4){
if(animation<5) animation++;
}else{
if(animation>0) animation--;
}
appearance.drawState("button",screen,box.x-camera.x,box.y-camera.y-5+animation);
break;
}
//Draw a stupid icon for scrpited blocks in edit mode.
if(stateID==STATE_LEVEL_EDITOR && !scripts.empty()){
static SDL_Surface *bmGUI=NULL;
if(bmGUI==NULL) bmGUI=loadImage(getDataPath()+"gfx/gui.png");
static SDL_Rect r={0,32,16,16};
applySurface(box.x - camera.x + 2, box.y - camera.y + 2, bmGUI, screen, &r);
}
}
}
SDL_Rect Block::getBox(int boxType){
SDL_Rect r={0,0,0,0};
switch(boxType){
case BoxType_Base:
return boxBase;
case BoxType_Previous:
r.x=box.x-dx;
r.y=box.y-dy;
r.w=box.w;
r.h=box.h;
return r;
case BoxType_Delta:
r.x=dx;
r.y=dy;
return r;
case BoxType_Velocity:
r.x=xVel;
r.y=yVel;
//FIXME: In case of the pushable block we sometimes need to substract one from the vertical velocity.
//The yVel is set to one when it's resting, but should be handled as zero in collision.
if(type==TYPE_PUSHABLE && !inAir)
r.y=0;
return r;
case BoxType_Current:
return box;
}
return r;
}
void Block::setLocation(int x,int y){
//The block has moved so calculate the delta.
//NOTE: Every delta is summed since they all happened within one frame and for collision/movement we need the resulting delta.
int delta=(x-box.x);
dx+=delta;
xVel+=delta;
delta=(y-box.y);
dy+=delta;
yVel+=delta;
//And set the new location.
box.x=x;
box.y=y;
}
void Block::saveState(){
animationSave=animation;
flagsSave=flags;
tempSave=temp;
dxSave=dx;
dySave=dy;
xSave=box.x-boxBase.x;
ySave=box.y-boxBase.y;
xVelSave=xVel;
yVelSave=yVel;
enabledSave=enabled;
appearance.saveAnimation();
//In case of a certain blocks we need to save some more.
switch(type){
case TYPE_PUSHABLE:
xVelBaseSave=xVelBase;
yVelBaseSave=yVelBase;
inAirSave=inAir;
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
speedSave=speed;
break;
}
}
void Block::loadState(){
//Restore the flags and animation var.
animation=animationSave;
flags=flagsSave;
temp=tempSave;
dx=dxSave;
dy=dySave;
//Restore the location.
box.x=boxBase.x+xSave;
box.y=boxBase.y+ySave;
//And the velocity.
xVel=xVelSave;
yVel=yVelSave;
//The enabled status.
enabled=enabledSave;
//Handle block type specific variables.
switch(type){
case TYPE_PUSHABLE:
xVelBase=xVelBaseSave;
yVelBase=yVelBaseSave;
inAir=inAirSave;
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
speed=speedSave;
break;
}
//And load the animation.
appearance.loadAnimation();
}
void Block::reset(bool save){
//We need to reset so we clear the animation and saves.
if(save){
animation=animationSave=xSave=ySave=0;
flags=flagsSave=editorFlags;
temp=tempSave=0;
dx=dxSave=0;
dy=dySave=0;
}else{
animation=0;
flags=editorFlags;
temp=0;
dx=0;
dy=0;
}
//Reset the block to its original location.
box.x=boxBase.x;
box.y=boxBase.y;
//Reset any velocity.
xVel=yVel=xVelBase=yVelBase=0;
if(save)
xVelSave=yVelSave=xVelBaseSave=yVelBaseSave=0;
//Reset the enabled status.
enabled=true;
if(save)
enabledSave=true;
//Also reset the appearance.
appearance.resetAnimation(save);
appearance.changeState("default");
//NOTE: We load the animation right after changing it to prevent a transition.
if(save)
appearance.loadAnimation();
//Some types of block requires type specific code.
switch(type){
case TYPE_FRAGILE:
{
const char* s=(flags==0)?"default":((flags==1)?"fragile1":((flags==2)?"fragile2":"fragile3"));
appearance.changeState(s);
}
break;
case TYPE_PUSHABLE:
inAir=false;
if(save)
inAirSave=false;
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
if(save)
speed=speedSave=editorSpeed;
else
speed=editorSpeed;
break;
}
}
void Block::playAnimation(int flags){
switch(type){
case TYPE_SWAP:
appearance.changeState("activated");
break;
case TYPE_SWITCH:
temp^=1;
appearance.changeState(temp?"activated":"default");
break;
}
}
void Block::onEvent(int eventType){
//Make sure we are enabled, otherwise no events should be handled.
if(!enabled)
return;
//Iterator used to check if the map contains certain entries.
map<int,int>::iterator it;
//Check if there's a script for the event.
it=compiledScripts.find(eventType);
if(it!=compiledScripts.end()){
//There is a script so execute it and check return value.
int ret=getScriptExecutor()->executeScript(it->second,this);
//Return value 1 means do default event process.
//Other values are coming soon...
if(ret!=1) return;
}
//Event handling.
switch(eventType){
case GameObjectEvent_PlayerWalkOn:
switch(type){
case TYPE_FRAGILE:
flags++;
{
const char* s=(flags==0)?"default":((flags==1)?"fragile1":((flags==2)?"fragile2":"fragile3"));
appearance.changeState(s);
}
break;
}
break;
case GameObjectEvent_PlayerIsOn:
switch(type){
case TYPE_BUTTON:
temp=1;
break;
}
break;
case GameObjectEvent_OnToggle:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
flags^=1;
break;
case TYPE_PORTAL:
appearance.changeState("activated");
break;
case TYPE_COLLECTABLE:
appearance.changeState("inactive");
flags=1;
break;
}
break;
case GameObjectEvent_OnSwitchOn:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
flags&=~1;
break;
case TYPE_EXIT:
appearance.changeState("default");
break;
}
break;
case GameObjectEvent_OnSwitchOff:
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
flags|=1;
break;
case TYPE_EXIT:
appearance.changeState("closed");
break;
}
break;
}
}
int Block::queryProperties(int propertyType,Player* obj){
switch(propertyType){
case GameObjectProperty_PlayerCanWalkOn:
switch(type){
case TYPE_BLOCK:
case TYPE_MOVING_BLOCK:
case TYPE_CONVEYOR_BELT:
case TYPE_BUTTON:
case TYPE_PUSHABLE:
return 1;
case TYPE_SHADOW_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_SHADOW_CONVEYOR_BELT:
if(obj!=NULL && obj->isShadow()) return 1;
break;
case TYPE_FRAGILE:
if(flags<3) return 1;
break;
}
break;
case GameObjectProperty_IsSpikes:
switch(type){
case TYPE_SPIKES:
case TYPE_MOVING_SPIKES:
return 1;
}
break;
case GameObjectProperty_Flags:
return flags;
break;
default:
break;
}
return 0;
}
void Block::getEditorData(std::vector<std::pair<std::string,std::string> >& obj){
//Every block has an id.
obj.push_back(pair<string,string>("id",id));
//Block specific properties.
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
char s[64],s0[64];
sprintf(s,"%d",(int)movingPos.size());
obj.push_back(pair<string,string>("MovingPosCount",s));
obj.push_back(pair<string,string>("activated",(editorFlags&0x1)?"0":"1"));
obj.push_back(pair<string,string>("loop",loop?"1":"0"));
for(unsigned int i=0;i<movingPos.size();i++){
sprintf(s0+1,"%u",i);
sprintf(s,"%d",movingPos[i].x);
s0[0]='x';
obj.push_back(pair<string,string>(s0,s));
sprintf(s,"%d",movingPos[i].y);
s0[0]='y';
obj.push_back(pair<string,string>(s0,s));
sprintf(s,"%d",movingPos[i].w);
s0[0]='t';
obj.push_back(pair<string,string>(s0,s));
}
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
{
char s[64];
obj.push_back(pair<string,string>("activated",(editorFlags&0x1)?"0":"1"));
sprintf(s,"%d",editorSpeed);
obj.push_back(pair<string,string>("speed",s));
}
break;
case TYPE_PORTAL:
obj.push_back(pair<string,string>("automatic",(editorFlags&0x1)?"1":"0"));
obj.push_back(pair<string,string>("destination",destination));
break;
case TYPE_BUTTON:
case TYPE_SWITCH:
{
string s;
switch(editorFlags&0x3){
case 1:
s="on";
break;
case 2:
s="off";
break;
default:
s="toggle";
break;
}
obj.push_back(pair<string,string>("behaviour",s));
}
break;
case TYPE_NOTIFICATION_BLOCK:
{
string value=message;
//Change \n with the characters '\n'.
while(value.find('\n',0)!=string::npos){
size_t pos=value.find('\n',0);
value=value.replace(pos,1,"\\n");
}
obj.push_back(pair<string,string>("message",value));
}
break;
case TYPE_FRAGILE:
{
char s[64];
sprintf(s,"%d",editorFlags);
obj.push_back(pair<string,string>("state",s));
}
break;
}
}
void Block::setEditorData(std::map<std::string,std::string>& obj){
//Iterator used to check if the map contains certain entries.
map<string,string>::iterator it;
//Check if the data contains the id block.
it=obj.find("id");
if(it!=obj.end()){
//Set the id of the block.
id=obj["id"];
}
//Block specific properties.
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
//Make sure that the editor data contains MovingPosCount.
it=obj.find("MovingPosCount");
if(it!=obj.end()){
char s0[64];
int m=atoi(obj["MovingPosCount"].c_str());
movingPos.clear();
for(int i=0;i<m;i++){
SDL_Rect r={0,0,0,0};
sprintf(s0+1,"%d",i);
s0[0]='x';
r.x=atoi(obj[s0].c_str());
s0[0]='y';
r.y=atoi(obj[s0].c_str());
s0[0]='t';
r.w=atoi(obj[s0].c_str());
movingPos.push_back(r);
}
}
//Check if the activated or disabled key is in the data.
//NOTE: 'disabled' is obsolete in V0.5.
it=obj.find("activated");
if(it!=obj.end()){
string s=it->second;
editorFlags=0;
if(!(s=="true" || atoi(s.c_str()))) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}else{
it=obj.find("disabled");
if(it!=obj.end()){
string s=it->second;
editorFlags=0;
if(s=="true" || atoi(s.c_str())) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}
}
//Check if the loop key is in the data.
it=obj.find("loop");
if(it!=obj.end()){
string s=obj["loop"];
loop=false;
if(s=="true" || atoi(s.c_str()))
loop=true;
}
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
{
//Check if there's a speed key in the editor data.
it=obj.find("speed");
if(it!=obj.end()){
editorSpeed=atoi(obj["speed"].c_str());
speed=speedSave=editorSpeed;
}
//Check if the activated or disabled key is in the data.
//NOTE: 'disabled' is obsolete in V0.5.
it=obj.find("activated");
if(it!=obj.end()){
string s=it->second;
editorFlags=0;
if(!(s=="true" || atoi(s.c_str()))) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}else{
it=obj.find("disabled");
if(it!=obj.end()){
string s=it->second;
editorFlags=0;
if(s=="true" || atoi(s.c_str())) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}
}
}
break;
case TYPE_PORTAL:
{
//Check if the automatic key is in the data.
it=obj.find("automatic");
if(it!=obj.end()){
string s=obj["automatic"];
editorFlags=0;
if(s=="true" || atoi(s.c_str())) editorFlags|=0x1;
flags=flagsSave=editorFlags;
}
//Check if the destination key is in the data.
it=obj.find("destination");
if(it!=obj.end()){
destination=obj["destination"];
}
}
break;
case TYPE_BUTTON:
case TYPE_SWITCH:
{
//Check if the behaviour key is in the data.
it=obj.find("behaviour");
if(it!=obj.end()){
string s=obj["behaviour"];
editorFlags=0;
if(s=="on" || s==_("On")) editorFlags|=1;
else if(s=="off" || s==_("Off")) editorFlags|=2;
flags=flagsSave=editorFlags;
}
}
break;
case TYPE_NOTIFICATION_BLOCK:
{
//Check if the message key is in the data.
it=obj.find("message");
if(it!=obj.end()){
message=obj["message"];
//Change the characters '\n' to a real \n
while(message.find("\\n")!=string::npos){
message=message.replace(message.find("\\n"),2,"\n");
}
}
}
break;
case TYPE_FRAGILE:
{
//Check if the status is in the data.
it=obj.find("state");
if(it!=obj.end()){
editorFlags=atoi(obj["state"].c_str());
flags=editorFlags;
{
const char* s=(flags==0)?"default":((flags==1)?"fragile1":((flags==2)?"fragile2":"fragile3"));
appearance.changeState(s);
}
}
}
}
}
std::string Block::getEditorProperty(std::string property){
//First get the complete editor data.
vector<pair<string,string> > objMap;
vector<pair<string,string> >::iterator it;
getEditorData(objMap);
//Loop through the entries.
for(it=objMap.begin();it!=objMap.end();++it){
if(it->first==property)
return it->second;
}
//Nothing found.
return "";
}
void Block::setEditorProperty(std::string property,std::string value){
//Create a map to hold the property.
std::map<std::string,std::string> editorData;
editorData[property]=value;
//And call the setEditorData method.
setEditorData(editorData);
}
bool Block::loadFromNode(TreeStorageNode* objNode){
//Make sure there are enough parameters.
if(objNode->value.size()<3)
return false;
//Load the type and location.
int type=Game::blockNameMap[objNode->value[0]];
int x=atoi(objNode->value[1].c_str());
int y=atoi(objNode->value[2].c_str());
//Call the init method/
init(x,y,type);
//Loop through the attributes as editorProperties.
map<string,string> obj;
for(map<string,vector<string> >::iterator i=objNode->attributes.begin();i!=objNode->attributes.end();++i){
if(i->second.size()>0) obj[i->first]=i->second[0];
}
setEditorData(obj);
//Loop through the subNodes.
for(unsigned int i=0;i<objNode->subNodes.size();i++){
//FIXME: Ugly variable naming.
TreeStorageNode* obj=objNode->subNodes[i];
if(obj==NULL) continue;
//Check for a script block.
if(obj->name=="script" && !obj->value.empty()){
map<string,int>::iterator it=Game::gameObjectEventNameMap.find(obj->value[0]);
if(it!=Game::gameObjectEventNameMap.end()){
int eventType=it->second;
const std::string& script=obj->attributes["script"][0];
if(!script.empty()) scripts[eventType]=script;
}
}
}
return true;
}
void Block::prepareFrame(){
//Reset the delta variables.
dx=dy=0;
//Also reset the velocity, these should be set in the move method.
if(type!=TYPE_PUSHABLE)
xVel=yVel=0;
}
/*//debug
int block_test_count=-1;
bool block_test_only=false;*/
void Block::move(){
//Make sure we are enabled, if not return.
if(!enabled)
return;
//First update the animation of the appearance.
appearance.updateAnimation();
//Block specific move code.
switch(type){
case TYPE_MOVING_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
case TYPE_MOVING_SPIKES:
{
/*//debug
if(block_test_only || parent->time==416){
cout<<"Time:"<<(parent->time)<<" Recorded:"<<block_test_count<<" Coord:"<<box.x<<","<<box.y<<endl;
block_test_only=false;
}*/
//Make sure the block is enabled, if so increase the time.
if(!(flags&0x1)) temp++;
int t=temp;
SDL_Rect r0={0,0,0,0},r1;
dx=0;
dy=0;
//Loop through the moving positions.
for(unsigned int i=0;i<movingPos.size();i++){
r1.x=movingPos[i].x;
r1.y=movingPos[i].y;
r1.w=movingPos[i].w;
if(t==0&&r1.w==0){
r1.w=1;
flags|=0x1;
}
if(t>=0 && t<(int)r1.w){
int newX=boxBase.x+(int)(float(r0.x)+(float(r1.x)-float(r0.x))*float(t)/float(r1.w));
int newY=boxBase.y+(int)(float(r0.y)+(float(r1.y)-float(r0.y))*float(t)/float(r1.w));
//Calculate the delta and velocity.
xVel=dx=newX-box.x;
yVel=dy=newY-box.y;
//Set the new location of the moving block.
box.x=newX;
box.y=newY;
return;
}else if(t==(int)r1.w){
//If the time is the time of the movingPosition then set it equal to the location.
//We do this to prevent a slight edge between normal blocks and moving blocks.
int newX=boxBase.x+r1.x;
int newY=boxBase.y+r1.y;
xVel=dx=newX-box.x;
yVel=dy=newY-box.y;
box.x=newX;
box.y=newY;
return;
}
t-=r1.w;
r0.x=r1.x;
r0.y=r1.y;
}
//Only reset the stuff when we're looping.
if(loop){
//Set the time back to zero.
temp=0;
//Calculate the delta movement.
if(!movingPos.empty() && movingPos.back().x==0 && movingPos.back().y==0){
dx=boxBase.x-box.x;
dy=boxBase.y-box.y;
}
//Set the movingblock back to it's initial location.
box.x=boxBase.x;
box.y=boxBase.y;
}
}
break;
case TYPE_BUTTON:
{
//Check the third bit of flags to see if temp changed.
int new_flags=temp?4:0;
if((flags^new_flags)&4){
//The button has been pressed or unpressed so change the third bit on flags.
flags=(flags&~4)|new_flags;
if(parent && (new_flags || (flags&3)==0)){
//Make sure that id isn't empty.
if(!id.empty()){
parent->broadcastObjectEvent(0x10000|(flags&3),-1,id.c_str());
}else{
- cerr<<"Warning: invalid button id!"<<endl;
+ cerr<<"WARNING: invalid button id!"<<endl;
}
}
}
temp=0;
}
break;
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
//Increase the conveyor belt animation.
if((flags&1)==0){
animation=(animation+speed)%50;
if(animation<0) animation+=50;
//Set the velocity NOTE This isn't the actual velocity of the block, but the speed of the player/shadow standing on it.
xVel=speed;
}
break;
case TYPE_PUSHABLE:
{
//Update the vertical velocity, horizontal is set by the player.
if(inAir==true){
yVel+=1;
//Cap fall speed to 13.
if(yVel>13)
yVel=13;
}
if(objCurrentStand!=NULL){
//Now get the velocity of the object the player is standing on.
SDL_Rect v=objCurrentStand->getBox(BoxType_Velocity);
//Set the base velocity to the velocity of the object.
xVelBase=v.x;
//NOTE: Only copy the velocity of the block when moving down.
//Upwards is automatically resolved before the player is moved.
if(v.y>0)
yVelBase=v.y;
else
yVelBase=0;
}
//Set the object the player is currently standing to NULL.
objCurrentStand=NULL;
//Store the location of the player.
int lastX=box.x;
int lastY=box.y;
//An array that will hold all the GameObjects that are involved in the collision/movement.
vector<Block*> objects;
//All the blocks have moved so if there's collision with the player, the block moved into him.
for(unsigned int o=0;o<parent->levelObjects.size();o++){
//Make sure to only check enabled blocks.
if(!parent->levelObjects[o]->enabled)
continue;
//Make sure we aren't the block.
if(parent->levelObjects[o]==this)
continue;
//Make sure the object is solid for the player.
if(!parent->levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,&parent->player))
continue;
//Check for collision.
if(checkCollision(box,parent->levelObjects[o]->getBox()))
objects.push_back(parent->levelObjects[o]);
}
//There was collision so try to resolve it.
if(!objects.empty()){
//FIXME: When multiple moving blocks are overlapping the player can be "bounced" off depending on the block order.
for(unsigned int o=0;o<objects.size();o++){
SDL_Rect r=objects[o]->getBox();
SDL_Rect delta=objects[o]->getBox(BoxType_Delta);
//Check on which side of the box the player is.
if(delta.x!=0){
if(delta.x>0){
if((r.x+r.w)-box.x<=delta.x)
box.x=r.x+r.w;
}else{
if((box.x+box.w)-r.x<=-delta.x)
box.x=r.x-box.w;
}
}
if(delta.y!=0){
if(delta.y>0){
if((r.y+r.h)-box.y<=delta.y)
box.y=r.y+r.h;
}else{
if((box.y+box.h)-r.y<=-delta.y)
box.y=r.y-box.h;
}
}
}
}
//Reuse the objects array, this time for blocks the block moves into.
objects.clear();
//Determine the collision frame.
SDL_Rect frame={box.x,box.y,box.w,box.h};
//Keep the horizontal movement of the block in mind.
if(xVel+xVelBase>=0){
frame.w+=(xVel+xVelBase);
}else{
frame.x+=(xVel+xVelBase);
frame.w-=(xVel+xVelBase);
}
//And the vertical movement.
if(yVel+yVelBase>=0){
frame.h+=(yVel+yVelBase);
}else{
frame.y+=(yVel+yVelBase);
frame.h-=(yVel+yVelBase);
}
//Loop through the game objects.
for(unsigned int o=0; o<parent->levelObjects.size(); o++){
//Make sure the object is enabled.
if(!parent->levelObjects[o]->enabled)
continue;
//Make sure we aren't the block.
if(parent->levelObjects[o]==this)
continue;
//Check if the player can collide with this game object.
if(!parent->levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,&parent->player))
continue;
//Check if the block is inside the frame.
if(checkCollision(frame,parent->levelObjects[o]->getBox()))
objects.push_back(parent->levelObjects[o]);
}
//Horizontal pass.
if(xVel+xVelBase!=0){
box.x+=xVel+xVelBase;
for(unsigned int o=0;o<objects.size();o++){
SDL_Rect r=objects[o]->getBox();
if(!checkCollision(box,r))
continue;
//In case of a pushable block we give it velocity.
if(objects[o]->type==TYPE_PUSHABLE){
objects[o]->xVel=(xVel+xVelBase)/2;
}
if(xVel+xVelBase>0){
//We came from the left so the right edge of the player must be less or equal than xVel+xVelBase.
if((box.x+box.w)-r.x<=xVel+xVelBase)
box.x=r.x-box.w;
}else{
//We came from the left so the right edge of the player must be less or equal than xVel+xVelBase.
if(box.x-(r.x+r.w)<=-(xVel+xVelBase))
box.x=r.x+r.w;
}
}
}
//Some variables that are used in vertical movement.
Block* lastStand=NULL;
inAir=true;
//Vertical pass.
if(yVel+yVelBase!=0){
box.y+=yVel+yVelBase;
for(unsigned int o=0;o<objects.size();o++){
SDL_Rect r=objects[o]->getBox();
if(!checkCollision(box,r))
continue;
//Now check how we entered the block (vertically or horizontally).
if(yVel+yVelBase>0){
//We came from the top so the bottom edge of the player must be less or equal than yVel+yVelBase.
if((box.y+box.h)-r.y<=yVel+yVelBase){
//NOTE: lastStand is handled later since the player can stand on only one block at the time.
//Check if there's already a lastStand.
if(lastStand){
//There is one, so check 'how much' the player is on the blocks.
SDL_Rect r=objects[o]->getBox();
int w=0;
if(box.x+box.w>r.x+r.w)
w=(r.x+r.w)-box.x;
else
w=(box.x+box.w)-r.x;
//Do the same for the other box.
r=lastStand->getBox();
int w2=0;
if(box.x+box.w>r.x+r.w)
w2=(r.x+r.w)-box.x;
else
w2=(box.x+box.w)-r.x;
//NOTE: It doesn't matter which block the player is on if they are both stationary.
SDL_Rect v=objects[o]->getBox(BoxType_Velocity);
SDL_Rect v2=lastStand->getBox(BoxType_Velocity);
if(v.y==v2.y){
if(w>w2)
lastStand=objects[o];
}else if(v.y<v2.y){
lastStand=objects[o];
}
}else{
lastStand=objects[o];
}
}
}else{
//We came from the bottom so the upper edge of the player must be less or equal than yVel+yVelBase.
if(box.y-(r.y+r.h)<=-(yVel+yVelBase)){
box.y=r.y+r.h;
yVel=0;
}
}
}
}
if(lastStand){
inAir=false;
yVel=1;
SDL_Rect r=lastStand->getBox();
box.y=r.y-box.h;
}
dx=box.x-lastX;
dy=box.y-lastY;
xVel=0;
}
break;
}
}
diff --git a/src/FileManager.cpp b/src/FileManager.cpp
index acbe862..c120425 100644
--- a/src/FileManager.cpp
+++ b/src/FileManager.cpp
@@ -1,827 +1,827 @@
/*
* Copyright (C) 2011-2012 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/>.
*/
#include <stdio.h>
#include <iostream>
#include <string>
#include <vector>
#include "Globals.h"
#include "FileManager.h"
#include "Functions.h"
#ifdef __APPLE__
#include "archive.h"
#include "archive_entry.h"
#else
#include <archive.h>
#include <archive_entry.h>
#endif
using namespace std;
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#include <shlwapi.h>
#include <direct.h>
#pragma comment(lib,"shlwapi.lib")
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
//Under Windows there's just one userpath.
#ifdef WIN32
string userPath,dataPath,appPath,exeName;
#else
//But on other platforms we make a difference between the userPath (config files) and the userDataPath (data files).
//Finally there's the path for cache data userCachePath.
string userPath,userDataPath,userCachePath,dataPath,appPath,exeName;
#endif
bool configurePaths() {
//Get the appPath and the exeName.
{
char s[4096];
int i,m;
#ifdef WIN32
m=GetModuleFileNameA(NULL,s,sizeof(s));
#elif defined(ANDROID)
//FIXME: Oops. There are no any executable files in Android.
strcpy(s,"./meandmyshadow");
m=strlen(s);
#else
m=readlink("/proc/self/exe",s,sizeof(s));
#endif
s[m]=0;
for(i=m-1;i>=0;i--){
if(s[i]=='/'||s[i]=='\\'){
s[i]=0;
break;
}
}
appPath=s;
exeName=s+i+1;
}
//TODO: Check if the userpath is empty before setting userPath???
//Check if the userPath is empty.
if(getUserPath().empty()){
#ifdef WIN32
//Get the userPath.
char s[1024];
SHGetSpecialFolderPathA(NULL,s,CSIDL_PERSONAL,1);
userPath=s;
userPath+="\\My Games\\meandmyshadow\\";
#elif defined(ANDROID)
//FIXME: These paths are relative to SDL Android data path.
userPath="./";
userDataPath="./";
userCachePath="./";
#else
//Temp variable that is used to prevent NULL assignement.
char* env;
//First get the $XDG_CONFIG_HOME env var.
env=getenv("XDG_CONFIG_HOME");
//If it's null set userPath to $HOME/.config/.
if(env!=NULL){
userPath=env;
}else{
userPath=getenv("HOME");
userPath+="/.config";
}
//And add meandmyshadow to it.
userPath+="/meandmyshadow/";
//Now get the $XDG_DATA_HOME env var.
env=getenv("XDG_DATA_HOME");
//If it's null set userDataPath to $HOME/.local/share.
if(env!=NULL){
userDataPath=env;
}else{
userDataPath=getenv("HOME");
userDataPath+="/.local/share";
}
//And add meandmyshadow to it.
userDataPath+="/meandmyshadow/";
//Now get the $XDG_CACHE_HOME env var.
env=getenv("XDG_CACHE_HOME");
//If it's null set userCachePath to $HOME/.cache.
if(env!=NULL){
userCachePath=env;
}else{
userCachePath=getenv("HOME");
userCachePath+="/.cache";
}
//And add meandmyshadow to it.
userCachePath+="/meandmyshadow/";
//Set env null.
env=NULL;
#endif
//Print the userPath.
cout<<"User preferences will be fetched from: "<<userPath<<endl;
#ifndef WIN32
//In case of a non-Windows computer show the user data path.
cout<<"User data will be fetched from: "<<userDataPath<<endl;
#endif
}
#ifdef WIN32
//Create the userPath folder and other subfolders.
createDirectory(userPath.c_str());
createDirectory((userPath+"levels").c_str());
createDirectory((userPath+"levelpacks").c_str());
createDirectory((userPath+"themes").c_str());
createDirectory((userPath+"music").c_str());
//The progress folder and subfolders.
createDirectory((userPath+"progress").c_str());
createDirectory((userPath+"progress\\main").c_str());
createDirectory((userPath+"progress\\addon").c_str());
createDirectory((userPath+"progress\\custom").c_str());
createDirectory((userPath+"tmp").c_str());
createDirectory((userPath+"images").c_str());
//The records folder for recordings.
createDirectory((userPath+"records").c_str());
createDirectory((userPath+"records\\autosave").c_str());
//And the custom folder inside the userpath.
createDirectory((userPath+"custom").c_str());
createDirectory((userPath+"custom\\levels").c_str());
createDirectory((userPath+"custom\\levelpacks").c_str());
#else
//Create the userPath.
createDirectory(userPath.c_str());
createDirectory(userDataPath.c_str());
createDirectory(userCachePath.c_str());
//Also create other folders in the userpath.
createDirectory((userDataPath+"/levels").c_str());
createDirectory((userDataPath+"/levelpacks").c_str());
createDirectory((userDataPath+"/themes").c_str());
createDirectory((userDataPath+"/music").c_str());
//The progress folder and subfolders.
createDirectory((userDataPath+"/progress").c_str());
createDirectory((userDataPath+"/progress/main").c_str());
createDirectory((userDataPath+"/progress/addon").c_str());
createDirectory((userDataPath+"/progress/custom").c_str());
createDirectory((userCachePath+"/tmp").c_str());
createDirectory((userCachePath+"/images").c_str());
//The records folder for recordings.
createDirectory((userDataPath+"/records").c_str());
createDirectory((userDataPath+"/records/autosave").c_str());
//And the custom folder inside the userpath.
createDirectory((userDataPath+"/custom").c_str());
createDirectory((userDataPath+"/custom/levels").c_str());
createDirectory((userDataPath+"/custom/levelpacks").c_str());
#endif
//Get the dataPath by trying multiple relative locations.
