Page MenuHomePhabricator (Chris)

No OneTemporary

Authored By
Unknown
Size
109 KB
Referenced Files
None
Subscribers
None
diff --git a/src/Game.cpp b/src/Game.cpp
index c9e616b..3386c12 100644
--- a/src/Game.cpp
+++ b/src/Game.cpp
@@ -1,1784 +1,1808 @@
/*
* 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 "Block.h"
#include "GameState.h"
#include "Functions.h"
#include "GameObjects.h"
#include "ThemeManager.h"
#include "Game.h"
#include "TreeStorageNode.h"
#include "POASerializer.h"
#include "InputManager.h"
#include "MusicManager.h"
#include "Render.h"
#include "StatisticsManager.h"
#include "ScriptExecutor.h"
#include <fstream>
#include <iostream>
#include <sstream>
#include <vector>
#include <map>
#include <algorithm>
#include <locale>
#include <stdio.h>
#include <SDL_ttf.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;
//An internal function.
static void copyCompiledScripts(lua_State *state, const std::map<int, int>& src, std::map<int, int>& dest) {
//Clear the existing scripts.
for (auto it = dest.begin(); it != dest.end(); ++it) {
luaL_unref(state, LUA_REGISTRYINDEX, it->second);
}
dest.clear();
//Copy the source to the destination.
for (auto it = src.begin(); it != src.end(); ++it) {
lua_rawgeti(state, LUA_REGISTRYINDEX, it->second);
dest[it->first] = luaL_ref(state, LUA_REGISTRYINDEX);
}
}
Game::Game(SDL_Renderer &renderer, ImageManager &imageManager):isReset(false)
, scriptExecutor(new ScriptExecutor())
,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;
action=imageManager.loadTexture(getDataPath()+"gfx/actions.png", renderer);
medals=imageManager.loadTexture(getDataPath()+"gfx/medals.png", renderer);
//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(){
delete scriptExecutor;
scriptExecutor = NULL;
//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 sceneryLayers and delete them.
for(auto it=sceneryLayers.begin();it!=sceneryLayers.end();++it){
delete it->second;
}
sceneryLayers.clear();
//Clear the name and the editor data.
levelName.clear();
levelFile.clear();
editorData.clear();
//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::reloadMusic() {
//NOTE: level music is always enabled.
//Check if the levelpack has a prefered music list.
if (levels && !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();
}
}
void Game::loadLevelFromNode(ImageManager& imageManager,SDL_Renderer& renderer,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.
{
//NOTE: level themes are always enabled.
//Check for bundled (partial) themes for level pack.
if (levels->customTheme){
if (objThemes.appendThemeFromFile(levels->levelpackPath + "/theme/theme.mnmstheme", imageManager, renderer) == NULL){
//The theme failed to load so set the customTheme boolean to false.
levels->customTheme = false;
}
}
//Check for the theme to use for this level. This has higher priority.
//Examples: %DATA%/themes/classic or %USER%/themes/Orange
string &s = editorData["theme"];
if (!s.empty()){
customTheme = objThemes.appendThemeFromFile(processFileName(s) + "/theme.mnmstheme", imageManager, renderer);
}
//Set the Appearance of the player and the shadow.
objThemes.getCharacter(false)->createInstance(&player.appearance);
objThemes.getCharacter(true)->createInstance(&shadow.appearance);
}
//Get the music.
reloadMusic();
//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(imageManager,renderer,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=="scenerylayer" && obj1->value.size()==1){
//Check if the layer exists.
if (sceneryLayers[obj1->value[0]] == NULL) {
sceneryLayers[obj1->value[0]] = new SceneryLayer();
}
//Load contents from node.
sceneryLayers[obj1->value[0]]->loadFromNode(this, imageManager, renderer, obj1);
}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;
}
}
}
//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 && levels->type!=COLLECTION){
s=tfm::format(_("Level %d %s"),levels->getCurrentLevel()+1,_CC(levels->getDictionaryManager(),editorData["name"]));
} else {
s = _CC(levels->getDictionaryManager(), editorData["name"]);
}
bmTips[0]=textureFromText(renderer, *fontText,s.c_str(),objThemes.getTextColor(true));
}
//Get the background
background=objThemes.getBackground(false);
//Now the loading is finished, we reset all objects to their initial states.