{
FILE *f;
string s;
while(true){
//try existing one
if(!dataPath.empty()){
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
}
//try "./"
dataPath="./data/";
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
//try "../"
dataPath="../data/";
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
//try App.Path
dataPath=getAppPath()+"/data/";
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
//try App.Path+"/../"
dataPath=getAppPath()+"/../data/";
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
//try DATA_PATH
#ifdef DATA_PATH
dataPath=DATA_PATH;
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
#endif
#ifdef __APPLE__
extern std::string get_data_path();
dataPath = get_data_path();
dataPath=get_data_path();
s=dataPath+"font/knewave.ttf";
if((f=fopen(s.c_str(),"rb"))!=NULL){
fclose(f);
break;
}
#endif
//error: can't find file
return false;
}
//Print the dataPath.
cout<<"Data files will be fetched from: "<<dataPath<<endl;
}
return true;
}
std::vector<std::string> enumAllFiles(std::string path,const char* extension,bool containsPath){
vector<string> v;
#ifdef WIN32
string s1;
WIN32_FIND_DATAA f;
if(!path.empty()){
char c=path[path.size()-1];
if(c!='/'&&c!='\\') path+="\\";
}
s1=path;
if(extension!=NULL && *extension){
s1+="*.";
s1+=extension;
}else{
s1+="*";
}
HANDLE h=FindFirstFileA(s1.c_str(),&f);
if(h==NULL||h==INVALID_HANDLE_VALUE) return v;
do{
if(!(f.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY)){
if(containsPath){
v.push_back(path+f.cFileName);
}else{
v.push_back(f.cFileName);
}
}
}while(FindNextFileA(h,&f));
FindClose(h);
return v;
#else
int len=0;
if(extension!=NULL && *extension) len=strlen(extension);
if(!path.empty()){
char c=path[path.size()-1];
if(c!='/'&&c!='\\') path+="/";
}
DIR *pDir;
struct dirent *pDirent;
pDir=opendir(path.c_str());
if(pDir==NULL) return v;
while((pDirent=readdir(pDir))!=NULL){
if(pDirent->d_name[0]=='.'){
if(pDirent->d_name[1]==0||
(pDirent->d_name[1]=='.'&&pDirent->d_name[2]==0)) continue;
}
string s1=path+pDirent->d_name;
struct stat S_stat;
lstat(s1.c_str(),&S_stat);
if(!S_ISDIR(S_stat.st_mode)){
if(len>0){
if((int)s1.size()<len+1) continue;
if(s1[s1.size()-len-1]!='.') continue;
if(strcasecmp(&s1[s1.size()-len],extension)) continue;
}
if(containsPath){
v.push_back(s1);
}else{
v.push_back(string(pDirent->d_name));
}
}
}
closedir(pDir);
return v;
#endif
}
std::vector<std::string> enumAllDirs(std::string path,bool containsPath){
vector<string> v;
#ifdef WIN32
string s1;
WIN32_FIND_DATAA f;
if(!path.empty()){
char c=path[path.size()-1];
if(c!='/'&&c!='\\') path+="\\";
}
s1=path+"*";
HANDLE h=FindFirstFileA(s1.c_str(),&f);
if(h==NULL||h==INVALID_HANDLE_VALUE) return v;
do{
// skip '.' and '..' and hidden folders
if(f.cFileName[0]=='.'){
/*if(f.cFileName[1]==0||
(f.cFileName[1]=='.'&&f.cFileName[2]==0))*/ continue;
}
if(f.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY){
if(containsPath){
v.push_back(path+f.cFileName);
}else{
v.push_back(f.cFileName);
}
}
}while(FindNextFileA(h,&f));
FindClose(h);
return v;
#else
if(!path.empty()){
char c=path[path.size()-1];
if(c!='/'&&c!='\\') path+="/";
}
DIR *pDir;
struct dirent *pDirent;
pDir=opendir(path.c_str());
if(pDir==NULL) return v;
while((pDirent=readdir(pDir))!=NULL){
if(pDirent->d_name[0]=='.'){
if(pDirent->d_name[1]==0||
(pDirent->d_name[1]=='.'&&pDirent->d_name[2]==0)) continue;
}
string s1=path+pDirent->d_name;
struct stat S_stat;
lstat(s1.c_str(),&S_stat);
if(S_ISDIR(S_stat.st_mode)){
//Skip hidden folders.
s1=string(pDirent->d_name);
if(s1.find('.')==0) continue;
//Add result to vector.
if(containsPath){
v.push_back(path+pDirent->d_name);
}else{
v.push_back(s1);
}
}
}
closedir(pDir);
return v;
#endif
}
std::string processFileName(const std::string& s){
string prefix=dataPath;
//FIXME: Do we still need those last three?
//REMARK: maybe 'return prefix+s;' is not needed (?)
// it causes some bugs such as can't save level progress
if(s.compare(0,6,"%DATA%")==0){
if(s.size()>6 && (s[6]=='/' || s[6]=='\\')){
return dataPath+s.substr(7);
}else{
return dataPath+s.substr(6);
}
}else if(s.compare(0,6,"%USER%")==0){
if(s.size()>6 && (s[6]=='/' || s[6]=='\\')){
return getUserPath(USER_DATA)+s.substr(7);
}else{
return getUserPath(USER_DATA)+s.substr(6);
}
}else if(s.compare(0,9,"%LVLPACK%")==0){
if(s.size()>9 && (s[9]=='/' || s[9]=='\\')){
return prefix+"levelpacks/"+s.substr(10);
}else{
return prefix+"levelpacks/"+s.substr(9);
}
}else if(s.compare(0,5,"%LVL%")==0){
if(s.size()>5 && (s[5]=='/' || s[5]=='\\')){
return prefix+"levels/"+s.substr(6);
}else{
return prefix+"levels/"+s.substr(5);
}
}else if(s.compare(0,8,"%THEMES%")==0){
if(s.size()>8 && (s[8]=='/' || s[8]=='\\')){
return prefix+"themes/"+s.substr(9);
}else{
return prefix+"themes/"+s.substr(8);
}
}else if(s.size()>0 && (s[0]=='/' || s[0]=='\\')){
return s;
#ifdef WIN32
// Another fix for Windows :(
}else if(s.size()>1 && (s[1]==':')){
return s;
#endif
}else{
#if defined(ANDROID)
//REMARK: maybe 'return prefix+s;' is not needed (?)
// it causes some bugs such as can't save level progress in Android.
return s;
#else
return prefix+s;
#endif
}
}
std::string compressFileName(const std::string& s){
//FIXME: Do we need the other ones from processFileName?
//Check if the data path is at the start.
size_t pos=s.find(getDataPath());
if(pos!=string::npos){
pos+=getDataPath().size();
return "%DATA%/"+s.substr(pos);
}
pos=s.find(getUserPath(USER_DATA));
if(pos!=string::npos){
pos+=getUserPath(USER_DATA).size();
return "%USER%/"+s.substr(pos);
}
return s;
}
std::string fileNameFromPath(const std::string &path, const bool webURL){
std::string filename;
size_t pos;
#ifdef WIN32
// NOTE: '/' in string should be '/' not '\/',
// we don't need to escape it
if(webURL){
pos = path.find_last_of("/");
}else{
// NOTE: sometimes path separator in Windows can be '/',
// so we must check botn '\' and '/'
pos = path.find_last_of("\\/");
}
#else
// NOTE: '/' in string should be '/' not '\/',
// we don't need to escape it
pos = path.find_last_of("/");
#endif
if(pos != std::string::npos)
filename.assign(path.begin() + pos + 1, path.end());
else
filename=path;
return filename;
}
std::string pathFromFileName(const std::string &filename){
std::string path;
// NOTE: '/' in string should be '/' not '\/',
// we don't need to escape it
#ifdef WIN32
// NOTE: sometimes path separator in Windows can be '/',
// so we must check botn '\' and '/'
size_t pos = filename.find_last_of("\\/");
#else
size_t pos = filename.find_last_of("/");
#endif
if(pos != std::string::npos)
path.assign(filename.begin(), filename.begin() + pos +1);
else
path=filename;
return path;
}
bool downloadFile(const string &path, const string &destination) {
string filename=fileNameFromPath(path,true);
FILE* file = fopen((destination+filename).c_str(), "wb");
bool status=downloadFile(path,file);
fclose(file);
//And return the status.
return status;
}
bool downloadFile(const string &path, FILE* destination) {
CURL* curl=curl_easy_init();
// proxy test (test only)
string internetProxy = getSettings()->getValue("internet-proxy");
size_t pos = internetProxy.find_first_of(":");
if(pos!=string::npos){
curl_easy_setopt(curl,CURLOPT_PROXYPORT,atoi(internetProxy.substr(pos+1).c_str()));
internetProxy = internetProxy.substr(0,pos);
curl_easy_setopt(curl,CURLOPT_PROXY,internetProxy.c_str());
}
curl_easy_setopt(curl,CURLOPT_URL,path.c_str());
curl_easy_setopt(curl,CURLOPT_WRITEFUNCTION,writeData);
curl_easy_setopt(curl,CURLOPT_WRITEDATA,destination);
CURLcode res = curl_easy_perform(curl);
curl_easy_cleanup(curl);
return (res==0);
}
size_t writeData(void *ptr, size_t size, size_t nmemb, void *stream){
return fwrite(ptr, size, nmemb, (FILE *)stream);
}
bool extractFile(const string &fileName, const string &destination) {
//Create the archive we're going to extract.
archive* file;
//Create the destination we're going to extract to.
archive* dest;
file=archive_read_new();
dest=archive_write_disk_new();
archive_write_disk_set_options(dest, ARCHIVE_EXTRACT_TIME);
archive_read_support_format_zip(file);
//Now read the archive.
if(archive_read_open_file(file,fileName.c_str(),10240)) {
- cerr<<"Error while reading archive "+fileName<<endl;
+ cerr<<"ERROR: An error occurred while reading archive "+fileName<<endl;
return false;
}
//Now write every entry to disk.
int status;
archive_entry* entry=NULL;
while(true) {
status=archive_read_next_header(file,&entry);
if(status==ARCHIVE_EOF){
break;
}
if(status!=ARCHIVE_OK){
- cerr<<"Error while reading archive "+fileName<<endl;
+ cerr<<"ERROR: An error occurred while reading archive "+fileName<<endl;
return false;
}
archive_entry_copy_pathname(entry,(destination+archive_entry_pathname(entry)).c_str());
status=archive_write_header(dest,entry);
if(status!=ARCHIVE_OK){
- cerr<<"Error while extracting archive "+fileName<<endl;
+ cerr<<"ERROR: An error occurred while extracting archive "+fileName<<endl;
return false;
}else{
copyData(file, dest);
status=archive_write_finish_entry(dest);
if(status!=ARCHIVE_OK){
- cerr<<"Error while extracting archive "+fileName<<endl;
+ cerr<<"ERROR: An error occurred while extracting archive "+fileName<<endl;
return false;
}
}
}
//Finally close the archive.
archive_read_close(file);
archive_read_finish(file);
return true;
}
bool dirExists(const char* dir){
#ifdef __linux__
struct stat sb;
if(stat(dir,&sb) == 0 && S_ISDIR(sb.st_mode)){
return true;
}
return false;
#elif defined(WIN32)
DWORD attr=GetFileAttributesA(dir);
if(attr==INVALID_FILE_ATTRIBUTES) return false;
return (attr & FILE_ATTRIBUTE_DIRECTORY)!=0;
#else
#error Add your system's code here
#endif
}
bool createDirectory(const char* path){
#ifdef WIN32
char s0[1024],s[1024];
GetCurrentDirectoryA(sizeof(s0),s0);
PathCombineA(s,s0,path);
for(unsigned int i=0;i<sizeof(s);i++){
if(s[i]=='\0') break;
else if(s[i]=='/') s[i]='\\';
}
//printf("createDirectory:%s\n",s);
return SHCreateDirectoryExA(NULL,s,NULL)!=0;
#else
return mkdir(path,0777)==0;
#endif
}
bool removeDirectory(const char *path){
#ifdef WIN32
WIN32_FIND_DATAA f;
HANDLE h = FindFirstFileA((string(path)+"\\*").c_str(),&f);
#else
//Open the directory that needs to be removed.
DIR* d=opendir(path);
#endif
//Get the path length
size_t path_len = strlen(path);
//Boolean if the directory is emptied.
//True: succes False: failure
//Default is true because if the directory is empty it will never enter the while loop, but we still have success.
bool r = true;
#ifdef WIN32
if(h!=NULL && h!=INVALID_HANDLE_VALUE) {
#else
//Check if the directory exists.
if(d) {
//Pointer to an entry of the directory.
struct dirent* p;
#endif
#ifdef WIN32
do{
#else
//Loop the entries of the directory that needs to be removed as long as there's no error.
while(r && (p=readdir(d))) {
#endif
/* Skip the names "." and ".." as we don't want to recurse on them. */
#ifdef WIN32
if (!strcmp(f.cFileName, ".") || !strcmp(f.cFileName, "..")) {
#else
if (!strcmp(p->d_name, ".") || !strcmp(p->d_name, "..")) {
#endif
//The filename is . or .. so we continue to the next entry.
continue;
} else {
//r2 tells if the entry is deleted.
//True: succes False: failure
//Default is false.
bool r2 = false;
char* buf;
size_t len;
#ifdef WIN32
//Get the length of the path + the directory entry name.
len = path_len + strlen(f.cFileName) + 2;
#else
//Get the length of the path + the directory entry name.
len = path_len + strlen(p->d_name) + 2;
#endif
buf = (char*) malloc(len);
if(buf) {
#ifdef WIN32
_snprintf(buf, len, "%s\\%s", path, f.cFileName);
if(f.dwFileAttributes & FILE_ATTRIBUTE_DIRECTORY){
r2 = removeDirectory(buf);
}else{
r2 = unlink(buf)==0;
}
#else
struct stat statbuf;
snprintf(buf, len, "%s/%s", path, p->d_name);
if(!stat(buf, &statbuf)){
//Check if the entry is a directory or a file.
if (S_ISDIR(statbuf.st_mode)){
//We call ourself(removeDirectory) recursively.
//We return true on success.
r2 = removeDirectory(buf);
}else{
//unlink() returns zero on succes so we set r2 to the unlink(buf)==0.
r2 = unlink(buf)==0;
}
}
#endif
//Free the buf.
free(buf);
}
//We set r to r2 since r2 contains the status of the latest deletion.
r = r2;
}
#ifdef WIN32
}while(r && FindNextFileA(h,&f));
FindClose(h);
#else
}
//Close the directory.
closedir(d);
#endif
}
//The while loop has ended, meaning we (tried) cleared the directory.
//If r is true, meaning no errors we can delete the directory.
if(r){
//The return value of rmdir is 0 when it succeeded.
r = rmdir(path)==0;
}
//Return the status.
return r;
}
bool renameDirectory(const char* oldPath,const char* newPath){
return rename(oldPath,newPath)==0;
}
void copyData(archive* file, archive* dest) {
int status;
const void* buff;
size_t size;
#if ARCHIVE_VERSION_NUMBER < 3000000
off_t offset;
#else
int64_t offset;
#endif
while(true) {
status=archive_read_data_block(file, &buff, &size, &offset);
if(status==ARCHIVE_EOF){
return;
}
if(status!=ARCHIVE_OK){
- cerr<<"Error while writing data to disk."<<endl;
+ cerr<<"ERROR: An error occurred while writing data to disk."<<endl;
return;
}
status=archive_write_data_block(dest, buff, size, offset);
if(status!=ARCHIVE_OK) {
- cerr<<"Error while writing data to disk."<<endl;
+ cerr<<"ERROR: An error occurred while writing data to disk."<<endl;
return;
}
}
}
bool copyFile(const char* source,const char* dest){
//Open the source file.
ifstream fin(source,fstream::binary);
if(!fin)
return false;
//Open the dest file.
ofstream fout(dest,fstream::trunc|fstream::binary);
if(!fout)
return false;
//Copy.
fout<<fin.rdbuf();
return true;
}
bool removeFile(const char* file){
return remove(file)==0;
}
bool fileExists(const char* file){
#ifdef WIN32
bool ret=false;
HANDLE h=CreateFileA(file,0,FILE_SHARE_READ | FILE_SHARE_WRITE | FILE_SHARE_DELETE,NULL,OPEN_EXISTING,0,NULL);
if(h!=INVALID_HANDLE_VALUE){
ret=true;
CloseHandle(h);
}
return ret;
#else
return (access(file,F_OK)==0);
#endif
}
bool createFile(const char* file){
//Open the file with write permission.
FILE* f=fopen(file,"wb");
//Check if there are no problems.
if(f){
//Close the file.
fclose(f);
return true;
}else{
return false;
}
}
diff --git a/src/Functions.cpp b/src/Functions.cpp
index 0807fdb..77a5f74 100644
--- a/src/Functions.cpp
+++ b/src/Functions.cpp
@@ -1,1741 +1,1736 @@
/*
* 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/>.
*/
#include <stdio.h>
#include <math.h>
#include <locale.h>
#include <algorithm>
#include <SDL/SDL.h>
#ifdef __APPLE__
#include <SDL_mixer/SDL_mixer.h>
#include <SDL_gfx/SDL_gfxPrimitives.h>
#include <SDL_gfx/SDL_rotozoom.h>
#else
#include <SDL/SDL_mixer.h>
#include <SDL/SDL_gfxPrimitives.h>
#include <SDL/SDL_rotozoom.h>
#endif
#include <SDL/SDL_syswm.h>
#include <string>
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "Player.h"
#include "GameObjects.h"
#include "LevelPack.h"
#include "TitleMenu.h"
#include "LevelEditSelect.h"
#include "LevelEditor.h"
#include "Game.h"
#include "LevelPlaySelect.h"
#include "Addons.h"
#include "InputManager.h"
#include "ImageManager.h"
#include "MusicManager.h"
#include "SoundManager.h"
#include "LevelPackManager.h"
#include "ThemeManager.h"
#include "GUIListBox.h"
#include "GUIOverlay.h"
#include "StatisticsManager.h"
#include "StatisticsScreen.h"
#include "Cursors.h"
#include "ScriptAPI.h"
#include "libs/tinyformat/tinyformat.h"
#include "libs/tinygettext/tinygettext.hpp"
#include "libs/tinygettext/log.hpp"
#include "libs/findlocale/findlocale.h"
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
//fix some Windows header bug
#ifndef GL_BGR
#define GL_BGR GL_BGR_EXT
#endif
#ifndef GL_BGRA
#define GL_BGRA GL_BGRA_EXT
#endif
#endif
using namespace std;
#ifdef WIN32
#include <windows.h>
#include <shlobj.h>
#else
#include <strings.h>
#include <sys/stat.h>
#include <sys/types.h>
#include <unistd.h>
#include <dirent.h>
#endif
//Workaround for the resizing below 800x600 for X systems.
#if defined(__linux__) && !defined(ANDROID)
#include<X11/Xlib.h>
#include<X11/Xutil.h>
#define __X11_INCLUDED__
#endif
//Initialise the imagemanager.
//The ImageManager is used to prevent loading images multiple times.
ImageManager imageManager;
//Initialise the musicManager.
//The MusicManager is used to prevent loading music files multiple times and for playing/fading music.
MusicManager musicManager;
//Initialise the soundManager.
//The SoundManager is used to keep track of the sfx in the game.
SoundManager soundManager;
//Initialise the levelPackManager.
//The LevelPackManager is used to prevent loading levelpacks multiple times and for the game to know which levelpacks there are.
LevelPackManager levelPackManager;
//The scriptExecutor used for executing scripts.
ScriptExecutor scriptExecutor;
//Map containing changed settings using command line arguments.
map<string,string> tmpSettings;
//Pointer to the settings object.
//It is used to load and save the settings file and change the settings.
Settings* settings=0;
#ifdef HARDWARE_ACCELERATION
GLuint screenTexture;
#endif
SDL_Surface* loadImage(string file){
//We use the imageManager to load the file.
return imageManager.loadImage(file);
}
void applySurface(int x,int y,SDL_Surface* source,SDL_Surface* dest,SDL_Rect* clip){
//The offset is needed to draw at the right location.
SDL_Rect offset;
offset.x=x;
offset.y=y;
//Let SDL do the drawing of the surface.
SDL_BlitSurface(source,clip,dest,&offset);
}
void drawRect(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color){
//NOTE: We let SDL_gfx render it.
rectangleRGBA(dest,x,y,x+w,y+h,color >> 24,color >> 16,color >> 8,255);
}
//Draw a box with anti-aliased borders using SDL_gfx.
void drawGUIBox(int x,int y,int w,int h,SDL_Surface* dest,Uint32 color){
//Fill content's background color from function parameter
boxRGBA(dest,x+1,y+1,x+w-2,y+h-2,color >> 24,color >> 16,color >> 8,color >> 0);
//Draw first black borders around content and leave 1 pixel in every corner
lineRGBA(dest,x+1,y,x+w-2,y,0,0,0,255);
lineRGBA(dest,x+1,y+h-1,x+w-2,y+h-1,0,0,0,255);
lineRGBA(dest,x,y+1,x,y+h-2,0,0,0,255);
lineRGBA(dest,x+w-1,y+1,x+w-1,y+h-2,0,0,0,255);
//Fill the corners with transperent color to create anti-aliased borders
pixelRGBA(dest,x,y,0,0,0,160);
pixelRGBA(dest,x,y+h-1,0,0,0,160);
pixelRGBA(dest,x+w-1,y,0,0,0,160);
pixelRGBA(dest,x+w-1,y+h-1,0,0,0,160);
//Draw second lighter border around content
rectangleRGBA(dest,x+1,y+1,x+w-2,y+h-2,0,0,0,64);
//Create anti-aliasing in corners of second border
pixelRGBA(dest,x+1,y+1,0,0,0,50);
pixelRGBA(dest,x+1,y+h-2,0,0,0,50);
pixelRGBA(dest,x+w-2,y+1,0,0,0,50);
pixelRGBA(dest,x+w-2,y+h-2,0,0,0,50);
}
void drawLine(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color){
//NOTE: We let SDL_gfx render it.
lineRGBA(dest,x1,y1,x2,y2,color >> 24,color >> 16,color >> 8,255);
}
void drawLineWithArrow(int x1,int y1,int x2,int y2,SDL_Surface* dest,Uint32 color,int spacing,int offset,int xsize,int ysize){
//Draw line first
drawLine(x1,y1,x2,y2,dest,color);
//calc delta and length
double dx=x2-x1;
double dy=y2-y1;
double length=sqrt(dx*dx+dy*dy);
if(length<0.001) return;
//calc the unit vector
dx/=length; dy/=length;
//Now draw arrows on it
for(double p=offset;p<length;p+=spacing){
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx-ysize*dy+0.5),int(y1+(p-xsize)*dy+ysize*dx+0.5),dest,color);
drawLine(int(x1+p*dx+0.5),int(y1+p*dy+0.5),
int(x1+(p-xsize)*dx+ysize*dy+0.5),int(y1+(p-xsize)*dy-ysize*dx+0.5),dest,color);
}
}
bool createScreen(){
//Check if we are going fullscreen.
if(settings->getBoolValue("fullscreen"))
pickFullscreenResolution();
//Set the screen_width and height.
SCREEN_WIDTH=atoi(settings->getValue("width").c_str());
SCREEN_HEIGHT=atoi(settings->getValue("height").c_str());
//Update the camera.
camera.w=SCREEN_WIDTH;
camera.h=SCREEN_HEIGHT;
//Check if we should use gl or software rendering.
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
SDL_GL_SetAttribute(SDL_GL_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_DEPTH_SIZE,16);
SDL_GL_SetAttribute(SDL_GL_BUFFER_SIZE,32);
SDL_GL_SetAttribute(SDL_GL_ACCUM_RED_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_GREEN_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_BLUE_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_ACCUM_ALPHA_SIZE,8);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLEBUFFERS,0);
SDL_GL_SetAttribute(SDL_GL_MULTISAMPLESAMPLES,0);
SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER,1);
//Set the video mode.
Uint32 flags=SDL_HWSURFACE | SDL_OPENGL;
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
else if(settings->getBoolValue("resizable"))
flags|=SDL_RESIZABLE;
if(SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags)==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
//Delete the old screen.
//Warning: only if previous mode is OpenGL mode.
//NOTE: The previous mode can't switch during runtime.
if(screen){
SDL_FreeSurface(screen);
screen=NULL;
}
//Create a screen
screen=SDL_CreateRGBSurface(SDL_HWSURFACE,SCREEN_WIDTH,SCREEN_HEIGHT,32,0x00FF0000,0x0000FF00,0x000000FF,0);
//Create a texture.
glDeleteTextures(1,&screenTexture);
glGenTextures(1,&screenTexture);
//And set up gl correctly.
glClearColor(0, 0, 0, 0);
glClearDepth(1.0f);
glViewport(0, 0, SCREEN_WIDTH, SCREEN_HEIGHT);
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
glOrtho(0, SCREEN_WIDTH, SCREEN_HEIGHT, 0, 1, -1);
glMatrixMode(GL_MODELVIEW);
glEnable(GL_TEXTURE_2D);
glLoadIdentity();
#else
//NOTE: Hardware accelerated rendering requested but compiled without.
- cerr<<"FATAL ERROR: Unable to use hardware acceleration (compiled without)."<<endl;
+ fprintf(stderr,"FATAL ERROR: Unable to use hardware acceleration (compiled without).\n");
return false;
#endif
}else{
//Set the flags.
Uint32 flags=SCREEN_FLAGS;
#if !defined(ANDROID)
flags |= SDL_DOUBLEBUF;
#endif
if(settings->getBoolValue("fullscreen"))
flags|=SDL_FULLSCREEN;
else if(settings->getBoolValue("resizable"))
flags|=SDL_RESIZABLE;
//Create the screen and check if there weren't any errors.
screen=SDL_SetVideoMode(SCREEN_WIDTH,SCREEN_HEIGHT,SCREEN_BPP,flags);
if(screen==NULL){
fprintf(stderr,"FATAL ERROR: SDL_SetVideoMode failed\n");
return false;
}
}
//Now configure the newly created window (if windowed).
if(settings->getBoolValue("fullscreen")==false)
configureWindow();
//Create the temp surface, just a replica of the screen surface, free the previous one if any.
if(tempSurface)
SDL_FreeSurface(tempSurface);
tempSurface=SDL_CreateRGBSurface(SCREEN_FLAGS|SDL_SRCALPHA,
screen->w,screen->h,screen->format->BitsPerPixel,
screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
//Set the the window caption.
SDL_WM_SetCaption(("Me and My Shadow "+version).c_str(),NULL);
SDL_EnableUNICODE(1);
//Nothing went wrong so return true.
return true;
}
//Workaround for the resizing below 800x600 for Windows.
#ifdef WIN32
static WNDPROC m_OldWindowProc=NULL;
static LRESULT CALLBACK WindowProc(HWND hwnd, UINT msg, WPARAM wParam, LPARAM lParam){
if(msg==WM_GETMINMAXINFO){
if(m_OldWindowProc){
CallWindowProc(m_OldWindowProc,hwnd,msg,wParam,lParam);
}else{
DefWindowProc(hwnd,msg,wParam,lParam);
}
RECT r={0,0,800,600};
AdjustWindowRect(&r,GetWindowLong(hwnd,GWL_STYLE),FALSE);
MINMAXINFO *info=(MINMAXINFO*)lParam;
info->ptMinTrackSize.x=r.right-r.left;
info->ptMinTrackSize.y=r.bottom-r.top;
return 0;
}else{
if(m_OldWindowProc){
return CallWindowProc(m_OldWindowProc,hwnd,msg,wParam,lParam);
}else{
return DefWindowProc(hwnd,msg,wParam,lParam);
}
}
}
#endif
void pickFullscreenResolution(){
//Vector that will hold the resolutions to choose from.
vector<_res> resolutionList;
//Enumerate available resolutions using SDL_ListModes()
- //Note: we enumerate fullscreen resolutions because
+ //NOTE: we enumerate fullscreen resolutions because
// windowed resolutions always can be arbitrary
if(resolutionList.empty()){
SDL_Rect **modes=SDL_ListModes(NULL,SDL_FULLSCREEN|SCREEN_FLAGS|SDL_ANYFORMAT);
if(modes==NULL || ((intptr_t)modes) == -1){
- cout<<"Error: Can't enumerate available screen resolutions."
+ cerr<<"ERROR: Can't enumerate available screen resolutions."
" Use predefined screen resolutions list instead."<<endl;
static const _res predefinedResolutionList[] = {
{800,600},
{1024,600},
{1024,768},
{1152,864},
{1280,720},
{1280,768},
{1280,800},
{1280,960},
{1280,1024},
{1360,768},
{1366,768},
{1440,900},
{1600,900},
{1600,1200},
{1680,1080},
{1920,1080},
{1920,1200},
{2560,1440},
{3840,2160}
};
//Fill the resolutionList.
for(unsigned int i=0;i<sizeof(predefinedResolutionList)/sizeof(_res);i++){
resolutionList.push_back(predefinedResolutionList[i]);
}
}else{
//Fill the resolutionList.
for(unsigned int i=0;modes[i]!=NULL;i++){
//Check if the resolution is higher than the minimum (800x600).
if(modes[i]->w>=800 && modes[i]->h>=600){
_res res={modes[i]->w, modes[i]->h};
resolutionList.push_back(res);
}
}
//Reverse it so that we begin with the lowest resolution.
reverse(resolutionList.begin(),resolutionList.end());
}
}
//The resolution that will hold the final result, we start with the minimum (800x600).
_res closestMatch={800,600};
int width=atoi(getSettings()->getValue("width").c_str());
//int height=atoi(getSettings()->getValue("height").c_str());
//Now loop through the resolutionList.
for(int i=0;i<(int)resolutionList.size();i++){
//The delta between the closestMatch and the resolution from the list.
int dM=(closestMatch.w-resolutionList[i].w);
//The delta between the target width and the resolution from the list.
int dT=(width-resolutionList[i].w);
//Since the resolutions are getting higher the lower (more negative) the further away it is.
//That's why we check if the deltaMatch is lower than the the deltaTarget.
if((dM)<(dT)){
closestMatch.w=resolutionList[i].w;
closestMatch.h=resolutionList[i].h;
}
}
//Now set the resolution to the closest match.
char s[64];
sprintf(s,"%d",closestMatch.w);
getSettings()->setValue("width",s);
sprintf(s,"%d",closestMatch.h);
getSettings()->setValue("height",s);
}
#ifdef __X11_INCLUDED__
int handleXError(Display* disp,XErrorEvent* event){
//NOTE: This is UNTESTED code, there are still some things that should be tested/changed.
//NOTE: It checks against hardcoded opcodes, this should be based on included defines from the xf86vid headers instead.
//NOTE: This code assumes Xlib is in use, just like the resize restriction code for Linux.
//Print out the error message as normal.
char output[256];
XGetErrorText(disp,event->error_code,output,256);
cerr<<output<<endl;
//Check if the game is fullscreen.
if(getSettings()->getBoolValue("fullscreen")){
//Check for the exact error we want to handle differently.
if(event->error_code==BadValue && event->minor_code==10/*X_XF86VidModeSwitchToMode*/){
//The cause of this problem has likely something to do with fullscreen mode, so fallback to windowed.
cerr<<"ERROR: Xlib error code "<<event->error_code<<", request code "<<event->request_code<<"."<<endl;
cerr<<"ERROR: Falling back to windowed mode!"<<endl;
getSettings()->setValue("fullscreen","false");
createScreen();
return 0;
}
}
//Do the normal Xlib behaviour.
exit(1);
return 0;
}
#endif
void configureWindow(){
//We only need to configure the window if it's resizable.
if(!getSettings()->getBoolValue("resizable"))
return;
//Retrieve the WM info from SDL containing the window handle.
struct SDL_SysWMinfo wmInfo;
SDL_VERSION(&wmInfo.version);
SDL_GetWMInfo(&wmInfo);
#ifdef __X11_INCLUDED__
//We assume that a linux system running meandmyshadow is also running an Xorg server.
if(wmInfo.subsystem==SDL_SYSWM_X11){
//Create the size hints to give to the window.
XSizeHints* sizeHints;
if(!(sizeHints=XAllocSizeHints())){
cerr<<"ERROR: Unable to allocate memory for XSizeHings."<<endl;
return;
}
//Configure the size hint.
sizeHints->flags=PMinSize;
sizeHints->min_width=800;
sizeHints->min_height=600;
//Set the normal hints of the window.
(void)wmInfo.info.x11.lock_func;
XSetNormalHints(wmInfo.info.x11.display,wmInfo.info.x11.wmwindow,sizeHints);
(void)wmInfo.info.x11.unlock_func;
//Free size hint structure
XFree(sizeHints);
}else{
//No X11 so an unsupported window manager.
cerr<<"WARNING: Unsupported window manager."<<endl;
}
#elif defined(WIN32)
//We overwrite the window proc of SDL
WNDPROC wndproc=(WNDPROC)GetWindowLong(wmInfo.window,GWL_WNDPROC);
if(wndproc!=NULL && wndproc!=(WNDPROC)WindowProc){
m_OldWindowProc=wndproc;
SetWindowLong(wmInfo.window,GWL_WNDPROC,(LONG)(WNDPROC)WindowProc);
}
#endif
}
void onVideoResize(){
//Check if the resize event isn't malformed.
if(event.resize.w<=0 || event.resize.h<=0)
return;
//Check the size limit.
if(event.resize.w<800)
event.resize.w=800;
if(event.resize.h<600)
event.resize.h=600;
//Check if it really resizes.
if(SCREEN_WIDTH==event.resize.w && SCREEN_HEIGHT==event.resize.h)
return;
char s[32];
//Set the new width and height.
sprintf(s,"%d",event.resize.w);
getSettings()->setValue("width",s);
sprintf(s,"%d",event.resize.h);
getSettings()->setValue("height",s);
//Do resizing.
if(!createScreen())
return;
//Tell the theme to resize.
if(!loadTheme(""))
return;
-
- //The new resolution is valid.
- //Now we can save the settings. (TODO: should we save?)
- //saveSettings();
//And let the currentState update it's GUI to the new resolution.
currentState->resize();
}
bool init(){
//Initialze SDL.
if(SDL_Init(SDL_INIT_EVERYTHING)==-1) {
fprintf(stderr,"FATAL ERROR: SDL_Init failed\n");
return false;
}
//Initialze SDL_mixer (audio).
if(Mix_OpenAudio(22050,MIX_DEFAULT_FORMAT,2,512)==-1){
fprintf(stderr,"FATAL ERROR: Mix_OpenAudio failed\n");
return false;
}
//Set the volume.
Mix_Volume(-1,atoi(settings->getValue("sound").c_str()));
//Initialze SDL_ttf (fonts).
if(TTF_Init()==-1){
fprintf(stderr,"FATAL ERROR: TTF_Init failed\n");
return false;
}
#ifdef __X11_INCLUDED__
//Before creating the screen set the XErrorHandler in case of X11.
XSetErrorHandler(handleXError);
#endif
//Create the screen.
if(!createScreen())
return false;
//Load key config. Then initialize joystick support.
inputMgr.loadConfig();
inputMgr.openAllJoysitcks();
//Init tinygettext for translations for the right language
dictionaryManager = new tinygettext::DictionaryManager();
dictionaryManager->add_directory(getDataPath()+"locale");
dictionaryManager->set_charset("UTF-8");
//Check if user have defined own language. If not, find it out for the player using findlocale
string lang=getSettings()->getValue("lang");
if(lang.length()>0){
printf("Locale set by user to %s\n",lang.c_str());
language=lang;
}else{
FL_Locale *locale;
FL_FindLocale(&locale,FL_MESSAGES);
printf("Locale isn't set by user: %s\n",locale->lang);
language=locale->lang;
if(locale->country!=NULL){
language+=string("_")+string(locale->country);
}
if(locale->variant!=NULL){
language+=string("@")+string(locale->variant);
}
FL_FreeLocale(&locale);
}
//Now set the language in the dictionaryManager.
dictionaryManager->set_language(tinygettext::Language::from_name(language));
//Disable annoying 'Couldn't translate: blah blah blah'
tinygettext::Log::set_log_info_callback(NULL);
//Set time format to the user-preference of the system.
setlocale(LC_TIME,"");
//Create the types of blocks.
for(int i=0;i<TYPE_MAX;i++){
Game::blockNameMap[Game::blockName[i]]=i;
}
//Structure that holds the event type/name pair.
struct EventTypeName{
int type;
const char* name;
};
//Create the types of game object event types.
{
const EventTypeName types[]={
{GameObjectEvent_PlayerWalkOn,"playerWalkOn"},
{GameObjectEvent_PlayerIsOn,"playerIsOn"},
{GameObjectEvent_PlayerLeave,"playerLeave"},
{GameObjectEvent_OnCreate,"onCreate"},
{GameObjectEvent_OnEnterFrame,"onEnterFrame"},
{GameObjectEvent_OnToggle,"onToggle"},
{GameObjectEvent_OnSwitchOn,"onSwitchOn"},
{GameObjectEvent_OnSwitchOff,"onSwitchOff"},
{0,NULL}
};
for(int i=0;types[i].name;i++){
Game::gameObjectEventNameMap[types[i].name]=types[i].type;
Game::gameObjectEventTypeMap[types[i].type]=types[i].name;
}
}
//Create the types of level event types.
{
const EventTypeName types[]={
{LevelEvent_OnCreate,"onCreate"},
{LevelEvent_OnSave,"onSave"},
{LevelEvent_OnLoad,"onLoad"},
{LevelEvent_OnReset,"onReset"},
{0,NULL}
};
for(int i=0;types[i].name;i++){
Game::levelEventNameMap[types[i].name]=types[i].type;
Game::levelEventTypeMap[types[i].type]=types[i].name;
}
}
//Nothing went wrong so we return true.
return true;
}
static TTF_Font* loadFont(const char* name,int size){
TTF_Font* tmpFont=TTF_OpenFont((getDataPath()+"font/"+name+".ttf").c_str(),size);
if(tmpFont){
return tmpFont;
}else{
#if defined(ANDROID)
//Android has built-in DroidSansFallback.ttf. (?)
return TTF_OpenFont("/system/fonts/DroidSansFallback.ttf",size);
#else
return TTF_OpenFont((getDataPath()+"font/DroidSansFallback.ttf").c_str(),size);
#endif
}
}
bool loadFonts(){
//Load the fonts.
//NOTE: This is a separate method because it will be called separately when re-initing in case of language change.
//First close the fonts if needed.
if(fontTitle)
TTF_CloseFont(fontTitle);
if(fontGUI)
TTF_CloseFont(fontGUI);
if(fontGUISmall)
TTF_CloseFont(fontGUISmall);
if(fontText)
TTF_CloseFont(fontText);
+ if(fontMono)
+ TTF_CloseFont(fontMono);
/// TRANSLATORS: Font used in GUI:
/// - Use "knewave" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontTitle=loadFont(_("knewave"),55);
fontGUI=loadFont(_("knewave"),32);
fontGUISmall=loadFont(_("knewave"),24);
/// TRANSLATORS: Font used for normal text:
/// - Use "Blokletters-Viltstift" for languages using Latin and Latin-derived alphabets
/// - "DroidSansFallback" can be used for non-Latin writing systems
fontText=loadFont(_("Blokletters-Viltstift"),16);
- if(fontTitle==NULL || fontGUI==NULL || fontGUISmall==NULL || fontText==NULL){
+ fontMono=loadFont("VeraMono",12);
+ if(fontTitle==NULL || fontGUI==NULL || fontGUISmall==NULL || fontText==NULL || fontMono==NULL){
printf("ERROR: Unable to load fonts! \n");
return false;
}
//Nothing went wrong so return true.
return true;
}
//Generate small arrows used for some GUI widgets.
static void generateArrows(){
TTF_Font* fontArrow=loadFont(_("knewave"),18);
if(arrowLeft1){
SDL_FreeSurface(arrowLeft1);
SDL_FreeSurface(arrowRight1);
SDL_FreeSurface(arrowLeft2);
SDL_FreeSurface(arrowRight2);
}
arrowLeft1=TTF_RenderUTF8_Blended(fontArrow,"<",themeTextColor);
arrowRight1=TTF_RenderUTF8_Blended(fontArrow,">",themeTextColor);
arrowLeft2=TTF_RenderUTF8_Blended(fontArrow,"<",themeTextColorDialog);
arrowRight2=TTF_RenderUTF8_Blended(fontArrow,">",themeTextColorDialog);
TTF_CloseFont(fontArrow);
}
bool loadTheme(string name){
//Load default fallback theme if it isn't loaded yet
if(objThemes.themeCount()==0){
if(objThemes.appendThemeFromFile(getDataPath()+"themes/Cloudscape/theme.mnmstheme")==NULL){
printf("ERROR: Can't load default theme file\n");
return false;
}
}
//Resize background or load specific theme
bool success=true;
if(name==""||name.empty()){
objThemes.scaleToScreen();
}else{
string theme=processFileName(name);
if(objThemes.appendThemeFromFile(theme+"/theme.mnmstheme")==NULL){
printf("ERROR: Can't load theme %s\n",theme.c_str());
success=false;
}
}
generateArrows();
//Everything went fine so return true.
return success;
}
static SDL_Cursor* loadCursor(const char* image[]){
int i,row,col;
//The array that holds the data (0=white 1=black)
Uint8 data[4*32];
//The array that holds the alpha mask (0=transparent 1=visible)
Uint8 mask[4*32];
//The coordinates of the hotspot of the cursor.
int hotspotX, hotspotY;
i=-1;
//Loop through the rows and columns.
//NOTE: We assume a cursor size of 32x32.
for(row=0;row<32;++row){
for(col=0; col<32;++col){
if(col % 8) {
data[i]<<=1;
mask[i]<<=1;
}else{
++i;
data[i]=mask[i]=0;
}
switch(image[4+row][col]){
case '+':
data[i] |= 0x01;
mask[i] |= 0x01;
break;
case '.':
mask[i] |= 0x01;
break;
default:
break;
}
}
}
//Get the hotspot x and y locations from the last line of the cursor.
sscanf(image[4+row],"%d,%d",&hotspotX,&hotspotY);
return SDL_CreateCursor(data,mask,32,32,hotspotX,hotspotY);
}
bool loadFiles(){
//Load the fonts.
if(!loadFonts())
return false;
- fontMono=loadFont("VeraMono",12);
//Show a loading screen
{
SDL_Rect r={0,0,screen->w,screen->h};
SDL_FillRect(screen,&r,0);
SDL_Color fg={255,255,255};
SDL_Surface *surface=TTF_RenderUTF8_Blended(fontTitle,_("Loading..."),fg);
if(surface!=NULL){
r.x=(screen->w-surface->w)/2;
r.y=(screen->h-surface->h)/2;
SDL_BlitSurface(surface,NULL,screen,&r);
SDL_FreeSurface(surface);
}
SDL_Flip(screen);
}
musicManager.destroy();
//Load the music and play it.
if(musicManager.loadMusic((getDataPath()+"music/menu.music")).empty()){
printf("WARNING: Unable to load background music! \n");
}
musicManager.playMusic("menu",false);
//Load all the music lists from the data and user data path.
{
vector<string> musicLists=enumAllFiles((getDataPath()+"music/"),"list",true);
for(unsigned int i=0;i<musicLists.size();i++)
getMusicManager()->loadMusicList(musicLists[i]);
musicLists=enumAllFiles((getUserPath(USER_DATA)+"music/"),"list",true);
for(unsigned int i=0;i<musicLists.size();i++)
getMusicManager()->loadMusicList(musicLists[i]);
}
//Set the list to the configured one.
getMusicManager()->setMusicList(getSettings()->getValue("musiclist"));
//Check if music is enabled.
if(getSettings()->getBoolValue("music"))
getMusicManager()->setEnabled();
//Load the sound effects
soundManager.loadSound((getDataPath()+"sfx/jump.wav").c_str(),"jump");
soundManager.loadSound((getDataPath()+"sfx/hit.wav").c_str(),"hit");
soundManager.loadSound((getDataPath()+"sfx/checkpoint.wav").c_str(),"checkpoint");
soundManager.loadSound((getDataPath()+"sfx/swap.wav").c_str(),"swap");
soundManager.loadSound((getDataPath()+"sfx/toggle.wav").c_str(),"toggle");
soundManager.loadSound((getDataPath()+"sfx/error.wav").c_str(),"error");
soundManager.loadSound((getDataPath()+"sfx/collect.wav").c_str(),"collect");
soundManager.loadSound((getDataPath()+"sfx/achievement.ogg").c_str(),"achievement");
//Load the cursor images from the Cursor.h file.
cursors[CURSOR_POINTER]=loadCursor(pointer);
cursors[CURSOR_CARROT]=loadCursor(ibeam);
cursors[CURSOR_DRAG]=loadCursor(closedhand);
cursors[CURSOR_SIZE_HOR]=loadCursor(size_hor);
cursors[CURSOR_SIZE_VER]=loadCursor(size_ver);
cursors[CURSOR_SIZE_FDIAG]=loadCursor(size_fdiag);
cursors[CURSOR_SIZE_BDIAG]=loadCursor(size_bdiag);
cursors[CURSOR_REMOVE]=loadCursor(remove_cursor);
//Set the default cursor right now.
SDL_SetCursor(cursors[CURSOR_POINTER]);
levelPackManager.destroy();
//Now sum up all the levelpacks.
vector<string> v=enumAllDirs(getDataPath()+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getDataPath()+"levelpacks/"+*i);
}
v=enumAllDirs(getUserPath(USER_DATA)+"levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getUserPath(USER_DATA)+"levelpacks/"+*i);
}
v=enumAllDirs(getUserPath(USER_DATA)+"custom/levelpacks/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelPackManager.loadLevelPack(getUserPath(USER_DATA)+"custom/levelpacks/"+*i);
}
//Now we add a special levelpack that will contain the levels not in a levelpack.
LevelPack* levelsPack=new LevelPack;
levelsPack->levelpackName="Levels";
levelsPack->levelpackPath="Levels/";
//NOTE: Set the type of 'levels' to main so it won't be added to the custom packs, even though it contains non-main levels.
levelsPack->type=COLLECTION;
LevelPack* customLevelsPack=new LevelPack;
customLevelsPack->levelpackName="Custom Levels";
customLevelsPack->levelpackPath="Custom Levels/";
customLevelsPack->type=COLLECTION;
//List the addon levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelsPack->addLevel(getUserPath(USER_DATA)+"levels/"+*i);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
}
//List the custom levels and add them one for one.
v=enumAllFiles(getUserPath(USER_DATA)+"custom/levels/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
levelsPack->addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
levelsPack->setLocked(levelsPack->getLevelCount()-1);
customLevelsPack->addLevel(getUserPath(USER_DATA)+"custom/levels/"+*i);
customLevelsPack->setLocked(customLevelsPack->getLevelCount()-1);
}
//Add them to the manager.
levelPackManager.addLevelPack(levelsPack);
levelPackManager.addLevelPack(customLevelsPack);
//Load statistics
statsMgr.loadPicture();
statsMgr.registerAchievements();
statsMgr.loadFile(getUserPath(USER_CONFIG)+"statistics");
//Do something ugly and slow
statsMgr.reloadCompletedLevelsAndAchievements();
statsMgr.reloadOtherAchievements();
//Load the theme, both menu and default.
//NOTE: Loading theme may fail and returning false would stop everything, default theme will be used instead.
if (!loadTheme(getSettings()->getValue("theme"))){
getSettings()->setValue("theme","%DATA%/themes/Cloudscape");
saveSettings();
}
//Nothing failed so return true.
return true;
}
bool loadSettings(){
settings=new Settings(getUserPath(USER_CONFIG)+"meandmyshadow.cfg");
settings->parseFile();
//Now apply settings changed through command line arguments, if any.
map<string,string>::iterator it;
for(it=tmpSettings.begin();it!=tmpSettings.end();++it){
settings->setValue(it->first,it->second);
}
tmpSettings.clear();
//Always return true?
return true;
}
bool saveSettings(){
- settings->save();
-
- //Always return true?
- return true;
+ return settings->save();
}
Settings* getSettings(){
return settings;
}
MusicManager* getMusicManager(){
return &musicManager;
}
SoundManager* getSoundManager(){
return &soundManager;
}
LevelPackManager* getLevelPackManager(){
return &levelPackManager;
}
ScriptExecutor* getScriptExecutor(){
return &scriptExecutor;
}
void flipScreen(){
if(settings->getBoolValue("gl")){
#ifdef HARDWARE_ACCELERATION
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
//Create a texture from the screen surface.
glBindTexture(GL_TEXTURE_2D,screenTexture);
//Set the texture's stretching properties
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D,0,screen->format->BytesPerPixel,screen->w,screen->h,0,GL_BGRA,GL_UNSIGNED_BYTE,screen->pixels);
glBegin(GL_QUADS);
glTexCoord2i(0,0); glVertex3f(0,0,0);
glTexCoord2i(1,0); glVertex3f(SCREEN_WIDTH,0,0);
glTexCoord2i(1,1); glVertex3f(SCREEN_WIDTH,SCREEN_HEIGHT,0);
glTexCoord2i(0,1); glVertex3f(0,SCREEN_HEIGHT,0);
glEnd();
SDL_GL_SwapBuffers();
#else
//NOTE: Trying to flip the screen using gl while compiled without.
- cerr<<"FATAL ERROR: Unable to draw to screen using OpenGL (compiled without)."<<endl;
+ fprintf(stderr,"FATAL ERROR: Unable to draw to screen using OpenGL (compiled without).\n");
#endif
}else{
SDL_Flip(screen);
}
}
void clean(){
//Save statistics
statsMgr.saveFile(getUserPath(USER_CONFIG)+"statistics");
//We delete the settings.
if(settings){
delete settings;
settings=NULL;
}
//Delete dictionaryManager.
delete dictionaryManager;
//Get rid of the currentstate.
//NOTE: The state is probably already deleted by the changeState function.
if(currentState)
delete currentState;
//Destroy the GUI if present.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Destroy the imageManager.
imageManager.destroy();
//Destroy the musicManager.
musicManager.destroy();
//Destroy all sounds
soundManager.destroy();
//Destroy the cursors.
for(int i=0;i<CURSOR_MAX;i++){
SDL_FreeCursor(cursors[i]);
cursors[i]=NULL;
}
//Destroy the levelPackManager.
levelPackManager.destroy();
levels=NULL;
//Close all joysticks.
inputMgr.closeAllJoysticks();
//Close the fonts and quit SDL_ttf.
TTF_CloseFont(fontTitle);
TTF_CloseFont(fontGUI);
TTF_CloseFont(fontGUISmall);
TTF_CloseFont(fontText);
TTF_CloseFont(fontMono);
TTF_Quit();
//Remove the temp surface.
SDL_FreeSurface(tempSurface);
//Stop audio.and quit
Mix_CloseAudio();
#ifndef __APPLE__
Mix_Quit();
#endif
//And finally quit SDL.
SDL_Quit();
}
void setNextState(int newstate){
//Only change the state when we aren't already exiting.
if(nextState!=STATE_EXIT){
nextState=newstate;
}
}
void changeState(){
//Check if there's a nextState.
if(nextState!=STATE_NULL){
//Delete the currentState.
delete currentState;
currentState=NULL;
//Set the currentState to the nextState.
stateID=nextState;
nextState=STATE_NULL;
//Init the state.
switch(stateID){
case STATE_GAME:
{
currentState=NULL;
Game* game=new Game();
currentState=game;
//Check if we should load record file or a level.
if(!Game::recordFile.empty()){
game->loadRecord(Game::recordFile.c_str());
Game::recordFile.clear();
}else{
game->loadLevel(levels->getLevelFile());
levels->saveLevelProgress();
}
}
break;
case STATE_MENU:
currentState=new Menu();
break;
case STATE_LEVEL_SELECT:
currentState=new LevelPlaySelect();
break;
case STATE_LEVEL_EDIT_SELECT:
currentState=new LevelEditSelect();
break;
case STATE_LEVEL_EDITOR:
{
currentState=NULL;
LevelEditor* levelEditor=new LevelEditor();
currentState=levelEditor;
//Load the selected level.
levelEditor->loadLevel(levels->getLevelFile());
}
break;
case STATE_OPTIONS:
currentState=new Options();
break;
case STATE_ADDONS:
currentState=new Addons();
break;
case STATE_CREDITS:
currentState=new Credits();
break;
case STATE_STATISTICS:
currentState=new StatisticsScreen();
break;
}
//NOTE: STATE_EXIT isn't mentioned, meaning that currentState is null.
//This way the game loop will break and the program will exit.
//Fade out, if fading is enabled.
int fade=0;
if(settings->getBoolValue("fading"))
fade=255;
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
while(fade>0){
fade-=17;
if(fade<0)
fade=0;
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA, fade);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
flipScreen();
SDL_Delay(25);
}
}
}
void musicStoppedHook(){
//We just call the musicStopped method of the MusicManager.
musicManager.musicStopped();
}
void channelFinishedHook(int channel){
soundManager.channelFinished(channel);
}
bool checkCollision(const SDL_Rect& a,const SDL_Rect& b){
//Check if the left side of box a isn't past the right side of b.
if(a.x>=b.x+b.w){
return false;
}
//Check if the right side of box a isn't left of the left side of b.
if(a.x+a.w<=b.x){
return false;
}
//Check if the top side of box a isn't under the bottom side of b.
if(a.y>=b.y+b.h){
return false;
}
//Check if the bottom side of box a isn't above the top side of b.
if(a.y+a.h<=b.y){
return false;
}
//We have collision.
return true;
}
int parseArguments(int argc, char** argv){
//Loop through all arguments.
//We start at one since 0 is the command itself.
for(int i=1;i<argc;i++){
string argument=argv[i];
//Check if the argument is the data-dir.
if(argument=="--data-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Configure the dataPath with the given path.
dataPath=argv[i];
if(!getDataPath().empty()){
char c=dataPath[dataPath.size()-1];
if(c!='/'&&c!='\\') dataPath+="/";
}
}else if(argument=="--user-dir"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Configure the userPath with the given path.
userPath=argv[i];
if(!userPath.empty()){
char c=userPath[userPath.size()-1];
if(c!='/'&&c!='\\') userPath+="/";
}
}else if(argument=="-f" || argument=="-fullscreen" || argument=="--fullscreen"){
tmpSettings["fullscreen"]="1";
}else if(argument=="-w" || argument=="-windowed" || argument=="--windowed"){
tmpSettings["fullscreen"]="0";
}else if(argument=="-mv" || argument=="-music" || argument=="--music"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Now set the music volume.
tmpSettings["music"]=argv[i];
}else if(argument=="-sv" || argument=="-sound" || argument=="--sound"){
//We need a second argument so we increase i.
i++;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//Now set sound volume.
tmpSettings["sound"]=argv[i];
}else if(argument=="-set" || argument=="--set"){
//We need a second and a third argument so we increase i.
i+=2;
if(i>=argc){
printf("ERROR: Missing argument for command '%s'\n\n",argument.c_str());
return -1;
}
//And set the setting.
tmpSettings[argv[i-1]]=argv[i];
}else if(argument=="-v" || argument=="-version" || argument=="--version"){
//Print the version.
printf("%s\n",version.c_str());
return 0;
}else if(argument=="-h" || argument=="-help" || argument=="--help"){
//If the help is requested we'll return false without printing an error.
//This way the usage/help text will be printed.
return -1;
}else{
//Any other argument is unknow so we return false.
printf("ERROR: Unknown argument %s\n\n",argument.c_str());
return -1;
}
}
//If everything went well we can return true.
return 1;
}
//Special structure that will recieve the GUIEventCallbacks of the messagebox.
struct msgBoxHandler:public GUIEventCallback{
public:
//Integer containing the ret(urn) value of the messageBox.
int ret;
public:
//Constructor.
msgBoxHandler():ret(0){}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Make sure it's a click event.
if(eventType==GUIEventClick){
//Set the return value.
ret=obj->value;
//After a click event we can delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}
}
};
msgBoxResult msgBox(string prompt,msgBoxButtons buttons,const string& title){
//Create the event handler.
msgBoxHandler objHandler;
//The GUI objects.
GUIObject* obj;
//Create the GUIObjectRoot, the height and y location is temp.
//It depends on the content what it will be.
GUIObject* root=new GUIFrame((SCREEN_WIDTH-600)/2,200,600,200,title.c_str());
//Integer containing the current y location used to grow dynamic depending on the content.
int y=50;
//Now process the prompt.
{
//Pointer to the string.
char* lps=(char*)prompt.c_str();
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Add a GUIObjectLabel with the sentence.
root->addChild(new GUILabel(0,y,root->width,25,lps,0,true,true,GUIGravityCenter));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
//Add 70 to y to leave some space between the content and the buttons.
y+=70;
//Recalc the size of the message box.
root->top=(SCREEN_HEIGHT-y)/2;
root->height=y;
//Now we need to add the buttons.
//Integer containing the number of buttons to add.
int count=0;
//Array with the return codes for the buttons.
int value[3]={0};
//Array containing the captation for the buttons.
string button[3]={"","",""};
switch(buttons){
case MsgBoxOKCancel:
count=2;
button[0]=_("OK");value[0]=MsgBoxOK;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
case MsgBoxAbortRetryIgnore:
count=3;
button[0]=_("Abort");value[0]=MsgBoxAbort;
button[1]=_("Retry");value[1]=MsgBoxRetry;
button[2]=_("Ignore");value[2]=MsgBoxIgnore;
break;
case MsgBoxYesNoCancel:
count=3;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
button[2]=_("Cancel");value[2]=MsgBoxCancel;
break;
case MsgBoxYesNo:
count=2;
button[0]=_("Yes");value[0]=MsgBoxYes;
button[1]=_("No");value[1]=MsgBoxNo;
break;
case MsgBoxRetryCancel:
count=2;
button[0]=_("Retry");value[0]=MsgBoxRetry;
button[1]=_("Cancel");value[1]=MsgBoxCancel;
break;
default:
count=1;
button[0]=_("OK");value[0]=MsgBoxOK;
break;
}
//Now we start making the buttons.
{
//Reduce y so that the buttons fit inside the frame.
y-=40;
double places[3]={0.0};
if(count==1){
places[0]=0.5;
}else if(count==2){
places[0]=0.4;
places[1]=0.6;
}else if(count==3){
places[0]=0.3;
places[1]=0.5;
places[2]=0.7;
}
//Loop to add the buttons.
for(int i=0;i<count;i++){
obj=new GUIButton(root->width*places[i],y,-1,36,button[i].c_str(),value[i],true,true,GUIGravityCenter);
obj->eventCallback=&objHandler;
root->addChild(obj);
}
}
//Now we dim the screen and keep the GUI rendering/updating.
GUIOverlay* overlay=new GUIOverlay(root);
overlay->enterLoop(true);
//And return the result.
return (msgBoxResult)objHandler.ret;
}
struct fileDialogHandler:public GUIEventCallback{
public:
//The ret(urn) value, true=ok and false=cancel
bool ret;
//Boolean if it's a save dialog.
bool isSave;
//Boolean if the file should be verified.
bool verifyFile;
//Boolean if files should be listed instead of directories.
bool files;
//Pointer to the textfield containing the filename.
GUIObject* txtName;
//Pointer to the listbox containing the different files.
GUIListBox* lstFile;
//The extension the files listed should have.
const char* extension;
//The current filename.
string fileName;
//The current search path.
string path;
//Vector containing the search paths.
vector<string> searchPath;
public:
//Constructor.
fileDialogHandler(bool isSave=false,bool verifyFile=false, bool files=true):ret(false),
isSave(isSave),verifyFile(verifyFile),
files(files),txtName(NULL),lstFile(NULL),extension(NULL){}
void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check for the ok event.
if(name=="cmdOK"){
//Get the entered fileName from the text field.
std::string s=txtName->caption;
//If it doesn't contain a slash we need to add the path to the fileName.
if(s.find_first_of("/")==string::npos)
s=path+s;
//If the string empty we return.
if(s.empty() || s.find_first_of("*?")!=string::npos)
return;
//We only need to check for extensions if it isn't a folder dialog.
if(files){
//If there isn't right extension add it.
size_t found=s.find_first_of(".");
if(found!=string::npos)
s.replace(s.begin()+found+1,s.end(),extension);
else if (s.substr(found+1)!=extension)
s.append(string(".")+extension);
}
//Check if we should save or load the file.
//
if(isSave){
//Open the file with read permission to check if it already exists.
FILE* f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it exists.
if(f){
//Close the file.
fclose(f);
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//Prompt the user with a Yes or No question.
/// TRANSLATORS: Filename is coming before this text
if(msgBox(tfm::format(_("%s already exists.\nDo you want to overwrite it?"),s),MsgBoxYesNo,_("Overwrite Prompt"))!=MsgBoxYes){
//He answered no, so we return.
return;
}
}
//Check if we should verify the file.
//Verifying only applies to files not to directories.
if(verifyFile && files){
//Open the file with write permission.
f=fopen(processFileName(s).c_str(),"wb");
//Check if their aren't problems.
if(f){
//Close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//The file can't be opened so tell the user.
msgBox(tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
}else if(verifyFile && files){
//We need to verify a file for opening.
FILE *f;
f=fopen(processFileName(s).c_str(),"rb");
//Check if it didn't fail.
if(f){
//Succes, so close the file.
fclose(f);
}else{
//Let the currentState render once to prevent multiple GUI overlapping and prevent the screen from going black.
currentState->render();
//Unable to open file so tell the user.
msgBox(tfm::format(_("Can't open file %s."),s),MsgBoxOKOnly,_("Error"));
return;
}
}
//If we haven't returned then it's fine.
//Set the fileName to the chosen file.
fileName=s;
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Set return to true.
ret=true;
}else if(name=="cmdCancel"){
//Cancel means we can kill the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
}else if(name=="lstFile"){
//Get a pointer to the listbox.
GUIListBox* obj1=lstFile;
//Make sure the option exist and change textfield to it.
if(obj1!=NULL && txtName!=NULL && obj1->value>=0 && obj1->value<(int)obj1->item.size()){
txtName->caption=obj1->item[obj1->value];
}
}else if(name=="lstSearchIn"){
//Get the searchpath listbox.
GUISingleLineListBox *obj1=dynamic_cast<GUISingleLineListBox*>(obj);
//Check if the entry exists.
if(obj1!=NULL && lstFile!=NULL && obj1->value>=0 && obj1->value<(int)searchPath.size()){
//Temp string.
string s;
//Get the new search path.
path=searchPath[obj1->value];
//Make sure it isn't empty.
if(!path.empty()){
//Process the filename.
s=processFileName(path);
}else{
//It's empty so we give the userpath.
s=getUserPath();
}
//Fill the list with files or directories.
if(files) {
lstFile->item=enumAllFiles(s,extension);
}else
lstFile->item=enumAllDirs(s);
//Remove any selection from the list.
lstFile->value=-1;
}
}
}
};
bool fileDialog(string& fileName,const char* title,const char* extension,const char* path,bool isSave,bool verifyFile,bool files){
//Pointer to GUIObject to make the GUI with.
GUIObject* obj;
//Create the fileDialogHandler, used for event handling.
fileDialogHandler objHandler(isSave,verifyFile,files);
//Vector containing the pathNames.
vector<string> pathNames;
//Set the extension of the objHandler.
objHandler.extension=extension;
//We now need to splits the given path into multiple path names.
if(path && path[0]){
//The string isn't empty.
//Pointer to the paths string.
char* lp=(char*)path;
//Pointer to the first newline.
char* lps=strchr(lp,'\n');
//Pointer used for checking if their's another newline.
//It will indicate if it's the last set or not.
char* lpe;
//Check for a newline.
if(lps){
//We have newline(s) so loop forever.
//We can only break out of the loop when the string ends.
for(;;){
//Add the first searchpath.