reset(true, stateID == STATE_LEVEL_EDITOR);
}
void Game::loadLevel(ImageManager& imageManager,SDL_Renderer& renderer,std::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)){
cerr<<"ERROR: Can't load level file "<<s<<endl;
delete obj;
return;
}
}
//Now call another function.
loadLevelFromNode(imageManager,renderer,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(ImageManager& imageManager, SDL_Renderer& renderer, 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(imageManager,renderer,obj.subNodes[i],"???");
//remove this node to prevent delete it.
obj.subNodes[i]=NULL;
//over
loaded=true;
break;
}
}
if(!loaded){
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(ImageManager& imageManager, SDL_Renderer& renderer){
//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(stateID != STATE_LEVEL_EDITOR && inputMgr.isKeyDownEvent(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)){
//Restart game only if we are not watching a replay.
if (!player.isPlayFromRecord() || interlevel) {
//Reset the game at next frame.
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) || inputMgr.isKeyDownEvent(INPUTMGR_SELECT)){
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(imageManager,renderer);
}
}
//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(ImageManager& imageManager, SDL_Renderer& renderer){
//Add one tick to the time.
time++;
//NOTE: This code reverts some changes in commit 5f03ae5.
//This is part of old prepareFrame() code.
//This is needed since otherwise the script function block:setLocation() and block:moveTo() are completely broken.
//Later we should rewrite collision system completely which will remove this piece of code.
//NOTE: In new collision system the effect of dx/dy/xVel/yVel should only be restricted in one frame.
for (auto obj : levelObjects) {
switch (obj->type) {
default:
obj->dx = obj->dy = obj->xVel = obj->yVel = 0;
break;
case TYPE_PUSHABLE:
//NOTE: Currently the dx/dy/etc. of pushable blocks are still carry across frames, in order to make the collision system work correct.
break;
case TYPE_CONVEYOR_BELT: case TYPE_SHADOW_CONVEYOR_BELT:
//NOTE: We let the conveyor belt itself to reset its xVel/yVel.
obj->dx = obj->dy = 0;
break;
}
}
//Process delay execution scripts.
getScriptExecutor()->processDelayExecution();
//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.
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it){
it->second->updateAnimation();
}
//Let the player store his move, if recording.
player.shadowSetState();
//Let the player give his recording to the shadow, if configured.
player.shadowGiveState(&shadow);
//NOTE: to fix bugs regarding player/shadow swap, we should first process collision of player/shadow then move them
- SDL_Rect playerLastPosition = player.getBox();
- SDL_Rect shadowLastPosition = shadow.getBox();
-
- //Check collision for player.
- player.collision(levelObjects, &shadow);
- //Now let the shadow decide his move, if he's playing a recording.
- shadow.moveLogic();
- //Check collision for shadow.
- shadow.collision(levelObjects, &player);
+ const SDL_Rect playerLastPosition = player.getBox();
+ const SDL_Rect shadowLastPosition = shadow.getBox();
+
+ //NOTE: The following is ad-hoc code to fix shadow on blocked player on conveyor belt bug
+ if (shadow.holdingOther) {
+ //We need to process shadow collision first if shadow is holding player.
+
+ //Let the shadow decide his move, if he's playing a recording.
+ shadow.moveLogic();
+
+ //Check collision for shadow.
+ shadow.collision(levelObjects, NULL);
+
+ //Get the new position of it.
+ const SDL_Rect r = shadow.getBox();
+
+ //Check collision for player. Transfer the velocity of shadow to it only if the shadow moves its position.
+ player.collision(levelObjects, (r.x != shadowLastPosition.x || r.y != shadowLastPosition.y) ? &shadow : NULL);
+ } else {
+ //Otherwise we process player first.
+
+ //Check collision for player.
+ player.collision(levelObjects, NULL);
+
+ //Get the new position of it.
+ const SDL_Rect r = player.getBox();
+
+ //Now let the shadow decide his move, if he's playing a recording.
+ shadow.moveLogic();
+
+ //Check collision for shadow. Transfer the velocity of player to it only if the player moves its position.