//This is the beginning of the string (lp) to the first newline. (lps)
objHandler.searchPath.push_back(string(lp,lps-lp));
//We should have another newline so search for it.
lpe=strchr(lps+1,'\n');
if(lpe){
//We found it so we add that to the pathname.
pathNames.push_back(string(lps+1,lpe-lps-1));
//And start over again by setting lp to the start of a new set of searchPath/pathName.
lp=lpe+1;
}else{
//There is no newline anymore, meaning the last entry, the rest of the string must be the pathName.
pathNames.push_back(string(lps+1));
//And break out of the loop.
break;
}
//We haven't broken out so search for a newline.
lps=strchr(lp,'\n');
//If there isn't a newline break.
if(!lps)
break;
}
}else{
//There is no newline thus the whole string is the searchPath.
objHandler.searchPath.push_back(path);
}
}else{
//Empty so put an empty string as searchPath.
objHandler.searchPath.push_back(string());
}
//It's time to create the GUI.
//If there are more than one pathNames we need to add a GUISingleLineListBox.
int base_y=pathNames.empty()?20:60;
//Create the frame.
GUIObject* root=new GUIFrame(100,100-base_y/2,600,400+base_y,title?title:(isSave?_("Save File"):_("Load File")));
//Create the search path list box if needed.
if(!pathNames.empty()){
root->addChild(new GUILabel(8,40,184,36,_("Search In")));
GUISingleLineListBox* obj1=new GUISingleLineListBox(160,40,432,36);
obj1->addItems(pathNames);
obj1->value=0;
obj1->name="lstSearchIn";
obj1->eventCallback=&objHandler;
root->addChild(obj1);
}
//Add the FileName label and textfield.
root->addChild(new GUILabel(8,20+base_y,184,36,_("File Name")));
{
//Fill the textbox with the given fileName.
string s=fileName;
if(!isSave){
//But only if it isn't empty.
if(s.empty() && extension && extension[0])
s=string("*.")+string(extension);
}
//Create the textbox and add it to the GUI.
objHandler.txtName=new GUITextBox(160,20+base_y,432,36,s.c_str());
root->addChild(objHandler.txtName);
}
//Now we add the ListBox containing the files or directories.
{
GUIListBox* obj1=new GUIListBox(8,60+base_y,584,292);
//Get the searchPath.
string s=objHandler.searchPath[0];
//Make sure it isn't empty.
if(!s.empty()){
objHandler.path=s;
s=processFileName(s);
}else{
s=getUserPath();
}
//Check if we should list files or directories.
if(files){
//Fill the list with files.
obj1->item=enumAllFiles(s,extension);
}else{
//Fill the list with directories.
obj1->item=enumAllDirs(s);
}
obj1->name="lstFile";
obj1->eventCallback=&objHandler;
root->addChild(obj1);
objHandler.lstFile=obj1;
}
//Now create the OK and Cancel buttons.
obj=new GUIButton(200,360+base_y,192,36,_("OK"));
obj->name="cmdOK";
obj->eventCallback=&objHandler;
root->addChild(obj);
obj=new GUIButton(400,360+base_y,192,36,_("Cancel"));
obj->name="cmdCancel";
obj->eventCallback=&objHandler;
root->addChild(obj);
//Create the gui overlay.
GUIOverlay* overlay=new GUIOverlay(root);
overlay->enterLoop();
//Now determine what the return value is (and if there is one).
if(objHandler.ret)
fileName=objHandler.fileName;
return objHandler.ret;
}
diff --git a/src/Game.cpp b/src/Game.cpp
index 9ec3d54..dca3c30 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,1660 +1,1660 @@
/*
* 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/>.
*/
#include "GameState.h"
#include "Globals.h"
#include "Functions.h"
#include "FileManager.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Game.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <algorithm>
#include <locale>
#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include "libs/tinyformat/tinyformat.h"
using namespace std;
const char* Game::blockName[TYPE_MAX]={"Block","PlayerStart","ShadowStart",
"Exit","ShadowBlock","Spikes",
"Checkpoint","Swap","Fragile",
"MovingBlock","MovingShadowBlock","MovingSpikes",
"Teleporter","Button","Switch",
"ConveyorBelt","ShadowConveyorBelt","NotificationBlock", "Collectable", "Pushable"
};
map<string,int> Game::blockNameMap;
map<int,string> Game::gameObjectEventTypeMap;
map<string,int> Game::gameObjectEventNameMap;
map<int,string> Game::levelEventTypeMap;
map<string,int> Game::levelEventNameMap;
string Game::recordFile;
Game::Game():isReset(false)
,currentLevelNode(NULL)
,customTheme(NULL)
,background(NULL)
,won(false)
,interlevel(false)
,gameTipIndex(0)
,time(0),timeSaved(0)
,recordings(0),recordingsSaved(0)
,cameraMode(CAMERA_PLAYER),cameraModeSaved(CAMERA_PLAYER)
,player(this),shadow(this),objLastCheckPoint(NULL)
,currentCollectables(0),totalCollectables(0),currentCollectablesSaved(0){
saveStateNextTime=false;
loadStateNextTime=false;
recentSwap=recentSwapSaved=-10000;
recentLoad=recentSave=0;
//Reserve the memory for the GameObject tips.
memset(bmTips,0,sizeof(bmTips));
action=loadImage(getDataPath()+"gfx/actions.png");
medals=loadImage(getDataPath()+"gfx/medals.png");
//Get the collectable image from the theme.
//NOTE: Isn't there a better way to retrieve the image?
objThemes.getBlock(TYPE_COLLECTABLE)->createInstance(&collectable);
//Hide the cursor if not in the leveleditor.
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
Game::~Game(){
//Simply call our destroy method.
destroy();
//Before we leave make sure the cursor is visible.
SDL_ShowCursor(SDL_ENABLE);
}
void Game::destroy(){
//Loop through the levelObjects and delete them.
for(unsigned int i=0;i<levelObjects.size();i++)
delete levelObjects[i];
//Done now clear the levelObjects vector.
levelObjects.clear();
//Loop through the backgroundLayers and delete them.
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=backgroundLayers.begin();it!=backgroundLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
delete it->second[i];
}
backgroundLayers.clear();
//Clear the name and the editor data.
levelName.clear();
levelFile.clear();
editorData.clear();
//Loop through the tips.
for(int i=0;i<TYPE_MAX;i++){
//If it exist free the SDL_Surface.
if(bmTips[i])
SDL_FreeSurface(bmTips[i]);
}
memset(bmTips,0,sizeof(bmTips));
//Remove everything from the themeManager.
background=NULL;
if(customTheme)
objThemes.removeTheme();
customTheme=NULL;
//If there's a (partial) theme bundled with the levelpack remove that as well.
if(levels->customTheme)
objThemes.removeTheme();
//delete current level (if any)
if(currentLevelNode){
delete currentLevelNode;
currentLevelNode=NULL;
}
//Reset the time.
time=timeSaved=0;
recordings=recordingsSaved=0;
recentSwap=recentSwapSaved=-10000;
//Set the music list back to the configured list.
getMusicManager()->setMusicList(getSettings()->getValue("musiclist"));
}
void Game::loadLevelFromNode(TreeStorageNode* obj,const string& fileName){
//Make sure there's nothing left from any previous levels.
//Not needed since loadLevelFromNode is only called from the changeState method, meaning it's a new instance of Game.
//destroy();
//set current level to loaded one.
currentLevelNode=obj;
//Set the level dimensions to the default, it will probably be changed by the editorData,
//but 800x600 is a fallback.
LEVEL_WIDTH=800;
LEVEL_HEIGHT=600;
currentCollectables=0;
totalCollectables=0;
currentCollectablesSaved=0;
//Load the additional data.
for(map<string,vector<string> >::iterator i=obj->attributes.begin();i!=obj->attributes.end();++i){
if(i->first=="size"){
//We found the size attribute.
if(i->second.size()>=2){
//Set the dimensions of the level.
LEVEL_WIDTH=atoi(i->second[0].c_str());
LEVEL_HEIGHT=atoi(i->second[1].c_str());
}
}else if(i->second.size()>0){
//Any other data will be put into the editorData.
editorData[i->first]=i->second[0];
}
}
//Get the theme.
{
//Check if level themes are enabled.
if(getSettings()->getBoolValue("leveltheme")){
//Check for the theme to use.
string &s=editorData["theme"];
if(!s.empty()){
customTheme=objThemes.appendThemeFromFile(processFileName(s)+"/theme.mnmstheme");
}
//Also check for bundled (partial) themes.
if(levels->customTheme){
if(objThemes.appendThemeFromFile(levels->levelpackPath+"/theme/theme.mnmstheme")==NULL){
//The theme failed to load so set the customTheme boolean to false.
levels->customTheme=false;
}
}
}
//Set the Appearance of the player and the shadow.
objThemes.getCharacter(false)->createInstance(&player.appearance);
objThemes.getCharacter(true)->createInstance(&shadow.appearance);
}
//Get the music.
{
//Check if level music is enabled.
if(getSettings()->getBoolValue("levelmusic")){
//Check if the levelpack has a prefered music list.
if(!levels->levelpackMusicList.empty())
getMusicManager()->setMusicList(levels->levelpackMusicList);
//Check for the music to use.
string &s=editorData["music"];
if(!s.empty()){
getMusicManager()->playMusic(s);
}else{
getMusicManager()->pickMusic();
}
}
}
//Load the data from the level node.
for(unsigned int i=0;i<obj->subNodes.size();i++){
TreeStorageNode* obj1=obj->subNodes[i];
if(obj1==NULL) continue;
if(obj1->name=="tile"){
Block* block=new Block(this);
if(!block->loadFromNode(obj1)){
delete block;
continue;
}
//If the type is collectable, increase the number of totalCollectables
if(block->type==TYPE_COLLECTABLE)
totalCollectables++;
//Add the block to the levelObjects vector.
levelObjects.push_back(block);
}else if(obj1->name=="backgroundlayer" && obj1->value.size()==1){
//Loop through the sub nodes.
for(unsigned int j=0;j<obj1->subNodes.size();j++){
TreeStorageNode* obj2=obj1->subNodes[j];
if(obj2==NULL) continue;
if(obj2->name=="object"){
//Load the scenery from node.
Scenery* scenery=new Scenery(this);
if(!scenery->loadFromNode(obj2)){
delete scenery;
continue;
}
backgroundLayers[obj1->value[0]].push_back(scenery);
}
}
}else if(obj1->name=="script" && !obj1->value.empty()){
map<string,int>::iterator it=Game::levelEventNameMap.find(obj1->value[0]);
if(it!=Game::levelEventNameMap.end()){
int eventType=it->second;
const std::string& script=obj1->attributes["script"][0];
if(!script.empty()) scripts[eventType]=script;
}
}
}
//Close exits if there are collectables
if(totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
//Set the levelName to the name of the current level.
levelName=editorData["name"];
levelFile=fileName;
//Some extra stuff only needed when not in the levelEditor.
if(stateID!=STATE_LEVEL_EDITOR){
//We create a text with the text "Level <levelno> <levelName>".
//It will be shown in the left bottom corner of the screen.
string s;
if(levels->getLevelCount()>1){
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_CC(levels->getDictionaryManager(),editorData["name"]));
}
SDL_Color fg={0,0,0,0};
bmTips[0]=TTF_RenderUTF8_Blended(fontText,s.c_str(),fg);
}
//Get the background
background=objThemes.getBackground(false);
if(background)
background->resetAnimation(true);
//Reset the script environment.
getScriptExecutor()->reset();
//Compile and run script (only in game mode).
if(stateID!=STATE_LEVEL_EDITOR) compileScript();
}
void Game::loadLevel(string fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode *obj=new TreeStorageNode();
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),obj,true)){
- cout<<"Can't load level file "<<s<<endl;
+ cerr<<"ERROR: Can't load level file "<<s<<endl;
delete obj;
return;
}
}
//Now call another function.
loadLevelFromNode(obj,fileName);
}
void Game::saveRecord(const char* fileName){
//check if current level is NULL (which should be impossible)
if(currentLevelNode==NULL) return;
TreeStorageNode obj;
POASerializer objSerializer;
//put current level to the node.
currentLevelNode->name="map";
obj.subNodes.push_back(currentLevelNode);
//serialize the game record using RLE compression.
#define PUSH_BACK \
if(j>0){ \
if(j>1){ \
sprintf(c,"%d*%d",last,j); \
}else{ \
sprintf(c,"%d",last); \
} \
v.push_back(c); \
}
vector<string> &v=obj.attributes["record"];
vector<int> *record=player.getRecord();
char c[64];
int i,j=0,last;
for(i=0;i<(int)record->size();i++){
int currentKey=(*record)[i];
if(j==0 || currentKey!=last){
PUSH_BACK;
last=currentKey;
j=1;
}else{
j++;
}
}
PUSH_BACK;
#undef PUSH_BACK
#ifdef RECORD_FILE_DEBUG
//add record file debug data.
{
obj.attributes["recordKeyPressLog"].push_back(player.keyPressLog());
vector<SDL_Rect> &playerPosition=player.playerPosition();
string s;
char c[32];
sprintf(c,"%d\n",int(playerPosition.size()));
s=c;
for(unsigned int i=0;i<playerPosition.size();i++){
SDL_Rect& r=playerPosition[i];
sprintf(c,"%d %d\n",r.x,r.y);
s+=c;
}
obj.attributes["recordPlayerPosition"].push_back(s);
}
#endif
//save it
objSerializer.saveNodeToFile(fileName,&obj,true,true);
//remove current level from node to prevent delete it.
obj.subNodes.clear();
}
void Game::loadRecord(const char* fileName){
//Create a TreeStorageNode that will hold the loaded data.
TreeStorageNode obj;
{
POASerializer objSerializer;
string s=fileName;
//Parse the file.
if(!objSerializer.loadNodeFromFile(s.c_str(),&obj,true)){
cerr<<"ERROR: Can't load record file "<<s<<endl;
return;
}
}
//find the node named 'map'.
bool loaded=false;
for(unsigned int i=0;i<obj.subNodes.size();i++){
if(obj.subNodes[i]->name=="map"){
//load the level. (fileName=???)
loadLevelFromNode(obj.subNodes[i],"???");
//remove this node to prevent delete it.
obj.subNodes[i]=NULL;
//over
loaded=true;
break;
}
}
if(!loaded){
- cout<<"ERROR: Can't find subnode named 'map' from record file"<<endl;
+ cerr<<"ERROR: Can't find subnode named 'map' from record file"<<endl;
return;
}
//load the record.
{
vector<int> *record=player.getRecord();
record->clear();
vector<string> &v=obj.attributes["record"];
for(unsigned int i=0;i<v.size();i++){
string &s=v[i];
string::size_type pos=s.find_first_of('*');
if(pos==string::npos){
//1 item only.
int i=atoi(s.c_str());
record->push_back(i);
}else{
//contains many items.
int i=atoi(s.substr(0,pos).c_str());
int j=atoi(s.substr(pos+1).c_str());
for(;j>0;j--){
record->push_back(i);
}
}
}
}
#ifdef RECORD_FILE_DEBUG
//load the debug data
{
vector<string> &v=obj.attributes["recordPlayerPosition"];
vector<SDL_Rect> &playerPosition=player.playerPosition();
playerPosition.clear();
if(!v.empty()){
if(!v[0].empty()){
stringstream st(v[0]);
int m;
st>>m;
for(int i=0;i<m;i++){
SDL_Rect r;
st>>r.x>>r.y;
r.w=0;
r.h=0;
playerPosition.push_back(r);
}
}
}
}
#endif
//play the record.
//TODO: tell the level manager don't save the level progress.
player.playRecord();
shadow.playRecord(); //???
}
/////////////EVENT///////////////
void Game::handleEvents(){
//First of all let the player handle input.
player.handleInput(&shadow);
//Check for an SDL_QUIT event.
if(event.type==SDL_QUIT){
//We need to quit so enter STATE_EXIT.
setNextState(STATE_EXIT);
}
//Check for the escape key.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
//Escape means we go one level up, to the level select state.
setNextState(STATE_LEVEL_SELECT);
//Save the progress.
levels->saveLevelProgress();
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}
//Check if 'r' is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_RESTART)){
//Only set isReset true if this isn't a replay.
if(!(player.isPlayFromRecord() && !interlevel))
isReset=true;
//Also delete any gui (most likely the interlevel gui). Only in game mode.
if(GUIObjectRoot && stateID!=STATE_LEVEL_EDITOR){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And set interlevel to false.
interlevel=false;
}
//Check for the next level buttons when in the interlevel popup.
if(inputMgr.isKeyDownEvent(INPUTMGR_SPACE) || (event.type==SDL_KEYDOWN && (event.key.keysym.sym==SDLK_RETURN || event.key.keysym.sym==SDLK_RCTRL))){
if(interlevel){
//The interlevel popup is shown so we need to delete it.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Now goto the next level.
gotoNextLevel();
}
}
//Check if tab is pressed.
if(inputMgr.isKeyDownEvent(INPUTMGR_TAB)){
//Switch the camera mode.
switch(cameraMode){
case CAMERA_PLAYER:
cameraMode=CAMERA_SHADOW;
break;
case CAMERA_SHADOW:
case CAMERA_CUSTOM:
cameraMode=CAMERA_PLAYER;
break;
}
}
}
/////////////////LOGIC///////////////////
void Game::logic(){
//Add one tick to the time.
time++;
//First prepare each gameObject for the new frame.
//This includes resetting dx/dy and xVel/yVel.
for(unsigned int o=0;o<levelObjects.size();o++)
levelObjects[o]->prepareFrame();
//Process any event in the queue.
for(unsigned int idx=0;idx<eventQueue.size();idx++){
//Get the event from the queue.
typeGameObjectEvent &e=eventQueue[idx];
//Check if the it has an id attached to it.
if(e.target){
//NOTE: Should we check if the target still exists???
e.target->onEvent(e.eventType);
}else if(e.flags|1){
//Loop through the levelObjects and give them the event if they have the right id.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
if(levelObjects[i]->id==e.id){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}else{
//Loop through the levelObjects and give them the event.
for(unsigned int i=0;i<levelObjects.size();i++){
if(e.objectType<0 || levelObjects[i]->type==e.objectType){
levelObjects[i]->onEvent(e.eventType);
}
}
}
}
//Done processing the events so clear the queue.
eventQueue.clear();
//Check if we should save/load state.
//NOTE: This happens after event handling so no eventQueue has to be saved/restored.
if(saveStateNextTime){
saveState();
}else if(loadStateNextTime){
loadState();
}
saveStateNextTime=false;
loadStateNextTime=false;
//Loop through the gameobjects to update them.
for(unsigned int i=0;i<levelObjects.size();i++){
//Send GameObjectEvent_OnEnterFrame event to the script
levelObjects[i]->onEvent(GameObjectEvent_OnEnterFrame);
}
for(unsigned int i=0;i<levelObjects.size();i++){
//Let the gameobject handle movement.
levelObjects[i]->move();
}
//Also update the scenery.
{
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=backgroundLayers.begin();it!=backgroundLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
it->second[i]->move();
}
}
//Let the player store his move, if recording.
player.shadowSetState();
//Let the player give his recording to the shadow, if configured.
player.shadowGiveState(&shadow);
//Let him move.
player.move(levelObjects);
//Now let the shadow decide his move, if he's playing a recording.
shadow.moveLogic();
//Let the shadow move.
shadow.move(levelObjects);
//Check collision and stuff for the shadow and player.
player.otherCheck(&shadow);
//Update the camera.
switch(cameraMode){
case CAMERA_PLAYER:
player.setMyCamera();
break;
case CAMERA_SHADOW:
shadow.setMyCamera();
break;
case CAMERA_CUSTOM:
//NOTE: The target is (should be) screen size independent so calculate the real target x and y here.
int targetX=cameraTarget.x-(SCREEN_WIDTH/2);
int targetY=cameraTarget.y-(SCREEN_HEIGHT/2);
//Move the camera to the cameraTarget.
if(camera.x>targetX){
camera.x-=(camera.x-targetX)>>4;
//Make sure we don't go too far.
if(camera.x<targetX)
camera.x=targetX;
}else if(camera.x<targetX){
camera.x+=(targetX-camera.x)>>4;
//Make sure we don't go too far.
if(camera.x>targetX)
camera.x=targetX;
}
if(camera.y>targetY){
camera.y-=(camera.y-targetY)>>4;
//Make sure we don't go too far.
if(camera.y<targetY)
camera.y=targetY;
}else if(camera.y<targetY){
camera.y+=(targetY-camera.y)>>4;
//Make sure we don't go too far.
if(camera.y>targetY)
camera.y=targetY;
}
break;
}
//Check if we won.
if(won){
//Check if it's playing from record
if(player.isPlayFromRecord() && !interlevel){
recordingEnded();
}else{
//the string to store auto-save record path.
string bestTimeFilePath,bestRecordingFilePath;
//and if we can't get test path.
bool filePathError=false;
//Get current level
LevelPack::Level *level=levels->getLevel();
//Now check if we should update statistics
{
//Get previous and current medal
int oldMedal=level->won?1:0,newMedal=1;
int bestTime=level->time;
int targetTime=level->targetTime;
int bestRecordings=level->recordings;
int targetRecordings=level->targetRecordings;
if(oldMedal){
if(targetTime<0){
oldMedal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
oldMedal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
oldMedal++;
}
}else{
bestTime=time;
bestRecordings=recordings;
}
if(bestTime==-1 || bestTime>time) bestTime=time;
if(bestRecordings==-1 || bestRecordings>recordings) bestRecordings=recordings;
if(targetTime<0){
newMedal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
newMedal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
newMedal++;
}
//Check if we need to update statistics
if(newMedal>oldMedal){
switch(oldMedal){
case 0:
statsMgr.completedLevels++;
break;
case 2:
statsMgr.silverLevels--;
break;
}
switch(newMedal){
case 2:
statsMgr.silverLevels++;
break;
case 3:
statsMgr.goldLevels++;
break;
}
}
}
//Set the current level won.
level->won=true;
if(level->time==-1 || level->time>time){
level->time=time;
//save the best-time game record.
if(bestTimeFilePath.empty()){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestTimeFilePath.empty()){
- cout<<"ERROR: Couldn't get auto-save record file path"<<endl;
+ cerr<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestTimeFilePath.c_str());
}
}
if(level->recordings==-1 || level->recordings>recordings){
level->recordings=recordings;
//save the best-recordings game record.
if(bestRecordingFilePath.empty() && !filePathError){
getCurrentLevelAutoSaveRecordPath(bestTimeFilePath,bestRecordingFilePath,true);
}
if(bestRecordingFilePath.empty()){
cerr<<"ERROR: Couldn't get auto-save record file path"<<endl;
filePathError=true;
}else{
saveRecord(bestRecordingFilePath.c_str());
}
}
//Set the next level unlocked if it exists.
if(levels->getCurrentLevel()+1<levels->getLevelCount()){
levels->setLocked(levels->getCurrentLevel()+1);
}
//And save the progress.
levels->saveLevelProgress();
//Now go to the interlevel screen.
replayPlay();
//Update achievements
if(levels->levelpackName=="tutorial") statsMgr.updateTutorialAchievements();
statsMgr.updateLevelAchievements();
//NOTE: We set isReset false to prevent the user from getting a best time of 0.00s and 0 recordings.
}
}
won=false;
//Check if we should reset.
if(isReset)
//NOTE: In case of the interlevel popup the save data needs to be deleted so the restart behaviour is the same for key and button restart.
reset(interlevel);
isReset=false;
}
/////////////////RENDER//////////////////
void Game::render(){
//First of all render the background.
{
//Get a pointer to the background.
ThemeBackground* bg=background;
//Check if the background is null, but there are themes.
if(bg==NULL && objThemes.themeCount()>0){
//Get the background from the first theme in the stack.
bg=objThemes[0]->getBackground(false);
}
//Check if the background isn't null.
if(bg){
//It isn't so draw it.
bg->draw(screen);
//And if it's the loaded background then also update the animation.
//FIXME: Updating the animation in the render method?
if(bg==background)
bg->updateAnimation();
}else{
//There's no background so fill the screen with white.
SDL_Rect r={0,0,SCREEN_WIDTH,SCREEN_HEIGHT};
SDL_FillRect(screen,&r,-1);
}
}
//Now draw the backgroundLayers.
std::map<std::string,std::vector<Scenery*> >::iterator it;
for(it=backgroundLayers.begin();it!=backgroundLayers.end();++it){
for(unsigned int i=0;i<it->second.size();i++)
it->second[i]->show();
}
//Now we draw the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
levelObjects[o]->show();
}
//Followed by the player and the shadow.
//NOTE: We draw the shadow first, because he needs to be behind the player.
shadow.show();
player.show();
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
drawGUIBox(-2,SCREEN_HEIGHT-bmTips[0]->h-4,bmTips[0]->w+8,bmTips[0]->h+6,screen,0xFFFFFFFF);
applySurface(2,SCREEN_HEIGHT-bmTips[0]->h,bmTips[0],screen,NULL);
}
//Check if there's a tooltip.
//NOTE: gameTipIndex 0 is used for the levelName, 1 for shadow death, 2 for restart text, 3 for restart+checkpoint.
if(gameTipIndex>3 && gameTipIndex<TYPE_MAX){
//Check if there's a tooltip for the type.
if(bmTips[gameTipIndex]==NULL){
//There isn't thus make it.
string s;
string keyCode=_(inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_ACTION,false)));
transform(keyCode.begin(),keyCode.end(),keyCode.begin(),::toupper);
switch(gameTipIndex){
case TYPE_CHECKPOINT:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to save the game."),keyCode);
break;
case TYPE_SWAP:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to swap the position of player and shadow."),keyCode);
break;
case TYPE_SWITCH:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to activate the switch."),keyCode);
break;
case TYPE_PORTAL:
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with current action key
s=tfm::format(_("Press %s key to teleport."),keyCode);
break;
}
//If we have a string then it's a supported GameObject type.
if(!s.empty()){
SDL_Color fg={0,0,0,0};
bmTips[gameTipIndex]=TTF_RenderUTF8_Blended(fontText,s.c_str(),fg);
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
drawGUIBox(-2,-2,bmTips[gameTipIndex]->w+8,bmTips[gameTipIndex]->h+6,screen,0xFFFFFFFF);
applySurface(2,2,bmTips[gameTipIndex],screen,NULL);
}
}
//Set the gameTip to 0.
gameTipIndex=0;
//Pointer to the sdl surface that will contain a message, if any.
SDL_Surface* bm=NULL;
//Check if the player is dead, meaning we draw a message.
if(player.dead){
//Get user configured restart key
string keyCodeRestart=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_RESTART,false));
transform(keyCodeRestart.begin(),keyCodeRestart.end(),keyCodeRestart.begin(),::toupper);
//The player is dead, check if there's a state that can be loaded.
if(player.canLoadState()){
//Now check if the tip is already made, if not make it.
if(bmTips[3]==NULL){
//Get user defined key for loading checkpoint
string keyCodeLoad=inputMgr.getKeyCodeName(inputMgr.getKeyCode(INPUTMGR_LOAD,false));
transform(keyCodeLoad.begin(),keyCodeLoad.end(),keyCodeLoad.begin(),::toupper);
//Draw string
SDL_Color fg={0,0,0,0};
bmTips[3]=TTF_RenderUTF8_Blended(fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - first %s means currently configured key to restart game
/// - Second %s means configured key to load from last save
tfm::format(_("Press %s to restart current level or press %s to load the game."),
keyCodeRestart,keyCodeLoad).c_str(),
fg);
}
bm=bmTips[3];
}else{
//Now check if the tip is already made, if not make it.
if(bmTips[2]==NULL){
SDL_Color fg={0,0,0,0};
bmTips[2]=TTF_RenderUTF8_Blended(fontText,
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with currently configured key to restart game
tfm::format(_("Press %s to restart current level."),keyCodeRestart).c_str(),
fg);
}
bm=bmTips[2];
}
}
//Check if the shadow has died (and there's no other notification).
//NOTE: We use the shadow's jumptime as countdown, this variable isn't used when the shadow is dead.
if(shadow.dead && bm==NULL && shadow.jumpTime>0){
//Now check if the tip is already made, if not make it.
if(bmTips[1]==NULL){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
bmTips[1]=TTF_RenderUTF8_Blended(fontText,
_("Your shadow has died."),
fg);
}
bm=bmTips[1];
//NOTE: Logic in the render loop, we substract the shadow's jumptime by one.
shadow.jumpTime--;
//return view to player and keep it there
cameraMode=CAMERA_PLAYER;
}
//Draw the tip.
if(bm!=NULL){
int x=(SCREEN_WIDTH-bm->w)/2;
int y=32;
drawGUIBox(x-8,y-8,bm->w+16,bm->h+14,screen,0xFFFFFFFF);
applySurface(x,y,bm,screen,NULL);
}
//Show the number of collectables the user has collected if there are collectables in the level.
//We hide this when interlevel.
if(currentCollectables<=totalCollectables && totalCollectables!=0 && !interlevel && time>0){
//Temp stringstream just to addup all the text nicely
stringstream temp;
temp << currentCollectables << "/" << totalCollectables;
SDL_Rect r;
SDL_Surface* bm=TTF_RenderText_Blended(fontText,temp.str().c_str(),themeTextColorDialog);
//Align the text properly
r.x=SCREEN_WIDTH-50-bm->w+22;
r.y=SCREEN_HEIGHT-bm->h;
//Draw background
drawGUIBox(SCREEN_WIDTH-bm->w-34,SCREEN_HEIGHT-bm->h-4,bm->w+34+2,bm->h+4+2,screen,0xFFFFFFFF);
//Draw the collectable icon
collectable.draw(screen,SCREEN_WIDTH-50+12,SCREEN_HEIGHT-50+10,NULL);
//Draw text
SDL_BlitSurface(bm,NULL,screen,&r);
SDL_FreeSurface(bm);
}
//show time and records used in level editor.
if(stateID==STATE_LEVEL_EDITOR && time>0){
SDL_Color fg={0,0,0,0},bg={255,255,255,0};
SDL_Surface *bm;
int y=SCREEN_HEIGHT;
bm=TTF_RenderUTF8_Shaded(fontText,tfm::format(_("%d recordings"),recordings).c_str(),fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
char c[32];
sprintf(c,"%-.2fs",time/40.0f);
bm=TTF_RenderUTF8_Shaded(fontText,c,fg,bg);
SDL_SetAlpha(bm,SDL_SRCALPHA,160);
y-=bm->h;
applySurface(0,y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
//Draw the current action in the upper right corner.
if(player.record){
applySurface(SCREEN_WIDTH-50,0,action,screen,NULL);
}else if(shadow.state!=0){
SDL_Rect r={50,0,50,50};
applySurface(SCREEN_WIDTH-50,0,action,screen,&r);
}
//if the game is play from record then draw something indicates it
if(player.isPlayFromRecord()){
//Dim the screen if interlevel is true.
if(interlevel){
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA,191);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
}else if((time & 0x10)==0x10){
SDL_Rect r={50,0,50,50};
applySurface(0,0,action,screen,&r);
applySurface(0,SCREEN_HEIGHT-50,action,screen,&r);
applySurface(SCREEN_WIDTH-50,SCREEN_HEIGHT-50,action,screen,&r);
}
}else if(player.objNotificationBlock){
//If the player is in front of a notification block show the message.
//And it isn't a replay.
std::string &untranslated_message=player.objNotificationBlock->message;
std::string message=_CC(levels->getDictionaryManager(),untranslated_message);
std::vector<char> string_data(message.begin(), message.end());
string_data.push_back('\0');
int maxWidth = 0;
int y = 20;
vector<SDL_Surface*> lines;
//Now process the prompt.
{
//Pointer to the string.
char* lps=&string_data[0];
//Pointer to a character.
char* lp=NULL;
//We keep looping forever.
//The only way out is with the break statement.
for(;;){
//As long as it's still the same sentence we continue.