+ shadow.collision(levelObjects, (r.x != playerLastPosition.x || r.y != playerLastPosition.y) ? &player : NULL);
+ }
//Let the player move.
player.move(levelObjects, playerLastPosition.x, playerLastPosition.y);
//Let the shadow move.
shadow.move(levelObjects, shadowLastPosition.x, shadowLastPosition.y);
//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(imageManager,renderer);
}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;
}
}
}
//Check the achievement "Complete a level with checkpoint, but without saving"
if (objLastCheckPoint == NULL) {
for (auto obj : levelObjects) {
if (obj->type == TYPE_CHECKPOINT) {
statsMgr.newAchievement("withoutsave");
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()){
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(imageManager,renderer);
//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.
isReset = false;
}
}
won=false;
//Check if we should reset.
if (isReset) {
//NOTE: we don't need to reset save ??? it looks like that there are no bugs
reset(false, false);
}
isReset=false;
}
/////////////////RENDER//////////////////
void Game::render(ImageManager&,SDL_Renderer &renderer){
//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(renderer);
//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_SetRenderDrawColor(&renderer, 255,255,255,255);
SDL_RenderClear(&renderer);
}
}
//Now draw the blackground layers.
auto it = sceneryLayers.begin();
for (; it != sceneryLayers.end(); ++it){
if (it->first >= "f") break; // now we meet a foreground layer
it->second->show(renderer);
}
//Now we draw the levelObjects.
for(unsigned int o=0; o<levelObjects.size(); o++){
levelObjects[o]->show(renderer);
}
//Followed by the player and the shadow.
//NOTE: We draw the shadow first, because he needs to be behind the player.
shadow.show(renderer);
player.show(renderer);
//Now draw the foreground layers.
for (; it != sceneryLayers.end(); ++it){
it->second->show(renderer);
}
//Show the levelName if it isn't the level editor.
if(stateID!=STATE_LEVEL_EDITOR && bmTips[0]!=NULL && !interlevel){
withTexture(*bmTips[0], [&](SDL_Rect r){
drawGUIBox(-2,SCREEN_HEIGHT-r.h-4,r.w+8,r.h+6,renderer,0xFFFFFFFF);
applyTexture(2,SCREEN_HEIGHT-r.h,*bmTips[0],renderer,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 = InputManagerKeyCode::describeTwo(inputMgr.getKeyCode(INPUTMGR_ACTION, false), inputMgr.getKeyCode(INPUTMGR_ACTION, true));
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()){
bmTips[gameTipIndex]=textureFromText(renderer, *fontText, s.c_str(), objThemes.getTextColor(true));
}
}
//We already have a gameTip for this type so draw it.
if(bmTips[gameTipIndex]!=NULL){
withTexture(*bmTips[gameTipIndex], [&](SDL_Rect r){
drawGUIBox(-2,-2,r.w+8,r.h+6,renderer,0xFFFFFFFF);
applyTexture(2,2,*bmTips[gameTipIndex],renderer);
});
}
}
//Set the gameTip to 0.
gameTipIndex=0;
// Limit the scope of bm, as it's a borrowed pointer.
{
//Pointer to the sdl texture that will contain a message, if any.
SDL_Texture* bm=NULL;
//Check if the player is dead, meaning we draw a message.
if(player.dead){
//Get user configured restart key
string keyCodeRestart = InputManagerKeyCode::describeTwo(inputMgr.getKeyCode(INPUTMGR_RESTART, false), inputMgr.getKeyCode(INPUTMGR_RESTART, true));
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 = InputManagerKeyCode::describeTwo(inputMgr.getKeyCode(INPUTMGR_LOAD, false), inputMgr.getKeyCode(INPUTMGR_LOAD, true));
transform(keyCodeLoad.begin(),keyCodeLoad.end(),keyCodeLoad.begin(),::toupper);
//Draw string
bmTips[3]=textureFromText(renderer, *fontText,//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(),
objThemes.getTextColor(true));
}
bm=bmTips[3].get();
}else{
//Now check if the tip is already made, if not make it.
if(bmTips[2]==NULL){
bmTips[2]=textureFromText(renderer, *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(),
objThemes.getTextColor(true));
}
bm=bmTips[2].get();
}
}
//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){
bmTips[1]=textureFromText(renderer, *fontText,
_("Your shadow has died."),
objThemes.getTextColor(true));
}
bm=bmTips[1].get();
//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){
const SDL_Rect textureSize = rectFromTexture(*bm);
int x=(SCREEN_WIDTH-textureSize.w)/2;
int y=32;
drawGUIBox(x-8,y-8,textureSize.w+16,textureSize.h+14,renderer,0xFFFFFFFF);
applyTexture(x,y,*bm,renderer);
}
}
//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){
if(collectablesTexture.needsUpdate(currentCollectables)) {
//Temp stringstream just to addup all the text nicely
std::stringstream temp;
temp << currentCollectables << "/" << totalCollectables;
collectablesTexture.update(currentCollectables,
textureFromText(renderer,
*fontText,
temp.str().c_str(),
objThemes.getTextColor(true)));
}
SDL_Rect bmSize = rectFromTexture(*collectablesTexture.get());
//Draw background
drawGUIBox(SCREEN_WIDTH-bmSize.w-34,SCREEN_HEIGHT-bmSize.h-4,bmSize.w+34+2,bmSize.h+4+2,renderer,0xFFFFFFFF);
//Draw the collectable icon
collectable.draw(renderer,SCREEN_WIDTH-50+12,SCREEN_HEIGHT-50+10);
//Draw text
applyTexture(SCREEN_WIDTH-50-bmSize.w+22,SCREEN_HEIGHT-bmSize.h,collectablesTexture.getTexture(),renderer);
}
//show time and records used in level editor.
if(stateID==STATE_LEVEL_EDITOR && time>0){
const SDL_Color fg=objThemes.getTextColor(true),bg={255,255,255,255};
const int alpha = 160;
if (recordingsTexture.needsUpdate(recordings)) {
recordingsTexture.update(recordings,
textureFromTextShaded(
renderer,
*fontText,
tfm::format(_("%d recordings"),recordings).c_str(),
fg,
bg
));
SDL_SetTextureAlphaMod(recordingsTexture.get(),alpha);
}
int y=SCREEN_HEIGHT - textureHeight(*recordingsTexture.get());
applyTexture(0,y,*recordingsTexture.get(), renderer);
if(timeTexture.needsUpdate(time)) {
const size_t len = 32;
char c[len];
SDL_snprintf(c,len,"%-.2fs",time/40.0f);
timeTexture.update(time,
textureFromTextShaded(
renderer,
*fontText,
c,
fg,
bg
));
y-=textureHeight(*timeTexture.get());
}
applyTexture(0,y,*timeTexture.get(), renderer);
}
//Draw the current action in the upper right corner.
if(player.record){
const SDL_Rect r = { 0, 0, 50, 50 };
applyTexture(SCREEN_WIDTH - 50, 0, *action, renderer, &r);
} else if (shadow.state != 0){
const SDL_Rect r={50,0,50,50};
applyTexture(SCREEN_WIDTH-50,0,*action,renderer,&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){
dimScreen(renderer,191);
}else if((time & 0x10)==0x10){
// FIXME: replace this ugly ad-hoc animation by a better one
const SDL_Rect r={50,0,50,50};
applyTexture(0,0,*action,renderer,&r);
applyTexture(0,SCREEN_HEIGHT-50,*action,renderer,&r);
applyTexture(SCREEN_WIDTH-50,SCREEN_HEIGHT-50,*action,renderer,&r);
}
}else if(player.objNotificationBlock){
//If the player is in front of a notification block show the message.
//And it isn't a replay.
//Check if we need to update the notification message texture.
const auto& blockId = player.objNotificationBlock;
int maxWidth = 0;
int y = 20;
//We check against blockId rather than the full message, as blockId is most likely shorter.
if(notificationTexture.needsUpdate(blockId)) {
const std::string &untranslated_message=player.objNotificationBlock->message;
std::string message=_CC(levels->getDictionaryManager(),untranslated_message);
std::vector<std::string> string_data;
//Trim the message.
{
size_t lps = message.find_first_not_of("\n\r \t");
if (lps == string::npos) {
message.clear(); // it's completely empty
} else {
message = message.substr(lps, message.find_last_not_of("\n\r \t") - lps + 1);
}
}
//Split the message into lines.
for (int lps = 0;;) {
// determine the end of line
int lpe = lps;
for (; message[lpe] != '\n' && message[lpe] != '\r' && message[lpe] != '\0'; lpe++);
string_data.push_back(message.substr(lps, lpe - lps));
// break if the string ends
if (message[lpe] == '\0') break;
// skip "\r\n" for Windows line ending
if (message[lpe] == '\r' && message[lpe + 1] == '\n') lpe++;
// point to the start of next line
lps = lpe + 1;
}
vector<SurfacePtr> lines;
//Create the image for each lines
for (int i = 0; i < (int)string_data.size(); i++) {
//Integer used to center the sentence horizontally.