//It will stop when there's a newline or end of line.
for(lp=lps;*lp!='\n'&&*lp!='\r'&&*lp!=0;lp++);
//Store the character we stopped on. (End or newline)
char c=*lp;
//Set the character in the string to 0, making lps a string containing one sentence.
*lp=0;
//Integer used to center the sentence horizontally.
int x;
TTF_SizeText(fontText,lps,&x,NULL);
//Find out largest width
if(x>maxWidth)
maxWidth=x;
x=(SCREEN_WIDTH-x)/2;
lines.push_back(TTF_RenderUTF8_Blended(fontText,lps,themeTextColorDialog));
//Increase y with 25, about the height of the text.
y+=25;
//Check the stored character if it was a stop.
if(c==0){
//It was so break out of the for loop.
lps=lp;
break;
}
//It wasn't meaning more will follow.
//We set lps to point after the "newline" forming a new string.
lps=lp+1;
}
}
maxWidth+=SCREEN_WIDTH*0.15;
drawGUIBox((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y-25,maxWidth,y+20,screen,0xFFFFFFBF);
while(!lines.empty()){
SDL_Surface* bm=lines[0];
if(bm!=NULL){
applySurface(100+((SCREEN_WIDTH-200-bm->w)/2),SCREEN_HEIGHT-y,bm,screen,NULL);
SDL_FreeSurface(bm);
}
y-=25;
lines.erase(lines.begin());
}
}
}
void Game::resize(){
//Check if the interlevel popup is shown.
if(interlevel && GUIObjectRoot){
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
}
void Game::replayPlay(){
//Set interlevel true.
interlevel=true;
//Make a copy of the playerButtons.
vector<int> recordCopy=player.recordButton;
//Reset the game.
reset(true);
//Make the cursor visible when the interlevel popup is up.
SDL_ShowCursor(SDL_ENABLE);
//Set the copy of playerButtons back.
player.recordButton=recordCopy;
//Now play the recording.
player.playRecord();
//Create the gui if it isn't already done.
if(!GUIObjectRoot){
//Create a new GUIObjectRoot the size of the screen.
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Make child widgets change color properly according to theme.
GUIObjectRoot->inDialog=true;
//Create a GUIFrame for the upper frame.
GUIFrame* upperFrame=new GUIFrame(0,4,0,68);
GUIObjectRoot->addChild(upperFrame);
//Render the You've finished: text and add it to a GUIImage.
//NOTE: The surface is managed by the GUIImage so no need to free it ourselfs.
SDL_Surface* bm=TTF_RenderUTF8_Blended(fontGUI,_("You've finished:"),themeTextColorDialog);
GUIImage* title=new GUIImage(0,4-GUI_FONT_RAISE,bm->w,bm->h,bm,SDL_Rect(),true);
upperFrame->addChild(title);
//Create the sub title.
string s;
if (levels->getLevelCount()>0){
/// TRANSLATORS: Please do not remove %s or %d from your translation:
/// - %d means the level number in a levelpack
/// - %s means the name of current level
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_CC(levels->getDictionaryManager(),levelName));
}
GUIObject* obj=new GUILabel(0,40,0,28,s.c_str(),0,true,true,GUIGravityCenter);
obj->render(0,0,false);
upperFrame->addChild(obj);
//Determine the width the upper frame should have.
int width;
if(bm->w>obj->width)
width=bm->w+32;
else
width=obj->width+32;
//Set the left of the title.
title->left=(width-title->width)/2;
//Set the width of the level label to the width of the frame for centering.
obj->width=width;
//Now set the position and width of the frame.
upperFrame->width=width;
upperFrame->left=(SCREEN_WIDTH-width)/2;
//Now create a GUIFrame for the lower frame.
GUIFrame* lowerFrame=new GUIFrame(0,SCREEN_HEIGHT-140,570,135);
GUIObjectRoot->addChild(lowerFrame);
//The different values.
int bestTime=levels->getLevel()->time;
int targetTime=levels->getLevel()->targetTime;
int bestRecordings=levels->getLevel()->recordings;
int targetRecordings=levels->getLevel()->targetRecordings;
int medal=1;
if(targetTime<0){
medal=3;
}else{
if(targetTime<0 || bestTime<=targetTime)
medal++;
if(targetRecordings<0 || bestRecordings<=targetRecordings)
medal++;
}
int maxWidth=0;
int x=20;
//Is there a target time for this level?
int timeY=0;
bool isTargetTime=true;
if(targetTime<=0){
isTargetTime=false;
timeY=12;
}
//Create the labels with the time and best time.
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
obj=new GUILabel(x,10+timeY,-1,36,tfm::format(_("Time: %-.2fs"),time/40.0f).c_str());
lowerFrame->addChild(obj);
obj->render(0,0,false);
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
obj=new GUILabel(x,34+timeY,-1,36,tfm::format(_("Best time: %-.2fs"),bestTime/40.0f).c_str());
lowerFrame->addChild(obj);
obj->render(0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %-.2f from your translation:
/// - %-.2f means time in seconds
/// - s is shortened form of a second. Try to keep it so.
if(isTargetTime){
obj=new GUILabel(x,58,-1,36,tfm::format(_("Target time: %-.2fs"),targetTime/40.0f).c_str());
lowerFrame->addChild(obj);
obj->render(0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
}
x+=maxWidth+20;
//Is there target recordings for this level?
int recsY=0;
bool isTargetRecs=true;
if(targetRecordings<0){
isTargetRecs=false;
recsY=12;
}
//Now the ones for the recordings.
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj=new GUILabel(x,10+recsY,-1,36,tfm::format(_("Recordings: %d"),recordings).c_str());
lowerFrame->addChild(obj);
obj->render(0,0,false);
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
obj=new GUILabel(x,34+recsY,-1,36,tfm::format(_("Best recordings: %d"),bestRecordings).c_str());
lowerFrame->addChild(obj);
obj->render(0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
/// TRANSLATORS: Please do not remove %d from your translation:
/// - %d means the number of recordings user has made
if(isTargetRecs){
obj=new GUILabel(x,58,-1,36,tfm::format(_("Target recordings: %d"),targetRecordings).c_str());
lowerFrame->addChild(obj);
obj->render(0,0,false);
if(obj->width>maxWidth)
maxWidth=obj->width;
}
x+=maxWidth;
//The medal that is earned.
/// TRANSLATORS: Please do not remove %s from your translation:
/// - %s will be replaced with name of a prize medal (gold, silver or bronze)
string s1=tfm::format(_("You earned the %s medal"),(medal>1)?(medal==3)?_("GOLD"):_("SILVER"):_("BRONZE"));
obj=new GUILabel(50,92,-1,36,s1.c_str(),0,true,true,GUIGravityCenter);
lowerFrame->addChild(obj);
obj->render(0,0,false);
if(obj->left+obj->width>x){
x=obj->left+obj->width+30;
}else{
obj->left=20+(x-20-obj->width)/2;
}
//Create the rectangle for the earned medal.
SDL_Rect r;
r.x=(medal-1)*30;
r.y=0;
r.w=30;
r.h=30;
//Create the medal on the left side.
obj=new GUIImage(16,92,30,30,medals,r);
lowerFrame->addChild(obj);
//And the medal on the right side.
obj=new GUIImage(x-24,92,30,30,medals,r);
lowerFrame->addChild(obj);
//Create the three buttons, Menu, Restart, Next.
/// TRANSLATORS: used as return to the level selector menu
GUIObject* b1=new GUIButton(x,10,-1,36,_("Menu"),0,true,true,GUIGravityCenter);
b1->name="cmdMenu";
b1->eventCallback=this;
lowerFrame->addChild(b1);
b1->render(0,0,true);
/// TRANSLATORS: used as restart level
GUIObject* b2=new GUIButton(x,50,-1,36,_("Restart"),0,true,true,GUIGravityCenter);
b2->name="cmdRestart";
b2->eventCallback=this;
lowerFrame->addChild(b2);
b2->render(0,0,true);
/// TRANSLATORS: used as next level
GUIObject* b3=new GUIButton(x,90,-1,36,_("Next"),0,true,true,GUIGravityCenter);
b3->name="cmdNext";
b3->eventCallback=this;
lowerFrame->addChild(b3);
b3->render(0,0,true);
maxWidth=b1->width;
if(b2->width>maxWidth)
maxWidth=b2->width;
if(b3->width>maxWidth)
maxWidth=b3->width;
b1->left=b2->left=b3->left=x+maxWidth/2;
x+=maxWidth;
lowerFrame->width=x;
lowerFrame->left=(SCREEN_WIDTH-lowerFrame->width)/2;
}
}
void Game::recordingEnded(){
//Check if it's a normal replay, if so just stop.
if(!interlevel){
//Show the cursor so that the user can press the ok button.
SDL_ShowCursor(SDL_ENABLE);
//Now show the message box.
msgBox(_("Game replay is done."),MsgBoxOKOnly,_("Game Replay"));
//Go to the level select menu.
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else{
//Instead of directly replaying we set won true to let the Game handle the replaying at the end of the update cycle.
won=true;
}
}
bool Game::canSaveState(){
return (player.canSaveState() && shadow.canSaveState());
}
bool Game::saveState(){
//Check if the player and shadow can save the current state.
if(canSaveState()){
//Let the player and the shadow save their state.
player.saveState();
shadow.saveState();
//Save the stats.
timeSaved=time;
recordingsSaved=recordings;
recentSwapSaved=recentSwap;
//Save the camera mode and target.
cameraModeSaved=cameraMode;
cameraTargetSaved=cameraTarget;
//Save the current collectables
currentCollectablesSaved=currentCollectables;
//Save other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->saveState();
}
//Also save the background animation, if any.
if(background)
background->saveAnimation();
if(!player.isPlayFromRecord() && !interlevel){
//Update achievements
Uint32 t=SDL_GetTicks()+5000; //Add a bias to prevent bugs
if(recentSave+1000>t){
statsMgr.newAchievement("panicSave");
}
recentSave=t;
//Update statistics.
statsMgr.saveTimes++;
//Update achievements
switch(statsMgr.saveTimes){
case 1000:
statsMgr.newAchievement("save1k");
break;
}
}
//Execute the onSave event.
executeScript(LevelEvent_OnSave);
//Return true.
return true;
}
//We can't save the state so return false.
return false;
}
bool Game::loadState(){
//Check if there's a state that can be loaded.
if(player.canLoadState() && shadow.canLoadState()){
//Let the player and the shadow load their state.
player.loadState();
shadow.loadState();
//Load the stats.
time=timeSaved;
recordings=recordingsSaved;
recentSwap=recentSwapSaved;
//Load the camera mode and target.
cameraMode=cameraModeSaved;
cameraTarget=cameraTargetSaved;
//Load the current collactbles
currentCollectables=currentCollectablesSaved;
//Load other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->loadState();
}
//Also load the background animation, if any.
if(background)
background->loadAnimation();
if(!player.isPlayFromRecord() && !interlevel){
//Update achievements.
Uint32 t=SDL_GetTicks()+5000; //Add a bias to prevent bugs
if(recentLoad+1000>t){
statsMgr.newAchievement("panicLoad");
}
recentLoad=t;
//Update statistics.
statsMgr.loadTimes++;
//Update achievements
switch(statsMgr.loadTimes){
case 1000:
statsMgr.newAchievement("load1k");
break;
}
}
//Execute the onLoad event, if any.
executeScript(LevelEvent_OnLoad);
//Return true.
return true;
}
//We can't load the state so return false.
return false;
}
void Game::reset(bool save){
//We need to reset the game so we also reset the player and the shadow.
player.reset(save);
shadow.reset(save);
saveStateNextTime=false;
loadStateNextTime=false;
//Reset the stats if interlevel isn't true.
if(!interlevel){
time=0;
recordings=0;
}
recentSwap=-10000;
if(save) recentSwapSaved=-10000;
//Reset the camera.
cameraMode=CAMERA_PLAYER;
if(save) cameraModeSaved=CAMERA_PLAYER;
cameraTarget.x=cameraTarget.y=cameraTarget.w=cameraTarget.h=0;
if(save) cameraTargetSaved.x=cameraTargetSaved.y=cameraTargetSaved.w=cameraTargetSaved.h=0;
//Reset the number of collectables
currentCollectables=0;
if(save)
currentCollectablesSaved=0;
//There is no last checkpoint so set it to NULL.
if(save)
objLastCheckPoint=NULL;
//Clear the event queue, since all the events are from before the reset.
eventQueue.clear();
//Reset other state, for example moving blocks.
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->reset(save);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(save);
//Reset the script environment
//NOTE: The scriptExecutor will only be reset between levels. (Why? by acme_pjz)
getScriptExecutor()->reset();
//Recompile and run script, only in game mode and edit mode with 'R' key pressed.
//FIXME: We use an ad-hoc method to check if 'R' key is pressed, by checking isReset.
if(stateID!=STATE_LEVEL_EDITOR || isReset) compileScript();
//Hide the cursor (if not the leveleditor).
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
void Game::compileScript(){
compiledScripts.clear();
for(map<int,string>::iterator it=scripts.begin();it!=scripts.end();++it){
compiledScripts[it->first]=getScriptExecutor()->compileScript(it->second);
}
for(unsigned int i=0;i<levelObjects.size();i++){
Block *block=levelObjects[i];
block->compiledScripts.clear();
for(map<int,string>::iterator it=block->scripts.begin();it!=block->scripts.end();++it){
block->compiledScripts[it->first]=getScriptExecutor()->compileScript(it->second);
}
}
//Call the level's onCreate event.
executeScript(LevelEvent_OnCreate);
//Send GameObjectEvent_OnCreate event to the script
for(unsigned int i=0;i<levelObjects.size();i++){
levelObjects[i]->onEvent(GameObjectEvent_OnCreate);
}
//Close exit(s) if there are any collectables
if(totalCollectables>0){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
levelObjects[i]->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
}
void Game::executeScript(int eventType){
map<int,int>::iterator it;
//Check if there's a script for the given event.
it=compiledScripts.find(eventType);
if(it!=compiledScripts.end()){
//There is one so execute it.
getScriptExecutor()->executeScript(it->second);
}
}
void Game::broadcastObjectEvent(int eventType,int objectType,const char* id,GameObject* target){
//Create a typeGameObjectEvent that can be put into the queue.
typeGameObjectEvent e;
//Set the event type.
e.eventType=eventType;
//Set the object type.
e.objectType=objectType;
//By default flags=0.
e.flags=0;
//Unless there's an id.
if(id){
//Set flags to 0x1 and set the id.
e.flags|=1;
e.id=id;
}
//Or there's a target given.
if(target)
e.target=target;
else
e.target=NULL;
//Add the event to the queue.
eventQueue.push_back(e);
}
void Game::getCurrentLevelAutoSaveRecordPath(std::string &bestTimeFilePath,std::string &bestRecordingFilePath,bool createPath){
levels->getLevelAutoSaveRecordPath(-1,bestTimeFilePath,bestRecordingFilePath,createPath);
}
void Game::gotoNextLevel(){
//Goto the next level.
levels->nextLevel();
//Check if the level exists.
if(levels->getCurrentLevel()<levels->getLevelCount()){
setNextState(STATE_GAME);
}else{
if(!levels->congratulationText.empty()){
msgBox(_CC(levels->getDictionaryManager(),levels->congratulationText),MsgBoxOKOnly,_("Congratulations"));
}else{
msgBox(_("You have finished the levelpack!"),MsgBoxOKOnly,_("Congratulations"));
}
//Now go back to the levelselect screen.
setNextState(STATE_LEVEL_SELECT);
//And set the music back to menu.
getMusicManager()->playMusic("menu");
}
}
void Game::GUIEventCallback_OnEvent(string name,GUIObject* obj,int eventType){
if(name=="cmdMenu"){
setNextState(STATE_LEVEL_SELECT);
//And change the music back to the menu music.
getMusicManager()->playMusic("menu");
}else if(name=="cmdRestart"){
//Clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
interlevel=false;
//And reset the game.
//new: we don't need to clear the save game because
//in level replay the game won't be saved
//TODO: it doesn't work; better leave for next release
reset(/*false*/ true);
}else if(name=="cmdNext"){
//No matter what, clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And goto the next level.
gotoNextLevel();
}
}
diff --git a/src/GameState.h b/src/GameState.h
index e4a1845..fae3acd 100644
--- a/src/GameState.h
+++ b/src/GameState.h
@@ -1,43 +1,43 @@
/*
* Copyright (C) 2011-2012 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 GAMESTATE_H
#define GAMESTATE_H
class GameState{
public:
//Destructor.
virtual ~GameState(){};
//In this method all the key and mouse events should be handled.
- //Note: The GUIEvents won't be handled here.
+ //NOTE: The GUIEvents won't be handled here.
virtual void handleEvents()=0;
//All the logic that needs to be done should go in this method.
virtual void logic()=0;
//This method handles all the rendering.
virtual void render()=0;
//Method that will be called when the screen size has been changed in runtime.
virtual void resize()=0;
};
#endif
diff --git a/src/Main.cpp b/src/Main.cpp
index e4693d1..33f0c9f 100644
--- a/src/Main.cpp
+++ b/src/Main.cpp
@@ -1,258 +1,259 @@
/*
* 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/>.
*/
#include "Functions.h"
#include "Globals.h"
#include "TitleMenu.h"
#include "GUIObject.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <SDL/SDL.h>
#include <stdlib.h>
#include <time.h>
#include <stdio.h>
#include <string.h>
#ifdef HARDWARE_ACCELERATION
#include <GL/gl.h>
#include <GL/glu.h>
#endif
//Variables for recording.
//To enable picture recording uncomment the next line:
//#define RECORD_PICUTRE_SEQUENCE
#ifdef RECORD_PICUTRE_SEQUENCE
bool recordPictureSequence=false;
int recordPictureIndex=0;
#endif
#ifdef __APPLE__
int SDL_main(int argc, char** argv) {
#else
int main(int argc, char** argv) {
#endif
#ifdef _MSC_VER
//Fix the non-latin file name bug under Visual Studio
setlocale(LC_ALL,"");
#endif
//Relocate the standard output for debug purpose (?)
#if defined(ANDROID)
freopen("stdout.txt","w",stdout);
freopen("stderr.txt","w",stderr);
#endif
//First parse the comand line arguments.
int s=parseArguments(argc,argv);
if(s==-1){
printf("Usage: %s [OPTIONS] ...\n",argv[0]);
printf("%s","Available options:\n");
printf(" %-5s%-30s %s\n","","--data-dir <dir>","Specifies the data directory.");
printf(" %-5s%-30s %s\n","","--user-dir <dir>","Specifies the user preferences directory.");
printf(" %-5s%-30s %s\n","-f,","--fullscreen","Run the game fullscreen.");
printf(" %-5s%-30s %s\n","-w,","--windowed","Run the game windowed.");
printf(" %-5s%-30s %s\n","-mv,","--music <volume>","Set the music volume.");
printf(" %-5s%-30s %s\n","-sv,","--sound <volume>","Set the sound volume.");
printf(" %-5s%-30s %s\n","-s,","--set <setting> <value>","Change a setting to a given value.");
printf(" %-5s%-30s %s\n","-v,","--version","Display the version and quit.");
printf(" %-5s%-30s %s\n","-h,","--help","Display this help message.");
return 0;
}else if(s==0){
return 0;
}
//Try to configure the dataPath, userPath, etc...
if(configurePaths()==false){
fprintf(stderr,"FATAL ERROR: Failed to configure paths.\n");
return 1;
}
//Load the settings.
if(loadSettings()==false){
- fprintf(stderr,"FATAL ERROR: Failed to load config file.\n");
- return 1;
+ fprintf(stderr,"ERROR: Unable to load config file, default values will be used.\n");
}
//Initialise some stuff like SDL, the window, SDL_Mixer.
if(init()==false) {
fprintf(stderr,"FATAL ERROR: Failed to initialize game.\n");
return 1;
}
//Load some important files like the background music, default theme.
if(loadFiles()==false){
fprintf(stderr,"FATAL ERROR: Failed to load necessary files.\n");
return 1;
}
//Seed random.
srand((unsigned)time(NULL));
//Set the currentState id to the main menu and create it.
stateID=STATE_MENU;
currentState=new Menu();
//Set the fadeIn value to zero.
int fadeIn=0;
//Keep the last resize event, this is to only process one.
SDL_Event lastResize={};
//Start the game loop.
while(stateID!=STATE_EXIT){
//We start the timer.
timer.start();
//Loop the SDL events.
while(SDL_PollEvent(&event)){
//Check if user resizes the window.
if(event.type==SDL_VIDEORESIZE){
lastResize=event;
//Don't let other objects process this event (?)
continue;
}
//Check if the fullscreen toggle shortcut is pressed (Alt+Enter).
if(event.type==SDL_KEYUP && event.key.keysym.sym==SDLK_RETURN && (event.key.keysym.mod & KMOD_ALT)){
getSettings()->setValue("fullscreen",getSettings()->getBoolValue("fullscreen")?"0":"1");
//We need to create a new screen.
if(!createScreen()){
//Screen creation failed so set to safe settings.
getSettings()->setValue("fullscreen","0");
getSettings()->setValue("width","800");
getSettings()->setValue("height","600");
//Try it with the safe settings.
if(!createScreen()){
//Everything fails so quit.
setNextState(STATE_EXIT);
cerr<<"ERROR: Unable to create screen."<<endl;
}
}
//The screen is created, now load the (menu) theme.
if(!loadTheme("")){
//Loading the theme failed so quit.
setNextState(STATE_EXIT);
cerr<<"ERROR: Unable to load theme after toggling fullscreen."<<endl;
}
//Don't let other objects process this event.
continue;
}
#ifdef RECORD_PICUTRE_SEQUENCE
if(event.type==SDL_KEYDOWN && event.key.keysym.sym==SDLK_F10){
recordPictureSequence=!recordPictureSequence;
printf("Record Picture Sequence %s\n",recordPictureSequence?"ON":"OFF");
}
#endif
//Set the cursor type to the default one, the GUI can change that if needed.
currentCursor=CURSOR_POINTER;
//Let the input manager handle the events.
inputMgr.updateState(true);
//Let the currentState handle the events.
currentState->handleEvents();
//Also pass the events to the GUI.
GUIObjectHandleEvents();
}
//Process the resize event.
if(lastResize.type==SDL_VIDEORESIZE){
event=lastResize;
onVideoResize();
//After resize we erase the event type
lastResize.type=SDL_NOEVENT;
}
//maybe we should add a check here (??) to fix some bugs (ticket #47)
if(nextState!=STATE_NULL){
//Check if fading is enabled.
if(getSettings()->getBoolValue("fading"))
fadeIn=17;
else
fadeIn=255;
changeState();
}
if(stateID==STATE_EXIT) break;
//update input state (??)
inputMgr.updateState(false);
//Now it's time for the state to do his logic.
currentState->logic();
currentState->render();
//TODO: Shouldn't the gamestate take care of rendering the GUI?
if(GUIObjectRoot) GUIObjectRoot->render();
//draw new achievements (if any)
statsMgr.render();
//draw fading effect
if(fadeIn>0&&fadeIn<255){
SDL_BlitSurface(screen,NULL,tempSurface,NULL);
SDL_FillRect(screen,NULL,0);
SDL_SetAlpha(tempSurface, SDL_SRCALPHA, fadeIn);
SDL_BlitSurface(tempSurface,NULL,screen,NULL);
fadeIn+=17;
}
#ifdef RECORD_PICUTRE_SEQUENCE
if(recordPictureSequence){
char s[64];
recordPictureIndex++;
sprintf(s,"pic%08d.bmp",recordPictureIndex);
printf("Save screen to %s\n",s);
SDL_SaveBMP(screen,(getUserPath(USER_CACHE)+s).c_str());
}
#endif
//Before flipping the screen set the cursor.
SDL_SetCursor(cursors[currentCursor]);
//And draw the screen surface to the actual screen.
flipScreen();
//Check if nextState is set, meaning we should fade in and change state.
if(nextState!=STATE_NULL){
//FIXME: Should we check it here, this is only called when the nextState is changed in logic or render code.
//This happens AFAIK only when replaying a level, in which case the nextState can just as well be handled the next frame in the check above.
//Check if fading is enabled.
if(getSettings()->getBoolValue("fading"))
fadeIn=17;
else
fadeIn=255;
changeState();
}
//Now calcualte how long we need to wait to keep a constant framerate.
int t=timer.getTicks();
t=(1000/FPS)-t;
if(t>0){
SDL_Delay(t);
}
}
//The game has ended, save the settings just to be sure.
- saveSettings();
+ if(!saveSettings()){
+ fprintf(stderr,"ERROR: Unable to save settings in config file.\n");
+ }
//Clean everything up.
clean();
//End of program.
return 0;
}
diff --git a/src/Player.cpp b/src/Player.cpp
index 0052bb2..9d28dc0 100644
--- a/src/Player.cpp
+++ b/src/Player.cpp
@@ -1,1588 +1,1588 @@
/*
* 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/>.
*/
#include "Player.h"
#include "Game.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include "MD5.h"
#include <iostream>
#include <fstream>
#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
using namespace std;
#ifdef RECORD_FILE_DEBUG
string recordKeyPressLog,recordKeyPressLog_saved;
vector<SDL_Rect> recordPlayerPosition,recordPlayerPosition_saved;
#endif
//static internal array to store time of recent deaths for achievements
static Uint32 recentDeaths[10]={0};
static int loadAndDieTimes=0;
//static internal function to add recent deaths and update achievements
static inline void addRecentDeaths(Uint32 recentLoad){
//Get current time in ms.
//We added it by 5 seconds to avoid bug if you choose a level to play
//and die in 5 seconds after the game has startup.
Uint32 t=SDL_GetTicks()+5000;
for(int i=9;i>0;i--){
recentDeaths[i]=recentDeaths[i-1];
}
recentDeaths[0]=t;
//Update achievements
if(recentDeaths[4]+5000>t){
statsMgr.newAchievement("die5in5");
}
if(recentDeaths[9]+5000>t){
statsMgr.newAchievement("die10in5");
}
if(recentLoad+1000>t){
statsMgr.newAchievement("loadAndDie");
}
}
Player::Player(Game* objParent):xVelBase(0),yVelBase(0),objParent(objParent),recordSaved(false),
inAirSaved(false),isJumpSaved(false),canMoveSaved(false),holdingOtherSaved(false){
//Set the dimensions of the player.
//The size of the player is 21x40.
box.x=0;
box.y=0;
box.w=23;
box.h=40;
//Set his velocity to zero.
xVel=0;
yVel=0;
//Set the start position.
fx=0;
fy=0;
//Set some default values.
inAir=true;
isJump=false;
shadowCall=false;
shadow=false;
canMove=true;
holdingOther=false;
dead=false;
record=false;
downKeyPressed=false;
spaceKeyPressed=false;
onGroundSaved=false;
recordIndex=-1;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog.clear();
recordKeyPressLog_saved.clear();
recordPlayerPosition.clear();
recordPlayerPosition_saved.clear();
#endif
objNotificationBlock=objCurrentStandSave=objLastStandSave=NULL;
//Some default values for animation variables.
direction=0;
jumpTime=0;
state=stateSaved=0;
//xVelSaved is used to store if there's a state saved or not.
xVelSaved=yVelSaved=0x80000000;
objCurrentStand=objLastStand=objLastTeleport=objShadowBlock=NULL;
}
Player::~Player(){
//Do nothing here
}
bool Player::isPlayFromRecord(){
return recordIndex>=0; // && recordIndex<(int)recordButton.size();
}
//get the game record object.
std::vector<int>* Player::getRecord(){
return &recordButton;
}
#ifdef RECORD_FILE_DEBUG
string& Player::keyPressLog(){
return recordKeyPressLog;
}
vector<SDL_Rect>& Player::playerPosition(){
return recordPlayerPosition;
}
#endif
//play the record.
void Player::playRecord(){
recordIndex=0;
}
void Player::spaceKeyDown(class Shadow* shadow){
//Start recording or stop, depending on the recording state.
if(record==false){
//We start recording.
if(shadow->called==true){
//The shadow is still busy so first stop him before we can start recording.
shadowCall=false;
shadow->called=false;
shadow->playerButton.clear();
}else if(!dead){
//Check if shadow is dead.
if(shadow->dead){
//Show tooltip.
//Just reset the countdown (the shadow's jumptime).
shadow->jumpTime=80;
//Play the error sound.
getSoundManager()->playSound("error");
}else{
//The shadow isn't moving and both player and shadow aren't dead so start recording.
record=true;
//We start a recording meaning we need to increase recordings by one.
objParent->recordings++;
//Update statistics.
if(!dead && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
statsMgr.recordTimes++;
if(statsMgr.recordTimes==100) statsMgr.newAchievement("record100");
if(statsMgr.recordTimes==1000) statsMgr.newAchievement("record1k");
}
}
}
}else{
//The player is recording so stop recording and call the shadow.
record=false;
shadowCall=true;
}
}
void Player::handleInput(class Shadow* shadow){
//Check if we should read the input from record file.
//Actually, we read input from record file in
//another function shadowSetState.
bool readFromRecord=false;
if(recordIndex>=0 && recordIndex<(int)recordButton.size()) readFromRecord=true;
if(!readFromRecord){
//Reset horizontal velocity.
xVel=0;
if(inputMgr.isKeyDown(INPUTMGR_RIGHT)){
//Walking to the right.
xVel+=7;
}
if(inputMgr.isKeyDown(INPUTMGR_LEFT)){
//Walking to the left.
if(xVel!=0 && !dead && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
//Horizontal confusion achievement :)
statsMgr.newAchievement("horizontal");
}
xVel-=7;
}
//Check if the action key has been released.
if(!inputMgr.isKeyDown(INPUTMGR_ACTION)){
//It has so downKeyPressed can't be true.
downKeyPressed=false;
}
/*
//Don't reset spaceKeyPressed or when you press the space key
//and release another key then the bug occurs. (ticket #44)
if(event.type==SDL_KEYUP || !inputMgr.isKeyDown(INPUTMGR_SPACE)){
spaceKeyPressed=false;
}*/
}
//Check if a key is pressed (down).
if(inputMgr.isKeyDownEvent(INPUTMGR_JUMP) && !readFromRecord){
//The up key, if we aren't in the air we start jumping.
//Fixed a potential bug
if(!inAir && !isJump){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Jump key pressed\n",objParent->time);
cout<<c;
recordKeyPressLog+=c;
#endif
isJump=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SPACE) && !readFromRecord){
//Fixed a potential bug
if(!spaceKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Space key pressed\n",objParent->time);
cout<<c;
recordKeyPressLog+=c;
#endif
spaceKeyDown(shadow);
spaceKeyPressed=true;
}
}else if(inputMgr.isKeyUpEvent(INPUTMGR_SPACE) && !readFromRecord){
if(record && getSettings()->getBoolValue("quickrecord")){
spaceKeyDown(shadow);
spaceKeyPressed=true;
}
}else if(record && !readFromRecord && inputMgr.isKeyDownEvent(INPUTMGR_CANCELRECORDING)){
//Cancel current recording
//Search the recorded button and clear the last space key press
int i=recordButton.size()-1;
for(;i>=0;i--){
if(recordButton[i] & PlayerButtonSpace){
recordButton[i] &= ~PlayerButtonSpace;
break;
}
}
if(i>=0){
//Clear the recording at the player's side.
playerButton.clear();
line.clear();
//reset the record flag
record=false;
//decrese the record count
objParent->recordings--;
}else{
cout<<"Failed to find last recording"<<endl;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_ACTION)){
//Downkey is pressed.