int x = 0;
TTF_SizeUTF8(fontText, string_data[i].c_str(), &x, NULL);
//Find out largest width
if (x>maxWidth)
maxWidth = x;
lines.emplace_back(TTF_RenderUTF8_Blended(fontText, string_data[i].c_str(), objThemes.getTextColor(true)));
//Increase y with 25, about the height of the text.
y += 25;
}
maxWidth+=SCREEN_WIDTH*0.15;
SurfacePtr surf = createSurface(maxWidth, y);
int y1 = y;
for(SurfacePtr &s : lines) {
if(s) {
applySurface((surf->w-s->w)/2,surf->h - y1,s.get(),surf.get(),NULL);
}
y1 -= 25;
}
notificationTexture.update(blockId, textureUniqueFromSurface(renderer,std::move(surf)));
} else {
auto texSize = rectFromTexture(*notificationTexture.get());
maxWidth=texSize.w;
y=texSize.h;
}
drawGUIBox((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y-25,maxWidth,y+20,renderer,0xFFFFFFBF);
applyTexture((SCREEN_WIDTH-maxWidth)/2,SCREEN_HEIGHT-y,notificationTexture.getTexture(),renderer);
}
}
void Game::resize(ImageManager&, SDL_Renderer& /*renderer*/){
//Check if the interlevel popup is shown.
if(interlevel && GUIObjectRoot){
GUIObjectRoot->left=(SCREEN_WIDTH-GUIObjectRoot->width)/2;
}
}
void Game::replayPlay(ImageManager& imageManager,SDL_Renderer& renderer){
//Set interlevel true.
interlevel=true;
//Make a copy of the playerButtons.
vector<int> recordCopy=player.recordButton;
//Reset the game.
//NOTE: We don't reset the saves. I'll see that if it will introduce bugs.
reset(false, false);
//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(imageManager,renderer,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(imageManager,renderer,0,4,0,68);
GUIObjectRoot->addChild(upperFrame);
//Render the You've finished: text and add it to a GUIImage.
//NOTE: The texture is managed by the GUIImage so no need to free it ourselfs.
auto bm = SharedTexture(textureFromText(renderer, *fontGUI,_("You've finished:"),objThemes.getTextColor(true)));
const SDL_Rect textureSize = rectFromTexture(*bm);
GUIImage* title=new GUIImage(imageManager,renderer,0,4-GUI_FONT_RAISE,textureSize.w,textureSize.h,bm);
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(imageManager,renderer,0,40,0,28,s.c_str(),0,true,true,GUIGravityCenter);
upperFrame->addChild(obj);
obj->render(renderer,0,0,false);
//Determine the width the upper frame should have.
int width;
if(textureSize.w>obj->width)
width=textureSize.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(imageManager,renderer,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(imageManager,renderer,x,10+timeY,-1,36,tfm::format(_("Time: %-.2fs"),time/40.0f).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,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(imageManager,renderer,x,34+timeY,-1,36,tfm::format(_("Best time: %-.2fs"),bestTime/40.0f).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,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(imageManager,renderer,x,58,-1,36,tfm::format(_("Target time: %-.2fs"),targetTime/40.0f).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,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(imageManager,renderer,x,10+recsY,-1,36,tfm::format(_("Recordings: %d"),recordings).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,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(imageManager,renderer,x,34+recsY,-1,36,tfm::format(_("Best recordings: %d"),bestRecordings).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,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(imageManager,renderer,x,58,-1,36,tfm::format(_("Target recordings: %d"),targetRecordings).c_str());
lowerFrame->addChild(obj);
obj->render(renderer,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(imageManager,renderer,50,92,-1,36,s1.c_str(),0,true,true,GUIGravityCenter);
lowerFrame->addChild(obj);
obj->render(renderer,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(imageManager,renderer,16,92,30,30,medals,r);
lowerFrame->addChild(obj);
//And the medal on the right side.
obj=new GUIImage(imageManager,renderer,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(imageManager,renderer,x,10,-1,36,_("Menu"),0,true,true,GUIGravityCenter);
b1->name="cmdMenu";
b1->eventCallback=this;
lowerFrame->addChild(b1);
b1->render(renderer,0,0,true);
/// TRANSLATORS: used as restart level
GUIObject* b2=new GUIButton(imageManager,renderer,x,50,-1,36,_("Restart"),0,true,true,GUIGravityCenter);
b2->name="cmdRestart";
b2->eventCallback=this;
lowerFrame->addChild(b2);
b2->render(renderer,0,0,true);
/// TRANSLATORS: used as next level
GUIObject* b3=new GUIButton(imageManager,renderer,x,90,-1,36,_("Next"),0,true,true,GUIGravityCenter);
b3->name="cmdNext";
b3->eventCallback=this;
lowerFrame->addChild(b3);
b3->render(renderer,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(ImageManager& imageManager, SDL_Renderer& renderer){
//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(imageManager,renderer,_("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 scripts.
copyCompiledScripts(getScriptExecutor()->getLuaState(), compiledScripts, savedCompiledScripts);
//Save other state, for example moving blocks.
for (auto block : levelObjects){
block->saveState();
copyCompiledScripts(getScriptExecutor()->getLuaState(), block->compiledScripts, block->savedCompiledScripts);
}
//Also save states of scenery layers.
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it) {
it->second->saveAnimation();
}
//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;
}
}
//Save the state for script executor.
getScriptExecutor()->saveState();
//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 scripts.
copyCompiledScripts(getScriptExecutor()->getLuaState(), savedCompiledScripts, compiledScripts);
//Load other state, for example moving blocks.
for(auto block:levelObjects){
block->loadState();
copyCompiledScripts(getScriptExecutor()->getLuaState(), block->savedCompiledScripts, block->compiledScripts);
}
//Also load states of scenery layers.
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it) {
it->second->loadAnimation();
}
//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;
}
}
//Load the state for script executor.
getScriptExecutor()->loadState();
//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,bool noScript){
//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 states of scenery layers.
for (auto it = sceneryLayers.begin(); it != sceneryLayers.end(); ++it) {
it->second->resetAnimation(save);
}
//Also reset the background animation, if any.
if(background)
background->resetAnimation(save);
//Reset the cached notification block
notificationTexture.update(NULL, NULL);
//Reset the script environment if necessary.
if (noScript) {
//Destroys the script environment completely.
getScriptExecutor()->destroy();
//Clear the level script.
compiledScripts.clear();
savedCompiledScripts.clear();
initialCompiledScripts.clear();
//Clear the block script.
for (auto block : levelObjects){
block->compiledScripts.clear();
block->savedCompiledScripts.clear();
block->initialCompiledScripts.clear();
}
} else {
if (save || getScriptExecutor()->getLuaState() == NULL) {
//Create a new script environment.
getScriptExecutor()->reset(true);
//Recompile the level script.
compiledScripts.clear();
savedCompiledScripts.clear();
initialCompiledScripts.clear();
for (auto it = scripts.begin(); it != scripts.end(); ++it){
int index = getScriptExecutor()->compileScript(it->second);
compiledScripts[it->first] = index;
lua_rawgeti(getScriptExecutor()->getLuaState(), LUA_REGISTRYINDEX, index);
initialCompiledScripts[it->first] = luaL_ref(getScriptExecutor()->getLuaState(), LUA_REGISTRYINDEX);
}
//Recompile the block script.
for (auto block : levelObjects) {
block->compiledScripts.clear();
block->savedCompiledScripts.clear();
block->initialCompiledScripts.clear();
for (auto it = block->scripts.begin(); it != block->scripts.end(); ++it){
int index = getScriptExecutor()->compileScript(it->second);
block->compiledScripts[it->first] = index;
lua_rawgeti(getScriptExecutor()->getLuaState(), LUA_REGISTRYINDEX, index);
block->initialCompiledScripts[it->first] = luaL_ref(getScriptExecutor()->getLuaState(), LUA_REGISTRYINDEX);
}
}
} else {
//Do a soft reset.
getScriptExecutor()->reset(false);
//Restore the level script to initial state.
copyCompiledScripts(getScriptExecutor()->getLuaState(), initialCompiledScripts, compiledScripts);
//Restore the block script to initial state.
for (auto block : levelObjects) {
copyCompiledScripts(getScriptExecutor()->getLuaState(), block->initialCompiledScripts, block->compiledScripts);
}
}
}
//Call the level's onCreate event.