//Fixed a potential bug
if(!downKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Action key pressed\n",objParent->time);
cout<<c;
recordKeyPressLog+=c;
#endif
downKeyPressed=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SAVE)){
//F2 only works in the level editor.
if(!(dead || shadow->dead) && stateID==STATE_LEVEL_EDITOR){
//Save the state. (delayed)
if(objParent)
objParent->saveStateNextTime=true;
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_LOAD) && !readFromRecord){
//F3 is used to load the last state.
if(objParent)
objParent->loadStateNextTime=true;
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SWAP)){
//F4 will swap the player and the shadow, but only in the level editor.
if(!(dead || shadow->dead) && stateID==STATE_LEVEL_EDITOR){
swapState(shadow);
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_TELEPORT)){
//F5 will revive and teleoprt the player to the cursor. Only works in the level editor.
//Shift+F5 teleports the shadow.
if(stateID==STATE_LEVEL_EDITOR){
//get the position of the cursor.
int x,y;
SDL_GetMouseState(&x,&y);
x+=camera.x;
y+=camera.y;
if(inputMgr.isKeyDown(INPUTMGR_SHIFT)){
//teleports the shadow.
shadow->dead=false;
shadow->box.x=x;
shadow->box.y=y;
}else{
//teleports the player.
dead=false;
box.x=x;
box.y=y;
}
//play sound?
getSoundManager()->playSound("swap");
}
}else if(inputMgr.isKeyDownEvent(INPUTMGR_SUICIDE)){
//F12 is suicide and only works in the leveleditor.
if(stateID==STATE_LEVEL_EDITOR){
die();
shadow->die();
}
}
}
void Player::setLocation(int x,int y){
box.x=x;
box.y=y;
}
void Player::move(vector<Block*> &levelObjects){
//Only move when the player isn't dead.
//Fixed the bug that player/shadow can teleport or pull the switch even if died.
//FIXME: Don't know if there will be any side-effects.
if(dead) return;
//Pointer to a checkpoint.
Block* objCheckPoint=NULL;
//Pointer to a swap.
Block* objSwap=NULL;
//Set the objShadowBlock to NULL.
//Only for swapping to prevent the shadow from swapping in a shadow block.
objShadowBlock=NULL;
//Set the objNotificationBlock to NULL.
objNotificationBlock=NULL;
//Store the location.
int lastX=box.x;
int lastY=box.y;
collision(levelObjects);
bool canTeleport=true;
bool isTraveling=true;
//Now check the functional blocks.
for(unsigned int o=0;o<levelObjects.size();o++){
//Check for collision.
if(checkCollision(box,levelObjects[o]->getBox())){
//Now switch the type.
switch(levelObjects[o]->type){
case TYPE_CHECKPOINT:
{
//If we're not the shadow set the gameTip to Checkpoint.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_CHECKPOINT;
//And let objCheckPoint point to this object.
objCheckPoint=levelObjects[o];
break;
}
case TYPE_SWAP:
{
//If we're not the shadow set the gameTip to swap.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_SWAP;
//And let objSwap point to this object.
objSwap=levelObjects[o];
break;
}
case TYPE_EXIT:
{
//Make sure we're not in the leveleditor.
if(stateID==STATE_LEVEL_EDITOR)
break;
//Check to see if we have enough keys to finish the level
if(objParent->currentCollectables>=objParent->totalCollectables){
//Update achievements
if(!objParent->player.isPlayFromRecord() && !objParent->interlevel){
if(objParent->player.dead || objParent->shadow.dead){
//Finish the level with player or shadow died.
statsMgr.newAchievement("forget");
}
if(objParent->won){
//Player and shadow come to exit simultaneously.
statsMgr.newAchievement("jit");
}
}
//We can't just handle the winning here (in the middle of the update cycle)/
//So set won in Game true.
objParent->won=true;
}
break;
}
case TYPE_PORTAL:
{
//Check if the teleport id isn't empty.
if(levelObjects[o]->id.empty()){
- cerr<<"Warning: Invalid teleport id!"<<endl;
+ cerr<<"WARNING: Invalid teleport id!"<<endl;
canTeleport=false;
}
//If we're not the shadow set the gameTip to portal.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_PORTAL;
//Check if we can teleport and should (downkey -or- auto).
if(canTeleport && (downKeyPressed || (levelObjects[o]->queryProperties(GameObjectProperty_Flags,this)&1))){
canTeleport=false;
if(downKeyPressed || levelObjects[o]!=objLastTeleport){
downKeyPressed=false;
//Loop the levelobjects again to find the destination.
for(unsigned int oo=o+1;;){
//We started at our index+1.
//Meaning that if we reach the end of the vector then we need to start at the beginning.
if(oo>=levelObjects.size())
oo-=(int)levelObjects.size();
//It also means that if we reach the same index we need to stop.
//If the for loop breaks this way then we have no succes.
if(oo==o){
//Couldn't teleport so play the error sound.
getSoundManager()->playSound("error");
break;
}
//Check if the second (oo) object is a portal.
if(levelObjects[oo]->type==TYPE_PORTAL){
//Check the id against the destination of the first portal.
if(levelObjects[o]->destination==levelObjects[oo]->id){
//Call the event.
objParent->broadcastObjectEvent(GameObjectEvent_OnToggle,-1,NULL,levelObjects[o]);
objLastTeleport=levelObjects[oo];
//Get the destination location and teleport the player.
SDL_Rect r=levelObjects[oo]->getBox();
box.x=r.x+5;
box.y=r.y+2;
//We don't count it to traveling distance.
isTraveling=false;
//Play the swap sound.
getSoundManager()->playSound("swap");
break;
}
}
//Increase oo.
oo++;
}
}
}
break;
}
case TYPE_SWITCH:
{
//If we're not the shadow set the gameTip to switch.
if(!shadow && objParent!=NULL)
objParent->gameTipIndex=TYPE_SWITCH;
//If the down key is pressed then invoke an event.
if(downKeyPressed){
//Play the animation.
levelObjects[o]->playAnimation(1);
//Play the toggle sound.
getSoundManager()->playSound("toggle");
//Update statistics.
if(!dead && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
statsMgr.switchTimes++;
//Update achievements
switch(statsMgr.switchTimes){
case 100:
statsMgr.newAchievement("switch100");
break;
case 1000:
statsMgr.newAchievement("switch1k");
break;
}
}
if(objParent!=NULL){
//Make sure that the id isn't emtpy.
if(!levelObjects[o]->id.empty()){
objParent->broadcastObjectEvent(0x10000 | (levelObjects[o]->queryProperties(GameObjectProperty_Flags,this)&3),
-1,levelObjects[o]->id.c_str());
}else{
- cerr<<"Warning: invalid switch id!"<<endl;
+ cerr<<"WARNING: invalid switch id!"<<endl;
}
}
}
break;
}
case TYPE_SHADOW_BLOCK:
case TYPE_MOVING_SHADOW_BLOCK:
{
//This only applies to the player.
if(!shadow)
objShadowBlock=levelObjects[o];
break;
}
case TYPE_NOTIFICATION_BLOCK:
{
//This only applies to the player.
if(!shadow)
objNotificationBlock=levelObjects[o];
break;
}
case TYPE_COLLECTABLE:
{
//Check if collectable is active (if it's not it's equal to 1(inactive))
if(levelObjects[o]->queryProperties(GameObjectProperty_Flags, this)==0) {
//Toggle an event
objParent->broadcastObjectEvent(GameObjectEvent_OnToggle,-1,NULL,levelObjects[o]);
//Increase the current number of collectables
objParent->currentCollectables++;
getSoundManager()->playSound("collect");
//Open exit(s)
if(objParent->currentCollectables>=objParent->totalCollectables){
for(unsigned int i=0;i<levelObjects.size();i++){
if(levelObjects[i]->type==TYPE_EXIT){
objParent->broadcastObjectEvent(GameObjectEvent_OnSwitchOn,-1,NULL,levelObjects[i]);
}
}
}
}
break;
}
}
//Now check for the spike property.
if(levelObjects[o]->queryProperties(GameObjectProperty_IsSpikes,this)){
//It is so get the collision box.
SDL_Rect r=levelObjects[o]->getBox();
//TODO: pixel-accuracy hit test.
//For now we shrink the box.
r.x+=2;
r.y+=2;
r.w-=4;
r.h-=4;
//Check collision, if the player collides then let him die.
if(checkCollision(box,r)){
die();
}
}
}
}
//Check if the player can teleport.
if(canTeleport)
objLastTeleport=NULL;
//Check the checkpoint pointer only if the downkey is pressed.
//new: don't save the game if playing game record
if(objParent!=NULL && downKeyPressed && objCheckPoint!=NULL && !isPlayFromRecord()){
//Checkpoint thus save the state.
if(objParent->canSaveState()){
objParent->saveStateNextTime=true;
objParent->objLastCheckPoint=objCheckPoint;
}
}
//Check the swap pointer only if the down key is pressed.
if(objSwap!=NULL && downKeyPressed && objParent!=NULL){
//Now check if the shadow we're the shadow or not.
if(shadow){
if(!(dead || objParent->player.dead)){
//Check if the player isn't in front of a shadow block.
if(!objParent->player.objShadowBlock){
objParent->player.swapState(this);
objSwap->playAnimation(1);
//We don't count it to traveling distance.
isTraveling=false;
- //Note: Statistics updated in swapState() function.
+ //NOTE: Statistics updated in swapState() function.
}else{
//We can't swap so play the error sound.
getSoundManager()->playSound("error");
}
}
}else{
if(!(dead || objParent->shadow.dead)){
//Check if the player isn't in front of a shadow block.
if(!objShadowBlock){
swapState(&objParent->shadow);
objSwap->playAnimation(1);
//We don't count it to traveling distance.
isTraveling=false;
- //Note: Statistics updated in swapState() function.
+ //NOTE: Statistics updated in swapState() function.
}else{
//We can't swap so play the error sound.
getSoundManager()->playSound("error");
}
}
}
}
//Determine the correct theme state.
if(!dead){
//Set the direction depending on the velocity.
if(xVel>0)
direction=0;
else if(xVel<0)
direction=1;
//Check if the player is in the air.
if(!inAir){
//On the ground so check the direction and movement.
if(xVel>0){
if(appearance.currentStateName!="walkright"){
appearance.changeState("walkright");
}
}else if(xVel<0){
if(appearance.currentStateName!="walkleft"){
appearance.changeState("walkleft");
}
}else if(xVel==0){
if(direction==1){
appearance.changeState("standleft");
}else{
appearance.changeState("standright");
}
}
}else{
//Check for jump appearance (inAir).
if(direction==1){
if(yVel>0){
if(appearance.currentStateName!="fallleft")
appearance.changeState("fallleft");
}else{
if(appearance.currentStateName!="jumpleft")
appearance.changeState("jumpleft");
}
}else{
if(yVel>0){
if(appearance.currentStateName!="fallright")
appearance.changeState("fallright");
}else{
if(appearance.currentStateName!="jumpright")
appearance.changeState("jumpright");
}
}
}
}
//Update traveling distance statistics.
if(isTraveling && (lastX!=box.x || lastY!=box.y) && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
float dx=float(lastX-box.x),dy=float(lastY-box.y);
float d0=statsMgr.playerTravelingDistance+statsMgr.shadowTravelingDistance,
d=sqrtf(dx*dx+dy*dy)/50.0f;
if(shadow) statsMgr.shadowTravelingDistance+=d;
else statsMgr.playerTravelingDistance+=d;
//Update achievement
d+=d0;
if(d0<=100.0f && d>=100.0f) statsMgr.newAchievement("travel100");
if(d0<=1000.0f && d>=1000.0f) statsMgr.newAchievement("travel1k");
if(d0<=10000.0f && d>=10000.0f) statsMgr.newAchievement("travel10k");
if(d0<=42195.0f && d>=42195.0f) statsMgr.newAchievement("travel42k");
}
//Reset the downKeyPressed flag.
downKeyPressed=false;
}
void Player::collision(vector<Block*> &levelObjects){
//Only move when the player isn't dead.
if(dead)
return;
//First sort out the velocity.
//Add gravity acceleration to the vertical velocity.
if(!canMove)
//FIXME: xVel should be set to zero instead of substracting it from xVelBase.
//This isn't done since xVel won't be set back every frame but in handleInput.
xVelBase-=xVel;
if(isJump)
jump();
if(inAir==true){
yVel+=1;
//Cap fall speed to 13.
if(yVel>13)
yVel=13;
}
if(objCurrentStand!=NULL){
//Now get the velocity of the object the player is standing on.
SDL_Rect v=objCurrentStand->getBox(BoxType_Velocity);
//Set the base velocity to the velocity of the object.
xVelBase=v.x;
//NOTE: Only copy the velocity of the block when moving down.
//Upwards is automatically resolved before the player is moved.
if(v.y>0)
yVelBase=v.y;
else
yVelBase=0;
}
//Set the object the player is currently standing to NULL.
objCurrentStand=NULL;
//Store the location of the player.
int lastX=box.x;
int lastY=box.y;
//An array that will hold all the GameObjects that are involved in the collision/movement.
vector<Block*> objects;
//All the blocks have moved so if there's collision with the player, the block moved into him.
for(unsigned int o=0;o<levelObjects.size();o++){
//Make sure to only check enabled blocks.
if(!levelObjects[o]->enabled)
continue;
//Make sure the object is solid for the player.
if(!levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,this))
continue;
//Check for collision.
if(checkCollision(box,levelObjects[o]->getBox()))
objects.push_back(levelObjects[o]);
}
//There was collision so try to resolve it.
if(!objects.empty()){
//FIXME: When multiple moving blocks are overlapping the player can be "bounced" off depending on the block order.
for(unsigned int o=0;o<objects.size();o++){
SDL_Rect r=objects[o]->getBox();
SDL_Rect delta=objects[o]->getBox(BoxType_Delta);
//Check on which side of the box the player is.
if(delta.x!=0){
if(delta.x>0){
if((r.x+r.w)-box.x<=delta.x)
box.x=r.x+r.w;
}else{
if((box.x+box.w)-r.x<=-delta.x)
box.x=r.x-box.w;
}
}
if(delta.y!=0){
if(delta.y>0){
if((r.y+r.h)-box.y<=delta.y)
box.y=r.y+r.h;
}else{
if((box.y+box.h)-r.y<=-delta.y)
box.y=r.y-box.h;
}
}
}
//Check if the player is squashed.
for(unsigned int o=0;o<levelObjects.size();o++){
//Make sure the object is enabled.
if(!levelObjects[o]->enabled)
continue;
//Make sure the object is solid for the player.
if(!levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,this))
continue;
if(checkCollision(box,levelObjects[o]->getBox())){
//The player is squashed so first move him back.
box.x=lastX;
box.y=lastY;
//Update statistics.
if(!dead && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
if(shadow) statsMgr.shadowSquashed++;
else statsMgr.playerSquashed++;
switch(statsMgr.playerSquashed+statsMgr.shadowSquashed){
case 1:
statsMgr.newAchievement("squash1");
break;
case 50:
statsMgr.newAchievement("squash50");
break;
}
}
//Now call the die method.
die();
return;
}
}
}
//Reuse the objects array, this time for blocks the player walks into.
objects.clear();
//Determine the collision frame.
SDL_Rect frame={box.x,box.y,box.w,box.h};
//Keep the horizontal movement of the player in mind.
if(xVel+xVelBase>=0){
frame.w+=(xVel+xVelBase);
}else{
frame.x+=(xVel+xVelBase);
frame.w-=(xVel+xVelBase);
}
//And the vertical movement.
if(yVel+yVelBase>=0){
frame.h+=(yVel+yVelBase);
}else{
frame.y+=(yVel+yVelBase);
frame.h-=(yVel+yVelBase);
}
//Loop through the game objects.
for(unsigned int o=0; o<levelObjects.size(); o++){
//Make sure the block isn't enabled.
if(!levelObjects[o]->enabled)
continue;
//Check if the player can collide with this game object.
if(!levelObjects[o]->queryProperties(GameObjectProperty_PlayerCanWalkOn,this))
continue;
//Check if the block is inside the frame.
if(checkCollision(frame,levelObjects[o]->getBox()))
objects.push_back(levelObjects[o]);
}
//Horizontal pass.
if(xVel+xVelBase!=0){
box.x+=xVel+xVelBase;
for(unsigned int o=0;o<objects.size();o++){
SDL_Rect r=objects[o]->getBox();
if(!checkCollision(box,r))
continue;
//In case of a pushable block we give it velocity.
if(objects[o]->type==TYPE_PUSHABLE){
objects[o]->xVel=(xVel+xVelBase)/2;
}
if(xVel+xVelBase>0){
//We came from the left so the right edge of the player must be less or equal than xVel+xVelBase.
if((box.x+box.w)-r.x<=xVel+xVelBase)
box.x=r.x-box.w;
}else{
//We came from the left so the right edge of the player must be less or equal than xVel+xVelBase.
if(box.x-(r.x+r.w)<=-(xVel+xVelBase))
box.x=r.x+r.w;
}
}
}
//Some variables that are used in vertical movement.
Block* lastStand=NULL;
inAir=true;
//Vertical pass.
if(yVel+yVelBase!=0){
box.y+=yVel+yVelBase;
//Value containing the previous 'depth' of the collision.
int prevDepth=0;
for(unsigned int o=0;o<objects.size();o++){
SDL_Rect r=objects[o]->getBox();
if(!checkCollision(box,r))
continue;
//Now check how we entered the block (vertically or horizontally).
if(yVel+yVelBase>0){
//Calculate the number of pixels the player is in the block (vertically).
int depth=(box.y+box.h)-r.y;
//We came from the top so the bottom edge of the player must be less or equal than yVel+yVelBase.
if(depth<=yVel+yVelBase){
//NOTE: lastStand is handled later since the player can stand on only one block at the time.
//Check if there's already a lastStand.
if(lastStand){
//Since the player fell he will stand on the highest block, meaning the highest 'depth'.
if(depth>prevDepth){
lastStand=objects[o];
prevDepth=depth;
}else if(depth==prevDepth){
//Both blocks are at the same height so determine the block by the amount the player is standing on them.
SDL_Rect r=objects[o]->getBox();
int w=0;
if(box.x+box.w>r.x+r.w)
w=(r.x+r.w)-box.x;
else
w=(box.x+box.w)-r.x;
//Do the same for the other box.
r=lastStand->getBox();
int w2=0;
if(box.x+box.w>r.x+r.w)
w2=(r.x+r.w)-box.x;
else
w2=(box.x+box.w)-r.x;
//NOTE: It doesn't matter which block the player is on if they are both stationary.
SDL_Rect v=objects[o]->getBox(BoxType_Velocity);
SDL_Rect v2=lastStand->getBox(BoxType_Velocity);
//Either the have the same (vertical) velocity so most pixel standing on is the lastStand...
// ... OR one is moving slower down/faster up and that's the one the player is standing on.
if((v.y==v2.y && w>w2) || v.y<v2.y){
lastStand=objects[o];
prevDepth=depth;
}
}
}else{
//There isn't one so assume the current block for now.
lastStand=objects[o];
prevDepth=depth;
}
}
}else{
//We came from the bottom so the upper edge of the player must be less or equal than yVel+yVelBase.
if(box.y-(r.y+r.h)<=-(yVel+yVelBase)){
box.y=r.y+r.h;
yVel=0;
}
}
}
}
if(lastStand){
inAir=false;
yVel=1;
SDL_Rect r=lastStand->getBox();
box.y=r.y-box.h;
}
//Check if the player fell of the level, if so let him die but without animation.
if(box.y>LEVEL_HEIGHT)
die(false);
//Check if the player changed blocks, meaning stepped onto a block.
objCurrentStand=lastStand;
if(lastStand!=objLastStand){
//The player has changed block so call the playerleave event.
if(objLastStand)
objParent->broadcastObjectEvent(GameObjectEvent_PlayerLeave,-1,NULL,objLastStand);
//Set the new lastStand.
objLastStand=lastStand;
if(lastStand){
//Call the walk on event of the laststand.
objParent->broadcastObjectEvent(GameObjectEvent_PlayerWalkOn,-1,NULL,lastStand);
//Bugfix for Fragile blocks.
if(lastStand->type==TYPE_FRAGILE && !lastStand->queryProperties(GameObjectProperty_PlayerCanWalkOn,this)){
inAir=true;
isJump=false;
}
}
}
//NOTE: The PlayerIsOn event must be handled here so that the script can change the location of a block without interfering with the collision detection.
//Handlingin it here also guarantees that this event will only be called once for one block per update.
if(objCurrentStand)
objParent->broadcastObjectEvent(GameObjectEvent_PlayerIsOn,-1,NULL,objCurrentStand);
//Reset the base velocity.
xVelBase=yVelBase=0;
canMove=true;
}
void Player::jump(int strength){
//Check if the player can jump.
if(inAir==false){
//Set the jump velocity.
yVel=-strength;
inAir=true;
isJump=false;
jumpTime++;
//Update statistics
if(!objParent->player.isPlayFromRecord() && !objParent->interlevel){
if(shadow) statsMgr.shadowJumps++;
else statsMgr.playerJumps++;
if(statsMgr.playerJumps+statsMgr.shadowJumps==1000) statsMgr.newAchievement("frog");
}
//Check if sound is enabled, if so play the jump sound.
getSoundManager()->playSound("jump");
}
}
void Player::show(){
//Check if we should render the recorded line.
//Only do this when we're recording and we're not the shadow.
if(shadow==false && record==true){
//FIXME: Adding an entry not in update but in render?
line.push_back(SDL_Rect());
line[line.size()-1].x=box.x+11;
line[line.size()-1].y=box.y+20;
//Loop through the line dots and draw them.
for(int l=0; l<(signed)line.size(); l++){
appearance.drawState("line",screen,line[l].x-camera.x,line[l].y-camera.y,NULL);
}
}
//NOTE: We do logic here, because it's only needed by the appearance.
appearance.updateAnimation();
appearance.draw(screen, box.x-camera.x, box.y-camera.y, NULL);
}
void Player::shadowSetState(){
int currentKey=0;
/*//debug
extern int block_test_count;
extern bool block_test_only;
if(SDL_GetKeyState(NULL)[SDLK_p]){
block_test_count=recordButton.size();
}
if(block_test_count==(int)recordButton.size()){
block_test_only=true;
}*/
//Check if we should read the input from record file.
if(recordIndex>=0){ // && recordIndex<(int)recordButton.size()){
//read the input from record file
if(recordIndex<(int)recordButton.size()){
currentKey=recordButton[recordIndex];
recordIndex++;
}
//Reset horizontal velocity.
xVel=0;
if(currentKey&PlayerButtonRight){
//Walking to the right.
xVel+=7;
}
if(currentKey&PlayerButtonLeft){
//Walking to the left.
xVel-=7;
}
if(currentKey&PlayerButtonJump){
//The up key, if we aren't in the air we start jumping.
if(inAir==false){
isJump=true;
}else{
//Shouldn't go here
cout<<"Replay BUG"<<endl;
}
}
//check the down key
downKeyPressed=(currentKey&PlayerButtonDown)!=0;
//check the space key
if(currentKey&PlayerButtonSpace){
spaceKeyDown(&objParent->shadow);
}
}else{
//read the input from keyboard.
recordIndex=-1;
//Check for xvelocity.
if(xVel>0)
currentKey|=PlayerButtonRight;
if(xVel<0)
currentKey|=PlayerButtonLeft;
//Check for jumping.
if(isJump){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Jump key recorded\n",objParent->time-1);
cout<<c;
recordKeyPressLog+=c;
#endif
currentKey|=PlayerButtonJump;
}
//Check if the downbutton is pressed.
if(downKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Action key recorded\n",objParent->time-1);
cout<<c;
recordKeyPressLog+=c;
#endif
currentKey|=PlayerButtonDown;
}
if(spaceKeyPressed){
#ifdef RECORD_FILE_DEBUG
char c[64];
sprintf(c,"[%05d] Space key recorded\n",objParent->time-1);
cout<<c;
recordKeyPressLog+=c;
#endif
currentKey|=PlayerButtonSpace;
}
//Record it.
recordButton.push_back(currentKey);
}
#ifdef RECORD_FILE_DEBUG
if(recordIndex>=0){
if(recordIndex>0 && recordIndex<=int(recordPlayerPosition.size())/2){
SDL_Rect &r1=recordPlayerPosition[recordIndex*2-2];
SDL_Rect &r2=recordPlayerPosition[recordIndex*2-1];
if(r1.x!=box.x || r1.y!=box.y || r2.x!=objParent->shadow.box.x || r2.y!=objParent->shadow.box.y){
char c[192];
sprintf(c,"Replay ERROR [%05d] %d %d %d %d Expected: %d %d %d %d\n",
objParent->time-1,box.x,box.y,objParent->shadow.box.x,objParent->shadow.box.y,r1.x,r1.y,r2.x,r2.y);
cout<<c;
}
}
}else{
recordPlayerPosition.push_back(box);
recordPlayerPosition.push_back(objParent->shadow.box);
}
#endif
//reset spaceKeyPressed.
spaceKeyPressed=false;
//Only add an entry if the player is recording.
if(record){
//Add the action.
if(!dead && !objParent->shadow.dead){
playerButton.push_back(currentKey);
//Change the state.
state++;
}else{
//Either player or shadow is dead, stop recording.
playerButton.clear();
state=0;
record=false;
}
}
}
void Player::shadowGiveState(Shadow* shadow){
//Check if the player calls the shadow.
if(shadowCall==true){
//Clear any recording still with the shadow.
shadow->playerButton.clear();
//Loop the recorded moves and add them to the one of the shadow.
for(unsigned int s=0;s<playerButton.size();s++){
shadow->playerButton.push_back(playerButton[s]);
}
//Reset the state of both the player and the shadow.
stateReset();
shadow->stateReset();
//Clear the recording at the player's side.
playerButton.clear();
line.clear();
//Set shadowCall false
shadowCall=false;
//And let the shadow know that the player called him.
shadow->meCall();
}
}
void Player::stateReset(){
//Reset the state by setting it to 0.
state=0;
}
void Player::otherCheck(class Player* other){
//Now check if the player is on the shadow.
//First make sure they are both alive.
if(!dead && !other->dead){
//Get the box of the shadow.
SDL_Rect boxShadow=other->getBox();
//Check if the player is on top of the shadow.
if(checkCollision(box,boxShadow)==true){
//We have collision now check if the other is standing on top of you.
if(box.y+box.h<=boxShadow.y+13 && !other->inAir){
int yVelocity=yVel-1;
if(yVelocity>0){
box.y-=yVel;
box.y+=boxShadow.y-(box.y+box.h);
inAir=false;
canMove=false;
//Reset the vertical velocity.
yVel=2;
other->holdingOther=true;
other->appearance.changeState("holding");
//Change our own appearance to standing.
if(direction==1){
appearance.changeState("standleft");
}else{
appearance.changeState("standright");
}
//Set the velocity things.
objCurrentStand=NULL;
if(other->objCurrentStand){
SDL_Rect v=other->objCurrentStand->getBox(BoxType_Velocity);
xVelBase=v.x;
yVelBase=v.y;
}
}
}else if(boxShadow.y+boxShadow.h<=box.y+13 && !inAir){
int yVelocity=other->yVel-1;
if(yVelocity>0){
other->box.y-=other->yVel;
other->box.y+=box.y-(other->box.y+other->box.h);
other->inAir=false;
other->canMove=false;
//Reset the vertical velocity of the other.
other->yVel=2;
holdingOther=true;
appearance.changeState("holding");
//Change our own appearance to standing.
if(other->direction==1){
other->appearance.changeState("standleft");
}else{
other->appearance.changeState("standright");
}
//Set the velocity things.
other->objCurrentStand=NULL;
if(objCurrentStand){
SDL_Rect v=objCurrentStand->getBox(BoxType_Velocity);
other->xVelBase=v.x;
other->yVelBase=v.y;
}
}
}
}else{
holdingOther=false;
other->holdingOther=false;
}
}
}
SDL_Rect Player::getBox(){
return box;
}
void Player::setMyCamera(){
//Only change the camera when the player isn't dead.
if(dead)
return;
//Check if the level fit's horizontally inside the camera.
if(camera.w>LEVEL_WIDTH){
camera.x=-(camera.w-LEVEL_WIDTH)/2;
}else{
//Check if the player is halfway pass the halfright of the screen.
if(box.x>camera.x+(SCREEN_WIDTH/2+50)){
//It is so ease the camera to the right.
camera.x+=(box.x-camera.x-(SCREEN_WIDTH/2))>>4;
//Check if the camera isn't going too far.
if(box.x<camera.x+(SCREEN_WIDTH/2+50)){
camera.x=box.x-(SCREEN_WIDTH/2+50);
}
}
//Check if the player is halfway pass the halfleft of the screen.
if(box.x<camera.x+(SCREEN_WIDTH/2-50)){
//It is so ease the camera to the left.
camera.x+=(box.x-camera.x-(SCREEN_WIDTH/2))>>4;
//Check if the camera isn't going too far.
if(box.x>camera.x+(SCREEN_WIDTH/2-50)){
camera.x=box.x-(SCREEN_WIDTH/2-50);
}
}
//If the camera is too far to the left we set it to 0.
if(camera.x<0){
camera.x=0;
}
//If the camera is too far to the right we set it to the max right.
if(camera.x+camera.w>LEVEL_WIDTH){
camera.x=LEVEL_WIDTH-camera.w;
}
}
//Check if the level fit's vertically inside the camera.
if(camera.h>LEVEL_HEIGHT){
//We don't centre vertical because the bottom line of the level (deadly) will be mid air.
camera.y=-(camera.h-LEVEL_HEIGHT);
}else{
//Check if the player is halfway pass the lower half of the screen.
if(box.y>camera.y+(SCREEN_HEIGHT/2+50)){
//If is so ease the camera down.
camera.y+=(box.y-camera.y-(SCREEN_HEIGHT/2))>>4;
//Check if the camera isn't going too far.
if(box.y<camera.y+(SCREEN_HEIGHT/2+50)){
camera.y=box.y-(SCREEN_HEIGHT/2+50);
}
}
//Check if the player is halfway pass the upper half of the screen.
if(box.y<camera.y+(SCREEN_HEIGHT/2-50)){
//It is so ease the camera up.
camera.y+=(box.y-camera.y-(SCREEN_HEIGHT/2))>>4;
//Check if the camera isn't going too far.
if(box.y>camera.y+(SCREEN_HEIGHT/2-50)){
camera.y=box.y-(SCREEN_HEIGHT/2-50);
}
}
//If the camera is too far up we set it to 0.
if(camera.y<0){
camera.y=0;
}
//If the camera is too far down we set it to the max down.
if(camera.y+camera.h>LEVEL_HEIGHT){
camera.y=LEVEL_HEIGHT-camera.h;
}
}
}
void Player::reset(bool save){
//Set the location of the player to it's initial state.
box.x=fx;
box.y=fy;
//Reset back to default value.
inAir=true;
isJump=false;
shadowCall=false;
canMove=true;
holdingOther=false;
dead=false;
record=false;
downKeyPressed=false;
spaceKeyPressed=false;
//Some animation variables.
appearance.resetAnimation(save);
appearance.changeState("standright");
direction=0;
state=0;
xVel=0; //??? fixed a strange bug in game replay
yVel=0;
//Reset the gameObject pointers.
objCurrentStand=objLastStand=objLastTeleport=objNotificationBlock=objShadowBlock=NULL;
if(save)
objCurrentStandSave=objLastStandSave=NULL;
//Clear the recording.
line.clear();
playerButton.clear();
recordButton.clear();
recordIndex=-1;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog.clear();
recordPlayerPosition.clear();
#endif
if(save){
//xVelSaved is used to indicate if there's a state saved or not.
xVelSaved=0x80000000;
loadAndDieTimes=0;
}
}
void Player::saveState(){
//We can only save the state when the player isn't dead.
if(!dead){
boxSaved.x=box.x;
boxSaved.y=box.y;
xVelSaved=xVel;
yVelSaved=yVel;
inAirSaved=inAir;
isJumpSaved=isJump;
canMoveSaved=canMove;
holdingOtherSaved=holdingOther;
stateSaved=state;
//Let the appearance save.
appearance.saveAnimation();
//Save the lastStand and currentStand pointers.
objCurrentStandSave=objCurrentStand;
objLastStandSave=objLastStand;
//Save any recording stuff.
recordSaved=record;
playerButtonSaved=playerButton;
lineSaved=line;
//Save the record
savedRecordButton=recordButton;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog_saved=recordKeyPressLog;
recordPlayerPosition_saved=recordPlayerPosition;
#endif
//To prevent playing the sound twice, only the player can cause the sound.
if(!shadow)
getSoundManager()->playSound("checkpoint");
//We saved a new state so reset the counter
loadAndDieTimes=0;
}
}
void Player::loadState(){
//Check with xVelSaved if there's a saved state.
if(xVelSaved==int(0x80000000)){
//There isn't so reset the game to load the first initial state.
//NOTE: There's no need in removing the saved state since there is none.
reset(false);
return;
}
//Restore the saved values.
box.x=boxSaved.x;
box.y=boxSaved.y;
//xVel is set to 0 since it's saved counterpart is used to indicate a saved state.
xVel=0;
yVel=yVelSaved;
//Restore the saved values.
inAir=inAirSaved;
isJump=isJumpSaved;
canMove=canMoveSaved;
holdingOther=holdingOtherSaved;
dead=false;
record=false;
shadowCall=false;
state=stateSaved;
objCurrentStand=objCurrentStandSave;
objLastStand=objLastStandSave;
//Restore the appearance.
appearance.loadAnimation();
//Restore any recorded stuff.
record=recordSaved;
playerButton=playerButtonSaved;
line=lineSaved;
//Load the previously saved record
recordButton=savedRecordButton;
#ifdef RECORD_FILE_DEBUG
recordKeyPressLog=recordKeyPressLog_saved;
recordPlayerPosition=recordPlayerPosition_saved;
#endif
}
void Player::swapState(Player* other){
//We need to swap the values of the player with the ones of the given player.
swap(box.x,other->box.x);
swap(box.y,other->box.y);
//NOTE: xVel isn't there since it's used for something else.
swap(yVel,other->yVel);
swap(inAir,other->inAir);
swap(isJump,other->isJump);
swap(canMove,other->canMove);
swap(holdingOther,other->holdingOther);
swap(dead,other->dead);
//Also reset the state of the other.
other->stateReset();
//Play the swap sound.
getSoundManager()->playSound("swap");
//Update statistics.
if(!dead && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
if(objParent->time < objParent->recentSwap + FPS){
//Swap player and shadow twice in 1 senond.
statsMgr.newAchievement("quickswap");
}
objParent->recentSwap=objParent->time;
statsMgr.swapTimes++;
//Update achievements
switch(statsMgr.swapTimes){
case 100:
statsMgr.newAchievement("swap100");
break;
case 1000:
statsMgr.newAchievement("swap1k");
break;
}
}
}
bool Player::canSaveState(){
//We can only save the state if the player isn't dead.
return !dead;
}
bool Player::canLoadState(){
//We use xVelSaved to indicate if a state is saved or not.
return xVelSaved != int(0x80000000);
}
void Player::die(bool animation){
//Make sure the player isn't already dead.
if(!dead){
dead=true;
//If sound is enabled run the hit sound.
getSoundManager()->playSound("hit");
//Change the apearance to die (if animation is true).
if(animation){
if(direction==1){
appearance.changeState("dieleft");
}else{
appearance.changeState("dieright");
}
}
//Update statistics
if(!objParent->player.isPlayFromRecord() && !objParent->interlevel){
addRecentDeaths(objParent->recentLoad);
if(shadow) statsMgr.shadowDies++;
else statsMgr.playerDies++;
switch(statsMgr.playerDies+statsMgr.shadowDies){
case 1:
statsMgr.newAchievement("die1");
break;
case 50:
statsMgr.newAchievement("die50");
break;
case 1000:
statsMgr.newAchievement("die1000");
break;
}
if(canLoadState() && (++loadAndDieTimes)==100){
statsMgr.newAchievement("loadAndDie100");
}
if(objParent->player.dead && objParent->shadow.dead) statsMgr.newAchievement("doubleKill");
}
}
//We set the jumpTime to 80 when this is the shadow.
//That's the countdown for the "Your shadow has died." message.
if(shadow){
jumpTime=80;
}
}
diff --git a/src/Settings.cpp b/src/Settings.cpp
index 81c40be..7e00ff7 100644
--- a/src/Settings.cpp
+++ b/src/Settings.cpp
@@ -1,253 +1,264 @@
/*
* Copyright (C) 2011-2012 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/>.
*/
#include "Settings.h"
+#include "FileManager.h"
#include <SDL/SDL.h>
#include <string>
#include <stdio.h>
using namespace std;
Settings::Settings(const string fileName): fileName(fileName){
char s[32];
settings["sound"]="128";
settings["music"]="128";
settings["musiclist"]="default";
settings["fullscreen"]="0";
settings["width"]="800";
settings["height"]="600";
settings["resizable"]="1";
#ifdef HARDWARE_ACCELERATION
settings["gl"]="1";
#else
settings["gl"]="0";
#endif
settings["theme"]="%DATA%/themes/Cloudscape";
settings["leveltheme"]="1";
settings["levelmusic"]="1";
settings["internet"]="1";
settings["lastlevelpack"]="tutorial";
settings["internet-proxy"]="";
settings["lang"]="";
settings["addon_url"]="http://sourceforge.net/p/meandmyshadow/addons/ci/HEAD/tree/addons05?format=raw";
//The record mode.
settings["quickrecord"]="0";
//Boolean if fading between states is enabled.
settings["fading"]="1";
//Key settings.
sprintf(s,"%d",(int)SDLK_UP);
settings["key_up"]=settings["key_jump"]=s;
sprintf(s,"%d",(int)SDLK_DOWN);
settings["key_down"]=settings["key_action"]=s; //SDLK_DOWN
sprintf(s,"%d",(int)SDLK_LEFT);
settings["key_left"]=s; //SDLK_LEFT
sprintf(s,"%d",(int)SDLK_RIGHT);
settings["key_right"]=s; //SDLK_RIGHT
sprintf(s,"%d",(int)SDLK_SPACE);
settings["key_space"]=s; //SDLK_SPACE
settings["key_cancelRecording"]="0"; //not set by default
sprintf(s,"%d",(int)SDLK_ESCAPE);
settings["key_escape"]=s; //SDLK_ESCAPE
sprintf(s,"%d",(int)SDLK_r);
settings["key_restart"]=s; //SDLK_r
sprintf(s,"%d",(int)SDLK_TAB);
settings["key_tab"]=s;
sprintf(s,"%d",(int)SDLK_F2);
settings["key_save"]=s; //SDLK_F2
sprintf(s,"%d",(int)SDLK_F3);
settings["key_load"]=s; //SDLK_F3
sprintf(s,"%d",(int)SDLK_F4);
settings["key_swap"]=s; //SDLK_F4
sprintf(s,"%d",(int)SDLK_F5);
settings["key_teleport"]=s; //SDLK_F5
sprintf(s,"%d",(int)SDLK_F12);
settings["key_suicide"]=s;
sprintf(s,"%d",(int)SDLK_RSHIFT);
settings["key_shift"]=s; //SDLK_RSHIFT
sprintf(s,"%d",(int)SDLK_PAGEUP);
settings["key_next"]=s; //SDLK_PAGEUP
sprintf(s,"%d",(int)SDLK_PAGEDOWN);
settings["key_previous"]=s; //SDLK_PAGEDOWN
sprintf(s,"%d",(int)SDLK_RETURN);
settings["key_select"]=s; //SDLK_RETURN
settings["key_up2"]=settings["key_down2"]=settings["key_left2"]=settings["key_right2"]=
settings["key_jump2"]=settings["key_action2"]=
settings["key_space2"]=settings["key_cancelRecording2"]=
settings["key_escape2"]=settings["key_restart2"]=settings["key_tab2"]=
settings["key_save2"]=settings["key_load2"]=settings["key_swap2"]=settings["key_teleport2"]=
settings["key_suicide2"]=settings["key_shift2"]=settings["key_next2"]=settings["key_previous2"]=
settings["key_select2"]="0";
}
void Settings::parseFile(){
- //We open the settings file.
+ //Open the config file for reading.
ifstream file;
-
file.open(fileName.c_str());
if(!file){
- cout<<"Can't find config file!"<<endl;
- createFile();
+ //Check if the file exists.
+ if(fileExists(fileName.c_str())){
+ cerr<<"ERROR: Unable to read config file, default values will be used!"<<endl;
+ }else{
+ cout<<"Creating a new config file."<<endl;
+ createFile();
+ }
+ //No need to parse the unreadable or newly created config file.
+ return;
}
- //Now we're going to walk throught the file line by line.
+ //Read the config file line by line.
string line;
while(getline(file,line)){
string temp = line;
unComment(temp);
if(temp.empty() || empty(temp))
continue;
//The line is good so we parse it.
parseLine(temp);
}
//And close the file.
file.close();
}
void Settings::parseLine(const string &line){
if((line.find('=') == line.npos) || !validLine(line))
- cout<<"Warning illegal line in config file!"<<endl;
+ cerr<<"WARNING: illegal line in config file!"<<endl;
string temp = line;
temp.erase(0, temp.find_first_not_of("\t "));
int seperator = temp.find('=');
//Get the key and trim it.
string key, value;
key = line.substr(0, seperator);
if(key.find('\t')!=line.npos || key.find(' ')!=line.npos)
key.erase(key.find_first_of("\t "));
//Get the value and trim it.
value = line.substr(seperator + 1);
value.erase(0, value.find_first_not_of("\t "));
value.erase(value.find_last_not_of("\t ") + 1);
//Add the setting to the settings map.
setValue(key,value);
}
bool Settings::validLine(const string &line){
string temp = line;
temp.erase(0, temp.find_first_not_of("\t "));
if(temp[0] == '=')
return false;
for(size_t i = temp.find('=') + 1; i < temp.length(); i++)
return true;
return false;
}
void Settings::unComment(string &line){
- if (line.find('#') != line.npos)
+ if(line.find('#') != line.npos)
line.erase(line.find('#'));
}
bool Settings::empty(const string &line){
return (line.find_first_not_of(' ')==line.npos);
}
string Settings::getValue(const string &key){
if(settings.find(key) == settings.end()){
- cout<<"Key "<<key<<" couldn't be found!"<<endl;
+ cerr<<"WARNING: Key "<<key<<" couldn't be found!"<<endl;
return "";
}
return settings[key];
}
bool Settings::getBoolValue(const string &key){
if(settings.find(key) == settings.end()){
- cout<<"Key "<<key<<" couldn't be found!"<<endl;
+ cerr<<"WARNING: Key "<<key<<" couldn't be found!"<<endl;
return false;
}
return (settings[key] != "0");
}
void Settings::setValue(const string &key, const string &value){
- if(settings.find(key) == settings.end()){
- cout<<"Key "<<key<<" couldn't be found!"<<endl;
- return;
- }
settings[key]=value;
}
void Settings::createFile(){
ofstream file;
file.open(fileName.c_str());
//Default Config file.
file<<"#MeAndMyShadow config file. Created on "<<endl;
map<string, string>::iterator iter;
for(iter = settings.begin(); iter != settings.end(); ++iter){
file << iter->first << " = " << iter->second << endl;
}
//And close the file.
file.close();
}
-void Settings::save(){
+bool Settings::save(){
+ //Open the settings file.
ofstream file;
file.open(fileName.c_str());
+
+ //Check if the file could be opened.
+ if(!file)
+ return false;
//First get the date and time.
time_t rawtime;
struct tm* timedate;
char str_time[80];
time(&rawtime);
timedate=localtime(&rawtime);
- //Note: Function asctime() is marked obsolete in POSIX. So we're using strftime() instead.
+ //NOTE: Function asctime() is marked obsolete in POSIX. So we're using strftime() instead.
strftime(str_time,80,"%a %b %d %H:%M:%S %Y",timedate);
//Now write it to the first line of the config file.
file<<"#MeAndMyShadow config file. Created on "<<str_time<<endl;
//Loop through the settings and save them.
map<string,string>::const_iterator iter;
for(iter=settings.begin(); iter!=settings.end(); ++iter){
file<<iter->first<<" = "<<iter->second<<endl;
}
file.close();
+
+ //No errors so return true.
+ return true;
}
diff --git a/src/Settings.h b/src/Settings.h
index 65643c9..9fdc810 100644
--- a/src/Settings.h
+++ b/src/Settings.h
@@ -1,83 +1,84 @@
/*
* Copyright (C) 2011-2012 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 SETTINGS_H
#define SETTINGS_H
#include <iostream>
#include <string>
#include <sstream>
#include <map>
#include <fstream>
#include <ctime>
//The Settings class is used for loading/saving the config file and keeping track of the settings.
class Settings{
private:
//The name of the settingsfile.
const std::string fileName;
//Map containing all the settings.
//The key is the name of the setting.
std::map<std::string,std::string> settings;
//Method that will create the config file.
void createFile();
//Parse a given line and, if valid, add it to the settings map.
//line: The line to parse.
void parseLine(const std::string &line);
//Validates a given line. (Check if it contains a '=')
//line: The line to validate.
//Returns: True if the line is valid.
bool validLine(const std::string &line);
//Remove comments from a given line.
//Comments start with '#' and continues to the end of the line.
//line: The line to uncomment.
void unComment(std::string &line);
//Checks if the line is empty.
//line: The line to check.
//Returns: True if the line is emtpy.
bool empty(const std::string &line);
public:
//Constructor.
//fileName: The name of the file to use.
Settings(std::string fileName);
//This method will open the settings file and walk through it line for line.
void parseFile();
//This method will write the settings in the map to the settings file.
- void save();
+ //Returns: True if there were no errors.
+ bool save();
//Gets the value that belongs to a given key.
//key: The name of teh setting.
//Returns: The value if the key exists and an empty string if the key doesn't exist.
std::string getValue(const std::string &key);
//Gets the value, as a bool, that belongs to a given key.
//key: The name of teh setting.
//Returns: The (bool)value if the key exists and false if the key doesn't exist.
bool getBoolValue(const std::string &key);
//This will set the value of a given key.
- //Note: If the key doesn't exist it won't be set. //FIXME: If the key doesn't exist why not create it?
+ //NOTE: If the key doesn't exist it will be created.
//key: The key of the setting to change.
//value: The new value of the key.
void setValue(const std::string &key, const std::string &value);
};
#endif
\ No newline at end of file
diff --git a/src/StatisticsManager.h b/src/StatisticsManager.h
index b98bd7d..f86bb61 100644
--- a/src/StatisticsManager.h
+++ b/src/StatisticsManager.h
@@ -1,179 +1,179 @@
/*
* Copyright (C) 2012 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 STATISTICSMANAGER_H
#define STATISTICSMANAGER_H
#include <SDL/SDL.h>
#include <string>
#include <vector>
#include <map>
#include <time.h>
enum AchievementDisplayStyle{
ACHIEVEMENT_HIDDEN,
ACHIEVEMENT_TITLE,
ACHIEVEMENT_ALL,
ACHIEVEMENT_PROGRESS,
};
//internal struct for achievement info
struct AchievementInfo{
//achievement id for save to statistics file
const char* id;
//achievement name for display
const char* name;
//achievement image. NULL for no image. will be loaded at getDataPath()+imageFile
const char* imageFile;
//image offset and size.
SDL_Rect r;
//achievement description. supports multi-line text
const char* description;
//display style
AchievementDisplayStyle displayStyle;
//SDL_Surface of achievement image.
SDL_Surface* imageSurface;
};
struct OwnedAchievement{
time_t achievedTime;
AchievementInfo* info;
};
class StatisticsScreen;
class StatisticsManager{
friend class StatisticsScreen;
public:
//Player and shadow traveling distance (m), 1 block = 1 meter
float playerTravelingDistance,shadowTravelingDistance;
//Player and shadow jumps
int playerJumps,shadowJumps;
//Player and shadow dies
int playerDies,shadowDies;
//Player and shadow squashed
int playerSquashed,shadowSquashed;
- //Completed levels. Note: this is dynamically calculated, and doesn't save to file.
+ //Completed levels. NOTE: this is dynamically calculated, and doesn't save to file.
int completedLevels,silverLevels,goldLevels;
//Record times
int recordTimes;
//number of switched pulled
int switchTimes;
//swap times
int swapTimes;
//save and load times
int saveTimes,loadTimes;
//play time (s)
int playTime;
//level edit time (s)
int levelEditTime;
//created levels
int createdLevels;
private:
//current achievement displayed time
int achievementTime;
//some picture
SDL_Surface *bmDropShadow,*bmQuestionMark;
//SDL_Surface for current achievement (excluding drop shadow)
SDL_Surface *bmAchievement;
//currently owned achievements
std::map<std::string,OwnedAchievement> achievements;
//queued achievements for display
std::vector<AchievementInfo*> queuedAchievements;
//currently displayed achievement
int currentAchievement;
//starting time
time_t startTime;
//level edit starting time
time_t levelEditStartTime;
//statistics for tutorial level pack
int tutorialLevels,tutorialCompleted,tutorialGold;
public:
StatisticsManager();
~StatisticsManager();
//clear the statistics and achievements.
void clear();
//load needed picture
void loadPicture();
//register avaliable achievements
static void registerAchievements();
//load statistics file.
void loadFile(const std::string& fileName);
//save statistics file.
void saveFile(const std::string& fileName);
//add or display a new achievement.
//name: the achievement id. if can't find it in avaliable achievement, nothing happens.
//save: if true then save to currently owned achievements. if it already exists in
//currently owned achievements, nothing happens.
//if false then just added it to queue, including duplicated achievements.
void newAchievement(const std::string& id,bool save=true);
//if there are new achievements, draw it on the screen,
//otherwise do nothing.
void render();
//Call this function to update completed levels.
- //Note: Level progress files are reloaded, so it's slow.
+ //NOTE: Level progress files are reloaded, so it's slow.
void reloadCompletedLevelsAndAchievements();
//Call this function to update other achievements at game startup.
void reloadOtherAchievements();
//Update level specified achievements.
//Make sure the completed level count is correct.
void updateLevelAchievements();
//Update tutorial specified achievements.
//Make sure the level progress of tutorial is correct.
void updateTutorialAchievements();
//Call when level edit is start
void startLevelEdit();
//Call when level edit is end
void endLevelEdit();
//update in-game time
void updatePlayTime();
//create a SDL_Surface contains specified achievements or draw to existing surface.
//info: achievement info.
//surface: specifies SDL_Surface to draw on. if NULL then new surface will be created.
//rect [in, out, optional]: specifies position and optionally width to draw on. height will be returned.
// if NULL then will be drawn on top-left corner. if surface is NULL then rect->x and rect->y are ignored.
//showTip: shows "New achievement" tip
//achievedTime: if we should show achieved time (and progress bar if AchievementInfo specifies) and when is it.
- // Note: if showTip=true then this argument does nothing.
+ // NOTE: if showTip=true then this argument does nothing.
//return value: SDL_Surface contains specified achievements or NULL if any error occured.
SDL_Surface* createAchievementSurface(AchievementInfo* info,SDL_Surface* surface=NULL,SDL_Rect* rect=NULL,bool showTip=true,const time_t *achievedTime=NULL);
private:
//internal function
//flags: a bit-field value indicates which achievements we have.
void updateTutorialAchievementsInternal(int flags);
//internal function. alpha should be 1-5, 5 means fully opaque (not really)
void drawAchievement(int alpha);
//internal function for get progress (in percent, 0-100)
float getAchievementProgress(AchievementInfo* info);
};
extern StatisticsManager statsMgr;
extern AchievementInfo achievementList[];
#endif
\ No newline at end of file
diff --git a/src/StatisticsScreen.cpp b/src/StatisticsScreen.cpp
index 1b86dc6..d9d7e42 100644
--- a/src/StatisticsScreen.cpp
+++ b/src/StatisticsScreen.cpp
@@ -1,353 +1,353 @@
/*
* Copyright (C) 2012 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/>.
*/
#include <stdio.h>
#include <string>
#include <vector>
#include <map>
#include "StatisticsManager.h"
#include "StatisticsScreen.h"
#include "Globals.h"
#include "Functions.h"
#include "ThemeManager.h"
#include "InputManager.h"
#include "GUIListBox.h"
#include "GUIScrollBar.h"
#ifdef __APPLE__
#include <SDL_image/SDL_image.h>
#include <SDL_gfx/SDL_gfxPrimitives.h>
#else
#include <SDL/SDL_image.h>
#include <SDL/SDL_gfxPrimitives.h>
#endif
using namespace std;
//GUI events are handled here.
//name: The name of the element that invoked the event.
//obj: Pointer to the object that invoked the event.
//eventType: Integer containing the type of event.
void StatisticsScreen::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//Goto the main menu.
setNextState(STATE_MENU);
}
}
}
//Constructor.
StatisticsScreen::StatisticsScreen(){
//Update in-game time.
statsMgr.updatePlayTime();
//Render the title.
title=TTF_RenderUTF8_Blended(fontTitle,_("Achievements and Statistics"),themeTextColor);
//Create GUI.
createGUI();
}
//Destructor.
StatisticsScreen::~StatisticsScreen(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Free images.
SDL_FreeSurface(title);
}
//we are so lazy that we just use height of the first text, ignore the others
#define DRAW_PLAYER_STATISTICS(name,var,fmt) { \
surface=TTF_RenderUTF8_Blended(fontGUISmall,name,themeTextColor); \
stats=SDL_CreateRGBSurface(SCREEN_FLAGS,w,surface->h, /* create new surface */ \
screen->format->BitsPerPixel,screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0); \
SDL_FillRect(stats,NULL,-1); \
applySurface(4,0,surface,stats,NULL); \
y=surface->h; \
SDL_FreeSurface(surface); \
sprintf(s,fmt,statsMgr.player##var+statsMgr.shadow##var); \
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor); \
applySurface(w-260-surface->w,(y-surface->h)/2,surface,stats,NULL); \
SDL_FreeSurface(surface); \
sprintf(s,fmt,statsMgr.player##var); \
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor); \
applySurface(w-140-surface->w,(y-surface->h)/2,surface,stats,NULL); \
SDL_FreeSurface(surface); \
sprintf(s,fmt,statsMgr.shadow##var); \
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor); \
applySurface(w-20-surface->w,(y-surface->h)/2,surface,stats,NULL); \
SDL_FreeSurface(surface); \
list->addItem("",stats); /* add it to list box */ \
}
//we are so lazy that we just use height of the first text, ignore the others
template <class T1>
static SDL_Surface* drawMiscStatistics1(int w,GUIListBox *list,const char* name1,const T1 var1,const char* format1){
//create new surface
SDL_Surface* surface=TTF_RenderUTF8_Blended(fontGUISmall,name1,themeTextColor);
SDL_Surface* stats=SDL_CreateRGBSurface(SCREEN_FLAGS,w,surface->h,
screen->format->BitsPerPixel,screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
SDL_FillRect(stats,NULL,-1);
applySurface(4,0,surface,stats,NULL);
int x=surface->w+8;
int y=surface->h;
SDL_FreeSurface(surface);
//draw value
char s[1024];
sprintf(s,format1,var1);
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
applySurface(x,(y-surface->h)/2,surface,stats,NULL);
SDL_FreeSurface(surface);
//add it to list box
list->addItem("",stats);
//over
return stats;
}
//we are so lazy that we just use height of the first text, ignore the others
template <class T1,class T2>
static void drawMiscStatistics2(int w,GUIListBox *list,const char* name1,const T1 var1,const char* format1,const char* name2,const T2 var2,const char* format2){
SDL_Surface* stats=drawMiscStatistics1(w,list,name1,var1,format1);
//Check if the width is enough
if(w>=800){
//draw name
SDL_Surface* surface=TTF_RenderUTF8_Blended(fontGUISmall,name2,themeTextColor);
applySurface(w/2-8,stats->h-surface->h,surface,stats,NULL);
int x=surface->w+w/2;
SDL_FreeSurface(surface);
//draw value
char s[1024];
sprintf(s,format2,var2);
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
applySurface(x,(stats->h-surface->h)/2,surface,stats,NULL);
SDL_FreeSurface(surface);
}else{
//Split into two rows
drawMiscStatistics1(w,list,name2,var2,format2);
}
}
//Method that will create the GUI.
void StatisticsScreen::createGUI(){
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Create back button.
GUIObject* obj=new GUIButton(SCREEN_WIDTH*0.5,SCREEN_HEIGHT-60,-1,36,_("Back"),0,true,true,GUIGravityCenter);
obj->name="cmdBack";
obj->eventCallback=this;
GUIObjectRoot->addChild(obj);
//Create list box.
listBox=new GUISingleLineListBox((SCREEN_WIDTH-500)/2,104,500,32);
listBox->addItem(_("Achievements"));
listBox->addItem(_("Statistics"));
listBox->value=0;
GUIObjectRoot->addChild(listBox);
//Create list box for achievements.
GUIListBox *list=new GUIListBox(64,150,SCREEN_WIDTH-128,SCREEN_HEIGHT-150-72);
list->selectable=false;
GUIObjectRoot->addChild(list);
lists.clear();
lists.push_back(list);
for(int idx=0;achievementList[idx].id!=NULL;++idx){
time_t *lpt=NULL;
map<string,OwnedAchievement>::iterator it=statsMgr.achievements.find(achievementList[idx].id);
if(it!=statsMgr.achievements.end()){
lpt=&it->second.achievedTime;
}
SDL_Rect r;
r.x=r.y=0;
r.w=list->width-16;
SDL_Surface *surface=statsMgr.createAchievementSurface(&achievementList[idx],NULL,&r,false,lpt);
if(surface!=NULL){
hlineRGBA(surface,0,surface->w,0,0,0,0,32);
hlineRGBA(surface,0,surface->w,surface->h-1,0,0,0,128);
hlineRGBA(surface,0,surface->w,surface->h-2,0,0,0,32);
list->addItem("",surface);
}
}
//Now create list box for statistics.
list=new GUIListBox(64,150,SCREEN_WIDTH-128,SCREEN_HEIGHT-150-72,true,false);
list->selectable=false;
GUIObjectRoot->addChild(list);
lists.push_back(list);
//Load needed pictures.
//FIXME: hard-coded image path
SDL_Surface* bmPlayer=loadImage(getDataPath()+"themes/Cloudscape/characters/player.png");
SDL_Surface* bmShadow=loadImage(getDataPath()+"themes/Cloudscape/characters/shadow.png");
SDL_Surface* bmMedal=loadImage(getDataPath()+"gfx/medals.png");
//Render stats.
char s[64],s2[64];
SDL_Surface *stats,*surface,*h_bar;
SDL_Rect r;
int x,y,w=SCREEN_WIDTH-128;
Uint32 clr=SDL_MapRGB(screen->format,themeTextColor.r,themeTextColor.g,themeTextColor.b);
//The horizontal bar.
h_bar=SDL_CreateRGBSurface(SDL_SWSURFACE,w,2,
screen->format->BitsPerPixel,screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
SDL_FillRect(h_bar,NULL,clr);
//Player and shadow specific statistics
//The header.
stats=SDL_CreateRGBSurface(SCREEN_FLAGS,w,44,
screen->format->BitsPerPixel,screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
SDL_FillRect(stats,NULL,-1);
surface=TTF_RenderUTF8_Blended(fontGUISmall,_("Total"),themeTextColor);
applySurface(w-260-surface->w,stats->h-surface->h,surface,stats,NULL);
SDL_FreeSurface(surface);
//FIXME: hard-coded player and shadow images
r.x=0;r.y=0;r.w=23;r.h=40;
applySurface(w-140-r.w,stats->h-40,bmPlayer,stats,&r);
applySurface(w-20-r.w,stats->h-40,bmShadow,stats,&r);
list->addItem("",stats);
//Each items.
DRAW_PLAYER_STATISTICS(_("Traveling distance (m)"),TravelingDistance,"%0.1f");
DRAW_PLAYER_STATISTICS(_("Jump times"),Jumps,"%d");
DRAW_PLAYER_STATISTICS(_("Die times"),Dies,"%d");
DRAW_PLAYER_STATISTICS(_("Squashed times"),Squashed,"%d");
//Game specific statistics.
list->addItem("",SDL_DisplayFormat(h_bar));
drawMiscStatistics2(w,list,_("Recordings:"),statsMgr.recordTimes,"%d",_("Switch pulled times:"),statsMgr.switchTimes,"%d");
drawMiscStatistics1(w,list,_("Swap times:"),statsMgr.swapTimes,"%d");
drawMiscStatistics2(w,list,_("Save times:"),statsMgr.saveTimes,"%d",_("Load times:"),statsMgr.loadTimes,"%d");
//Level specific statistics
list->addItem("",SDL_DisplayFormat(h_bar));
surface=TTF_RenderUTF8_Blended(fontGUISmall,_("Completed levels:"),themeTextColor);
stats=SDL_CreateRGBSurface(SCREEN_FLAGS,w,surface->h,
screen->format->BitsPerPixel,screen->format->Rmask,screen->format->Gmask,screen->format->Bmask,0);
SDL_FillRect(stats,NULL,-1);
applySurface(4,0,surface,stats,NULL);
x=surface->w+8;
y=surface->h;
SDL_FreeSurface(surface);
sprintf(s,"%d",statsMgr.completedLevels);
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
applySurface(x,(y-surface->h)/2,surface,stats,NULL);
SDL_FreeSurface(surface);
sprintf(s,"%d",statsMgr.completedLevels-statsMgr.goldLevels-statsMgr.silverLevels);
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
applySurface(w-260-surface->w,(y-surface->h)/2,surface,stats,NULL);
r.x=0;r.y=0;r.w=30;r.h=30;
applySurface(w-260-surface->w-30,(y-30)/2,bmMedal,stats,&r);
SDL_FreeSurface(surface);
sprintf(s,"%d",statsMgr.silverLevels);
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
applySurface(w-140-surface->w,(y-surface->h)/2,surface,stats,NULL);
r.x+=30;
applySurface(w-140-surface->w-30,(y-30)/2,bmMedal,stats,&r);
SDL_FreeSurface(surface);
sprintf(s,"%d",statsMgr.goldLevels);
surface=TTF_RenderUTF8_Blended(fontText,s,themeTextColor);
applySurface(w-20-surface->w,(y-surface->h)/2,surface,stats,NULL);
r.x+=30;
applySurface(w-20-surface->w-30,(y-30)/2,bmMedal,stats,&r);
SDL_FreeSurface(surface);
list->addItem("",stats);
//Other statistics.
list->addItem("",SDL_DisplayFormat(h_bar));
sprintf(s,"%02d:%02d:%02d",statsMgr.playTime/3600,(statsMgr.playTime/60)%60,statsMgr.playTime%60);
sprintf(s2,"%02d:%02d:%02d",statsMgr.levelEditTime/3600,(statsMgr.levelEditTime/60)%60,statsMgr.levelEditTime%60);
drawMiscStatistics2(w,list,_("In-game time:"),s,"%s",_("Level editing time:"),s2,"%s");
drawMiscStatistics1(w,list,_("Created levels:"),statsMgr.createdLevels,"%d");
//Clean up
SDL_FreeSurface(h_bar);
}
//In this method all the key and mouse events should be handled.
-//Note: The GUIEvents won't be handled here.
+//NOTE: The GUIEvents won't be handled here.
void StatisticsScreen::handleEvents(){
//Check if we need to quit, if so enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check if the escape button is pressed, if so go back to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
//All the logic that needs to be done should go in this method.
void StatisticsScreen::logic(){
}
//This method handles all the rendering.
void StatisticsScreen::render(){
//Draw background.
objThemes.getBackground(true)->draw(screen);
objThemes.getBackground(true)->updateAnimation();
//Draw title.
applySurface((SCREEN_WIDTH-title->w)/2,40-TITLE_FONT_RAISE,title,screen,NULL);
//Draw statistics.
int value=listBox->value;
for(unsigned int i=0;i<lists.size();i++){
lists[i]->visible=(i==value);
}
}
//Method that will be called when the screen size has been changed in runtime.
void StatisticsScreen::resize(){
//Recreate the gui to fit the new resolution.
createGUI();
}
diff --git a/src/StatisticsScreen.h b/src/StatisticsScreen.h
index 172f8ca..7614fb6 100644
--- a/src/StatisticsScreen.h
+++ b/src/StatisticsScreen.h
@@ -1,67 +1,67 @@
-/*
- * Copyright (C) 2012 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 STATISTICSSCREEN_H
-#define STATISTICSSCREEN_H
-
-#include <SDL/SDL.h>
-#include "GameState.h"
+/*
+ * Copyright (C) 2012 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 STATISTICSSCREEN_H
+#define STATISTICSSCREEN_H
+
+#include <SDL/SDL.h>
+#include "GameState.h"
#include "GUIObject.h"
-#include "GUIListBox.h"
-
-class StatisticsScreen:public GameState, private GUIEventCallback{
-private:
- //Contains title.
+#include "GUIListBox.h"
+
+class StatisticsScreen:public GameState, private GUIEventCallback{
+private:
+ //Contains title.
SDL_Surface* title;
//The list box used to switch between statistics and achievements.
GUISingleLineListBox* listBox;
//The list widgets used for achievements and statistics.
std::vector<GUIListBox*> lists;
//GUI events are handled here.
//name: The name of the element that invoked the event.
//obj: Pointer to the object that invoked the event.
//eventType: Integer containing the type of event.
- void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType);
+ void GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType);
public:
//Constructor.
StatisticsScreen();
//Destructor.
virtual ~StatisticsScreen();
//Method that will create the GUI for the options menu.
void createGUI();
//In this method all the key and mouse events should be handled.
- //Note: The GUIEvents won't be handled here.
+ //NOTE: The GUIEvents won't be handled here.
virtual void handleEvents();
//All the logic that needs to be done should go in this method.
virtual void logic();
//This method handles all the rendering.
virtual void render();
//Method that will be called when the screen size has been changed in runtime.
virtual void resize();
-};
-
-#endif
+};
+
+#endif
diff --git a/src/TitleMenu.cpp b/src/TitleMenu.cpp
index 9ba856f..47f4cce 100644
--- a/src/TitleMenu.cpp
+++ b/src/TitleMenu.cpp
@@ -1,887 +1,887 @@
/*
* 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/>.
*/
#include "Functions.h"
#include "GameState.h"
#include "Globals.h"
#include "TitleMenu.h"
#include "GUIListBox.h"
#include "GUITextArea.h"
#include "InputManager.h"
#include "StatisticsManager.h"
#include <iostream>
#include <algorithm>
#include <sstream>
#include "libs/tinygettext/tinygettext.hpp"
using namespace std;
/////////////////////////MAIN_MENU//////////////////////////////////
//Integer containing the highlighted/selected menu option.
static int highlight=0;
Menu::Menu(){
highlight=0;
animation=0;
//Load the title image.
title=loadImage(getDataPath()+"gfx/menu/title.png");
//Now render the five entries.
//SDL_Color black={0,0,0};
entries[0]=TTF_RenderUTF8_Blended(fontTitle,_("Play"),themeTextColor);
entries[1]=TTF_RenderUTF8_Blended(fontTitle,_("Options"),themeTextColor);
entries[2]=TTF_RenderUTF8_Blended(fontTitle,_("Map Editor"),themeTextColor);
entries[3]=TTF_RenderUTF8_Blended(fontTitle,_("Addons"),themeTextColor);
entries[4]=TTF_RenderUTF8_Blended(fontTitle,_("Quit"),themeTextColor);
entries[5]=TTF_RenderUTF8_Blended(fontTitle,">",themeTextColor);
entries[6]=TTF_RenderUTF8_Blended(fontTitle,"<",themeTextColor);
//Load the credits icon.
creditsIcon=loadImage(getDataPath()+"gfx/menu/credits.png");
statisticsIcon=loadImage(getDataPath()+"gfx/menu/statistics.png");
}
Menu::~Menu(){
//We need to free the five text surfaceses.
for(unsigned int i=0;i<7;i++)
SDL_FreeSurface(entries[i]);
}
void Menu::handleEvents(){
//Get the x and y location of the mouse.
int x,y;
SDL_GetMouseState(&x,&y);
//Calculate which option is highlighted using the location of the mouse.
//Only if mouse is 'doing something'
if(event.type==SDL_MOUSEMOTION || event.type==SDL_MOUSEBUTTONDOWN){
highlight=0;
if(x>=200&&x<SCREEN_WIDTH-200&&y>=(SCREEN_HEIGHT-250)/2&&y<(SCREEN_HEIGHT-200)/2+320){
highlight=(y-((SCREEN_HEIGHT-200)/2-64))/64;
if(highlight>5) highlight=0;
}
//Also check the icons.
if(y>=SCREEN_HEIGHT-56&&y<SCREEN_HEIGHT-8){
if(x>=SCREEN_WIDTH-8){
//do nothing
}else if(x>=SCREEN_WIDTH-56){
highlight=7;
}else if(x>=SCREEN_WIDTH-104){
highlight=6;
}
}
}
//Down/Up -arrows move highlight
if(inputMgr.isKeyDownEvent(INPUTMGR_DOWN)){
highlight++;
if(highlight>7)
highlight=0;
}
if(inputMgr.isKeyDownEvent(INPUTMGR_UP)){
highlight--;
if(highlight<1)
highlight=7;
}
//Check if there's a press event.
if((event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT) ||
(inputMgr.isKeyUpEvent(INPUTMGR_SELECT))){
//We have one so check which selected/highlighted option needs to be done.
switch(highlight){
case 1:
//Enter the levelSelect state.
setNextState(STATE_LEVEL_SELECT);
break;
case 2:
//Enter the options state.
setNextState(STATE_OPTIONS);
break;
case 3:
//Enter the levelEditor, but first set the level to a default leveledit map.
levelName="";
setNextState(STATE_LEVEL_EDIT_SELECT);
break;
case 4:
//Check if internet is enabled.
if(!getSettings()->getBoolValue("internet")){
msgBox(_("Enable internet in order to install addons."),MsgBoxOKOnly,_("Internet disabled"));
break;
}
//Enter the addons state.
setNextState(STATE_ADDONS);
break;
case 5:
//We quit, so we enter the exit state.
setNextState(STATE_EXIT);
break;
case 6:
//Show the credits screen.
setNextState(STATE_CREDITS);
break;
case 7:
//Show the statistics screen.
setNextState(STATE_STATISTICS);
break;
}
}
//We also need to quit the menu when escape is pressed.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_EXIT);
}
//Check if we need to quit, if so we enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
}
//Nothing to do here
void Menu::logic(){
animation++;
if(animation>10)
animation=-10;
}
void Menu::render(){
//Draw background.
objThemes.getBackground(true)->draw(screen);
objThemes.getBackground(true)->updateAnimation();
//Draw the title.
applySurface((SCREEN_WIDTH-title->w)/2,40,title,screen,NULL);
//Draw the menu entries.
for(unsigned int i=0;i<5;i++){
applySurface((SCREEN_WIDTH-entries[i]->w)/2,(SCREEN_HEIGHT-200)/2+64*i+(64-entries[i]->h)/2,entries[i],screen,NULL);
}
//Check if an option is selected/highlighted.
if(highlight>0 && highlight<=5){
//Draw the '>' sign, which is entry 5.
int x=(SCREEN_WIDTH-entries[highlight-1]->w)/2-(25-abs(animation)/2)-entries[5]->w;
int y=(SCREEN_HEIGHT-200)/2-64+64*highlight+(64-entries[5]->h)/2;
applySurface(x,y,entries[5],screen,NULL);
//Draw the '<' sign, which is entry 6.
x=(SCREEN_WIDTH-entries[highlight-1]->w)/2+entries[highlight-1]->w+(25-abs(animation)/2);
y=(SCREEN_HEIGHT-200)/2-64+64*highlight+(64-entries[6]->h)/2;
applySurface(x,y,entries[6],screen,NULL);
}
//Check if an icon is selected/highlighted and draw tooltip
if(highlight==6 || highlight==7){
SDL_Color fg={0,0,0};
SDL_Surface *surface=NULL;
if(highlight==6)
surface=TTF_RenderUTF8_Blended(fontText,_("Credits"),fg);
else
surface=TTF_RenderUTF8_Blended(fontText,_("Achievements and Statistics"),fg);
drawGUIBox(-2,SCREEN_HEIGHT-surface->h-2,surface->w+4,surface->h+4,screen,0xFFFFFFFF);
applySurface(0,SCREEN_HEIGHT-surface->h,surface,screen,NULL);
SDL_FreeSurface(surface);
}
//Draw icons.
applySurface(SCREEN_WIDTH-96,SCREEN_HEIGHT-48,creditsIcon,screen,NULL);
applySurface(SCREEN_WIDTH-48,SCREEN_HEIGHT-48,statisticsIcon,screen,NULL);
}
void Menu::resize(){}
/////////////////////////OPTIONS_MENU//////////////////////////////////
//Some varables for the options.
static bool fullscreen,leveltheme,internet,fade,quickrec;
static string themeName,languageName;
static int lastLang,lastRes;
static bool useProxy;
static string internetProxy;
static bool restartFlag;
static _res currentRes;
static vector<_res> resolutionList;
Options::Options(){
//Render the title.
title=TTF_RenderUTF8_Blended(fontTitle,_("Settings"),themeTextColor);
//Initialize variables.
lastJumpSound=0;
clearIconHower=false;
//Load icon image.
clearIcon=loadImage(getDataPath()+"gfx/menu/clear-progress.png");
//Set some default settings.
fullscreen=getSettings()->getBoolValue("fullscreen");
languageName=getSettings()->getValue("lang");
themeName=processFileName(getSettings()->getValue("theme"));
leveltheme=getSettings()->getBoolValue("leveltheme");
internet=getSettings()->getBoolValue("internet");
internetProxy=getSettings()->getValue("internet-proxy");
useProxy=!internetProxy.empty();
fade=getSettings()->getBoolValue("fading");
quickrec=getSettings()->getBoolValue("quickrecord");
//Set the restartFlag false.
restartFlag=false;
//Now create the gui.
createGUI();
}
Options::~Options(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Free the title image.
SDL_FreeSurface(title);
}
void Options::createGUI(){
//Variables for positioning
const int columnW=SCREEN_WIDTH*0.3;
const int column1X=SCREEN_WIDTH*0.15;
const int column2X=SCREEN_WIDTH*0.55;
const int lineHeight=40;
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Single line list for different tabs.
GUISingleLineListBox* listBox=new GUISingleLineListBox((SCREEN_WIDTH-500)/2,104,500,32);
listBox->addItem(_("General"));
listBox->addItem(_("Controls"));
listBox->value=0;
listBox->name="lstTabs";
listBox->eventCallback=this;
GUIObjectRoot->addChild(listBox);
//Create general tab.
tabGeneral=new GUIObject(0,150,SCREEN_WIDTH,SCREEN_HEIGHT);
GUIObjectRoot->addChild(tabGeneral);
//Now we create GUIObjects for every option.
GUIObject* obj=new GUILabel(column1X,0,columnW,36,_("Music"));
tabGeneral->addChild(obj);
musicSlider=new GUISlider(column2X,0,columnW,36,atoi(getSettings()->getValue("music").c_str()),0,128,15);
musicSlider->name="sldMusic";
musicSlider->eventCallback=this;
tabGeneral->addChild(musicSlider);
obj=new GUILabel(column1X,lineHeight,columnW,36,_("Sound"));
tabGeneral->addChild(obj);
soundSlider=new GUISlider(column2X,lineHeight,columnW,36,atoi(getSettings()->getValue("sound").c_str()),0,128,15);
soundSlider->name="sldSound";
soundSlider->eventCallback=this;
tabGeneral->addChild(soundSlider);
obj=new GUILabel(column1X,2*lineHeight,columnW,36,_("Resolution"));
obj->name="lstResolution";
tabGeneral->addChild(obj);
//Create list with many different resolutions.
resolutions = new GUISingleLineListBox(column2X,2*lineHeight,columnW,36);
resolutions->value=-1;
//Enumerate available resolutions using SDL_ListModes()
- //Note: we enumerate fullscreen resolutions because
+ //NOTE: we enumerate fullscreen resolutions because
// windowed resolutions always can be arbitrary.
if(resolutionList.empty()){
SDL_Rect **modes=SDL_ListModes(NULL,SDL_FULLSCREEN|SCREEN_FLAGS|SDL_ANYFORMAT);
if(modes==NULL || ((intptr_t)modes) == -1){
- cout<<"Error: Can't enumerate available screen resolutions."
- " Use predefined screen resolutions list instead."<<endl;
+ cerr<<"ERROR: Can't enumerate available screen resolutions."
+ " Using predefined screen resolutions list instead."<<endl;
static const _res predefinedResolutionList[] = {
{800,600},
{1024,600},
{1024,768},
{1152,864},
{1280,720},
{1280,768},
{1280,800},
{1280,960},
{1280,1024},
{1360,768},
{1366,768},
{1440,900},
{1600,900},
{1600,1200},
{1680,1080},
{1920,1080},
{1920,1200},
{2560,1440},
{3840,2160}
};
for(unsigned int i=0;i<sizeof(predefinedResolutionList)/sizeof(_res);i++){
resolutionList.push_back(predefinedResolutionList[i]);
}
}else{
for(unsigned int i=0;modes[i]!=NULL;i++){
//Check if the resolution is big enough
if(modes[i]->w>=800 && modes[i]->h>=600){
_res res={modes[i]->w, modes[i]->h};
resolutionList.push_back(res);
}
}
reverse(resolutionList.begin(),resolutionList.end());
}
}
//Get current resolution from config file. Thus it can be user defined.
currentRes.w=atoi(getSettings()->getValue("width").c_str());
currentRes.h=atoi(getSettings()->getValue("height").c_str());
for (int i=0; i<(int)resolutionList.size();i++){
//Create a string from width and height and then add it to list.
ostringstream out;
out << resolutionList[i].w << "x" << resolutionList[i].h;
resolutions->addItem(out.str());
//Check if current resolution matches, select it.
if(resolutionList[i].w==currentRes.w && resolutionList[i].h==currentRes.h){
resolutions->value=i;
}
}
//Add current resolution if it isn't already in the list.
if(resolutions->value==-1){
ostringstream out;
out << currentRes.w << "x" << currentRes.h;
resolutions->addItem(out.str());
resolutions->value=resolutions->item.size()-1;
}
lastRes=resolutions->value;
tabGeneral->addChild(resolutions);
obj=new GUILabel(column1X,3*lineHeight,columnW,36,_("Language"));
tabGeneral->addChild(obj);
//Create GUI list with available languages.
langs = new GUISingleLineListBox(column2X,3*lineHeight,columnW,36);
langs->name="lstLanguages";
/// TRANSLATORS: as detect user's language automatically
langs->addItem("",_("Auto-Detect"));
langs->addItem("en","English");
//Get a list of every available language.
set<tinygettext::Language> languages = dictionaryManager->get_languages();
for (set<tinygettext::Language>::iterator s0 = languages.begin(); s0 != languages.end(); ++s0){
//If language in loop is the same in config file, then select it
if(getSettings()->getValue("lang")==s0->str()){
lastLang=distance(languages.begin(),s0)+2;
}
//Add language in loop to list and listbox.
langs->addItem(s0->str(),s0->get_name());
}
//If Auto or English are selected.
if(getSettings()->getValue("lang")==""){
lastLang=0;
}else if(getSettings()->getValue("lang")=="en"){
lastLang=1;
}
langs->value=lastLang;
tabGeneral->addChild(langs);
obj=new GUILabel(column1X,4*lineHeight,columnW,36,_("Theme"));
obj->name="theme";
tabGeneral->addChild(obj);
//Create the theme option gui element.
theme=new GUISingleLineListBox(column2X,4*lineHeight,columnW,36);
theme->name="lstTheme";
//Vector containing the theme locations and names.
vector<pair<string,string> > themes;
vector<string> v=enumAllDirs(getUserPath(USER_DATA)+"themes/");
for(vector<string>::iterator i=v.begin(); i!=v.end(); ++i){
string location=getUserPath(USER_DATA)+"themes/"+*i;
themes.push_back(pair<string,string>(location,*i));
}
vector<string> v2=enumAllDirs(getDataPath()+"themes/");
for(vector<string>::iterator i=v2.begin(); i!=v2.end(); ++i){
string location=getDataPath()+"themes/"+*i;
themes.push_back(pair<string,string>(location,*i));
}
//Try to find the configured theme so we can display it.
int value=-1;
for(vector<pair<string,string> >::iterator i=themes.begin(); i!=themes.end(); ++i){
if(i->first==themeName) {
value=i-themes.begin();
}
}
theme->addItems(themes);
if(value==-1)
value=theme->item.size()-1;
theme->value=value;
//NOTE: We call the event handling method to correctly set the themename.
GUIEventCallback_OnEvent("lstTheme",theme,GUIEventChange);
theme->eventCallback=this;
tabGeneral->addChild(theme);
//Proxy settings.
obj=new GUILabel(column1X,5*lineHeight,columnW,36,_("Internet proxy"));
obj->name="chkProxy";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUITextBox(column2X,5*lineHeight,columnW,36,internetProxy.c_str());
obj->name="txtProxy";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(column1X,6*lineHeight,columnW,36,_("Fullscreen"),fullscreen?1:0);
obj->name="chkFullscreen";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(column1X,7*lineHeight,columnW,36,_("Level themes"),leveltheme?1:0);
obj->name="chkLeveltheme";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(column2X,6*lineHeight,columnW,36,_("Internet"),internet?1:0);
obj->name="chkInternet";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(column2X,7*lineHeight,columnW,36,_("Fade transition"),fade?1:0);
obj->name="chkFade";
obj->eventCallback=this;
tabGeneral->addChild(obj);
obj=new GUICheckBox(column1X,8*lineHeight,columnW,36,_("Quick record"),quickrec?1:0);
obj->name="chkQuickRec";
obj->eventCallback=this;
tabGeneral->addChild(obj);
//Create the controls tab.
tabControls=inputMgr.showConfig(SCREEN_HEIGHT-210);
tabControls->top=140;
tabControls->visible=false;
GUIObjectRoot->addChild(tabControls);
//Save original keys.
for(int i=0;i<INPUTMGR_MAX;i++){
tmpKeys[i]=inputMgr.getKeyCode((InputManagerKeys)i,false);
tmpAlternativeKeys[i]=inputMgr.getKeyCode((InputManagerKeys)i,true);
}
//Create buttons.
GUIObject*b1=new GUIButton(SCREEN_WIDTH*0.3,SCREEN_HEIGHT-60,-1,36,_("Cancel"),0,true,true,GUIGravityCenter);
b1->name="cmdBack";
b1->eventCallback=this;
GUIObjectRoot->addChild(b1);
GUIObject* b2=new GUIButton(SCREEN_WIDTH*0.7,SCREEN_HEIGHT-60,-1,36,_("Save Changes"),0,true,true,GUIGravityCenter);
b2->name="cmdSave";
b2->eventCallback=this;
GUIObjectRoot->addChild(b2);
}
static string convertInt(int i){
stringstream ss;
ss << i;
return ss.str();
}
void Options::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//Reset the key changes.
for(int i=0;i<INPUTMGR_MAX;i++){
inputMgr.setKeyCode((InputManagerKeys)i,tmpKeys[i],false);
inputMgr.setKeyCode((InputManagerKeys)i,tmpAlternativeKeys[i],true);
}
//Reset the music volume.
getMusicManager()->setVolume(atoi(getSettings()->getValue("music").c_str()));
Mix_Volume(-1,atoi(getSettings()->getValue("sound").c_str()));
//And goto the main menu.
setNextState(STATE_MENU);
}else if(name=="cmdSave"){
//Save is pressed thus save
char s[64];
sprintf(s,"%d",soundSlider->value);
getSettings()->setValue("sound",s);
sprintf(s,"%d",musicSlider->value);
getSettings()->setValue("music",s);
getMusicManager()->setEnabled(musicSlider->value>0);
Mix_Volume(-1,soundSlider->value);
getSettings()->setValue("fullscreen",fullscreen?"1":"0");
getSettings()->setValue("leveltheme",leveltheme?"1":"0");
getSettings()->setValue("internet",internet?"1":"0");
getSettings()->setValue("theme",themeName);
getSettings()->setValue("fading",fade?"1":"0");
getSettings()->setValue("quickrecord",quickrec?"1":"0");
//Before loading the theme remove the previous one from the stack.
objThemes.removeTheme();
loadTheme(themeName);
if(!useProxy)
internetProxy.clear();
getSettings()->setValue("internet-proxy",internetProxy);
getSettings()->setValue("lang",langs->getName());
//Is resolution from the list or is it user defined in config file
if(resolutions->value<(int)resolutionList.size()){
getSettings()->setValue("width",convertInt(resolutionList[resolutions->value].w));
getSettings()->setValue("height",convertInt(resolutionList[resolutions->value].h));
}else{
getSettings()->setValue("width",convertInt(currentRes.w));
getSettings()->setValue("height",convertInt(currentRes.h));
}
//Save the key configuration.
inputMgr.saveConfig();
//Save the settings.
saveSettings();
//Before we return check if some .
if(restartFlag || resolutions->value!=lastRes){
//The resolution changed so we need to recreate the screen.
if(!createScreen()){
//Screen creation failed so set to safe settings.
getSettings()->setValue("fullscreen","0");
getSettings()->setValue("width",convertInt(resolutionList[lastRes].w));
getSettings()->setValue("height",convertInt(resolutionList[lastRes].h));
if(!createScreen()){
//Everything fails so quit.
setNextState(STATE_EXIT);
return;
}
}
//The screen is created, now load the (menu) theme.
if(!loadTheme("")){
//Loading the theme failed so quit.
setNextState(STATE_EXIT);
return;
}
}
if(langs->value!=lastLang){
//We set the language.
language=langs->getName();
dictionaryManager->set_language(tinygettext::Language::from_name(language));
getLevelPackManager()->updateLanguage();
//And reload the font.
if(!loadFonts()){
//Loading failed so quit.
setNextState(STATE_EXIT);
return;
}
}
//Now return to the main menu.
setNextState(STATE_MENU);
}else if(name=="chkFullscreen"){
fullscreen=obj->value?true:false;
//Check if fullscreen changed.
if(fullscreen==getSettings()->getBoolValue("fullscreen")){
//We disable the restart message flag.
restartFlag=false;
}else{
//We set the restart message flag.
restartFlag=true;
}
}else if(name=="chkLeveltheme"){
leveltheme=obj->value?true:false;
}else if(name=="chkInternet"){
internet=obj->value?true:false;
}else if(name=="chkProxy"){
useProxy=obj->value?true:false;
}else if(name=="chkFade"){
fade=obj->value?true:false;
}else if(name=="chkQuickRec"){
quickrec=obj->value?true:false;
}
}
if(name=="lstTheme"){
if(theme!=NULL && theme->value>=0 && theme->value<(int)theme->item.size()){
//Convert the themeName to contain %DATA%, etc...
themeName=compressFileName(theme->item[theme->value].first);
}
}else if(name=="txtProxy"){
internetProxy=obj->caption;
//Check if the internetProxy field is empty.
useProxy=!internetProxy.empty();
}else if(name=="sldMusic"){
getMusicManager()->setEnabled(musicSlider->value>0);
getMusicManager()->setVolume(musicSlider->value);
}else if(name=="sldSound"){
Mix_Volume(-1,soundSlider->value);
if(lastJumpSound==0){
getSoundManager()->playSound("jump");
lastJumpSound=15;
}
}
if(name=="lstTabs"){
if(obj->value==0){
tabGeneral->visible=true;
tabControls->visible=false;
}else{
tabGeneral->visible=false;
tabControls->visible=true;
}
}
}
void Options::handleEvents(){
//Get the x and y location of the mouse.
int x,y;
SDL_GetMouseState(&x,&y);
//Check icon.
if(event.type==SDL_MOUSEMOTION || event.type==SDL_MOUSEBUTTONDOWN){
if(y>=SCREEN_HEIGHT-56&&y<SCREEN_HEIGHT-8&&x>=SCREEN_WIDTH-56)
clearIconHower=true;
else
clearIconHower=false;
}
if(event.type==SDL_MOUSEBUTTONUP && event.button.button==SDL_BUTTON_LEFT && clearIconHower){
if(msgBox(_("Do you really want to reset level progress?"),MsgBoxYesNo,_("Warning"))==MsgBoxYes){
//We delete the progress folder.
#ifdef WIN32
removeDirectory((getUserPath()+"progress").c_str());
createDirectory((getUserPath()+"progress").c_str());
#else
removeDirectory((getUserPath(USER_DATA)+"/progress").c_str());
createDirectory((getUserPath(USER_DATA)+"/progress").c_str());
#endif
//Reset statistics.
statsMgr.reloadCompletedLevelsAndAchievements();
}
}
//Check if we need to quit, if so enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check if the escape button is pressed, if so go back to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
void Options::logic(){
//Increase the lastJumpSound variable if needed.
if(lastJumpSound!=0){
lastJumpSound--;
}
}
void Options::render(){
//Draw background.
objThemes.getBackground(true)->draw(screen);
objThemes.getBackground(true)->updateAnimation();
//Now render the title.
applySurface((SCREEN_WIDTH-title->w)/2,40-TITLE_FONT_RAISE,title,screen,NULL);
//Check if an icon is selected/highlighted and draw tooltip
if(clearIconHower){
SDL_Color fg={0,0,0};
/// TRANSLATORS: Used for button which clear any level progress like unlocked levels and highscores.
SDL_Surface *surface=TTF_RenderUTF8_Blended(fontText,_("Clear Progress"),fg);
drawGUIBox(-2,SCREEN_HEIGHT-surface->h-2,surface->w+4,surface->h+4,screen,0xFFFFFFFF);
applySurface(0,SCREEN_HEIGHT-surface->h,surface,screen,NULL);
SDL_FreeSurface(surface);
}
//Draw icon.
applySurface(SCREEN_WIDTH-48,SCREEN_HEIGHT-48,clearIcon,screen,NULL);
//NOTE: The rendering of the GUI is done in Main.
}
void Options::resize(){
//Recreate the gui to fit the new resolution.
createGUI();
}
/////////////////////////CREDITS_MENU//////////////////////////////////
Credits::Credits(){
//Render the title.
title=TTF_RenderUTF8_Blended(fontTitle,_("Credits"),themeTextColor);
//Vector that will hold every line of the credits.
vector<string> credits;
//Open the AUTHORS file and read every line.
{
ifstream fin((getDataPath()+"/../AUTHORS").c_str());
if(!fin.is_open()) {
cerr<<"ERROR: Unable to open the AUTHORS file."<<endl;
credits.push_back("ERROR: Unable to open the AUTHORS file.");
credits.push_back("");
}
//Loop the lines of the file.
string line;
while(getline(fin,line)){
credits.push_back(line);
}
}
//Enter a new line between the two files.
credits.push_back("");
//Open the Credits.text file and read every line.
{
ifstream fin((getDataPath()+"/Credits.txt").c_str());
if(!fin.is_open()) {
cerr<<"ERROR: Unable to open the Credits.txt file."<<endl;
credits.push_back("ERROR: Unable to open the Credits.txt file.");
credits.push_back("");
}
//Loop the lines of the file.
string line;
while(getline(fin,line)){
credits.push_back(line);
//NOTE: Some sections point to other credits files.
if(line=="music/") {
vector<string> musicCredits=getMusicManager()->createCredits();
credits.insert(credits.end(),musicCredits.begin(),musicCredits.end());
}
}
}
//Create the root element of the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
GUIObjectRoot=new GUIObject(0,0,SCREEN_WIDTH,SCREEN_HEIGHT);
//Create back button.
backButton=new GUIButton(SCREEN_WIDTH*0.5,SCREEN_HEIGHT-60,-1,36,_("Back"),0,true,true,GUIGravityCenter);
backButton->name="cmdBack";
backButton->eventCallback=this;
GUIObjectRoot->addChild(backButton);
//Create a text area for credits.
textArea=new GUITextArea(SCREEN_WIDTH*0.05,114,SCREEN_WIDTH*0.9,SCREEN_HEIGHT-200);
textArea->setFont(fontMono);
textArea->setStringArray(credits);
textArea->editable=false;
GUIObjectRoot->addChild(textArea);
}
Credits::~Credits(){
//Delete the GUI.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//Free images
SDL_FreeSurface(title);
}
void Credits::GUIEventCallback_OnEvent(std::string name,GUIObject* obj,int eventType){
//Check what type of event it was.
if(eventType==GUIEventClick){
if(name=="cmdBack"){
//Goto the main menu.
setNextState(STATE_MENU);
}
}
}
void Credits::handleEvents(){
//Check if we need to quit, if so enter the exit state.
if(event.type==SDL_QUIT){
setNextState(STATE_EXIT);
}
//Check if the escape button is pressed, if so go back to the main menu.
if(inputMgr.isKeyUpEvent(INPUTMGR_ESCAPE)){
setNextState(STATE_MENU);
}
}
void Credits::logic(){
}
void Credits::render(){
//Draw background.
objThemes.getBackground(true)->draw(screen);
objThemes.getBackground(true)->updateAnimation();
//Now render the title.
applySurface((SCREEN_WIDTH-title->w)/2,40-TITLE_FONT_RAISE,title,screen,NULL);
//NOTE: The rendering of the GUI is done in Main.
}
void Credits::resize(){
//Resize and position widgets.
GUIObjectRoot->width=SCREEN_WIDTH;
GUIObjectRoot->height=SCREEN_HEIGHT;
backButton->left=SCREEN_WIDTH*0.5;
backButton->top=SCREEN_HEIGHT-60;
textArea->left=SCREEN_WIDTH*0.05;
textArea->width=SCREEN_WIDTH*0.9;
textArea->height=SCREEN_HEIGHT-200;
textArea->resize();
}

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