executeScript(LevelEvent_OnCreate);
//Send GameObjectEvent_OnCreate event to the script
for (auto block : levelObjects) {
block->onEvent(GameObjectEvent_OnCreate);
}
//Close exit(s) if there are any collectables
if (totalCollectables>0){
for (auto block : levelObjects){
if (block->type == TYPE_EXIT){
block->onEvent(GameObjectEvent_OnSwitchOff);
}
}
}
//Hide the cursor (if not the leveleditor).
if(stateID!=STATE_LEVEL_EDITOR)
SDL_ShowCursor(SDL_DISABLE);
}
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(ImageManager& imageManager, SDL_Renderer& renderer){
//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(imageManager,renderer,_CC(levels->getDictionaryManager(),levels->congratulationText),MsgBoxOKOnly,_("Congratulations"));
}else{
msgBox(imageManager,renderer,_("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(ImageManager& imageManager,SDL_Renderer& renderer, 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.
//NOTE: We don't need to clear the save game because in level replay the game won't be saved (??)
//TODO: it seems work (??); I'll see if it introduce bugs
reset(false, false);
}else if(name=="cmdNext"){
//No matter what, clear the gui.
if(GUIObjectRoot){
delete GUIObjectRoot;
GUIObjectRoot=NULL;
}
//And goto the next level.
gotoNextLevel(imageManager,renderer);
}
}
diff --git a/src/Player.cpp b/src/Player.cpp
index b59205c..1730f25 100644
--- a/src/Player.cpp
+++ b/src/Player.cpp
@@ -1,1676 +1,1677 @@
/*
* 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 "Block.h"
#include "Player.h"
#include "Game.h"
#include "Functions.h"
#include "FileManager.h"
#include "Globals.h"
#include "InputManager.h"
#include "SoundManager.h"
#include "StatisticsManager.h"
#include "MD5.h"
#include <iostream>
#include <SDL.h>
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->player.isPlayFromRecord() && !objParent->interlevel)
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,int lastX,int lastY){
//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;
//NOTE: to fix bugs regarding player/shadow swap, we should first process collision of player/shadow
//then move them. The code is moved to Game::logic().
/*//Store the location.
int lastX=box.x;
int lastY=box.y;
collision(levelObjects);*/
bool canTeleport=true;
bool isTraveling=true;
// for checking the achievenemt that player and shadow come to exit simultaneously.
bool weWon = false;
//Now check the functional blocks.
for(unsigned int o=0;o<levelObjects.size();o++){
//Skip block which is not visible.
if (levelObjects[o]->queryProperties(GameObjectProperty_Flags, this) & 0x80000000) continue;
//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 && !weWon){ // This checks if somebody already hit the exit but we haven't hit the exit yet.
//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;
//We hit the exit.
weWon = true;
}
break;
}
case TYPE_PORTAL:
{
//Check if the teleport id isn't empty.
if(levelObjects[o]->id.empty()){
std::cerr<<"WARNING: Invalid teleport id!"<<std::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){
//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. We play the error sound only when the down key pressed.
if (downKeyPressed) {
getSoundManager()->playSound("error");
}
break;
}
//Check if the second (oo) object is a portal and is visible.
if (levelObjects[oo]->type == TYPE_PORTAL && (levelObjects[oo]->queryProperties(GameObjectProperty_Flags, this) & 0x80000000) == 0){
//Check the id against the destination of the first portal.
if(levelObjects[o]->destination==levelObjects[oo]->id){
//Get the destination location.
SDL_Rect r = levelObjects[oo]->getBox();
r.x += 5;
r.y += 2;
r.w = box.w;
r.h = box.h;
//Check if the destination location is blocked.
bool blocked = false;
for (auto ooo : levelObjects){
//Make sure to only check visible blocks.
if (ooo->queryProperties(GameObjectProperty_Flags, this) & 0x80000000)
continue;
//Make sure the object is solid for the player.
if (!ooo->queryProperties(GameObjectProperty_PlayerCanWalkOn, this))
continue;
//Check for collision.
if (checkCollision(r, ooo->getBox())) {
blocked = true;
break;
}
}
//Teleport only if the destination is not blocked.
if (!blocked) {
//Call the event.
objParent->broadcastObjectEvent(GameObjectEvent_OnToggle, -1, NULL, levelObjects[o]);
objLastTeleport = levelObjects[oo];
//Teleport the player.
box.x = r.x;
box.y = r.y;
//We don't count it to traveling distance.
isTraveling = false;
//Play the swap sound.
getSoundManager()->playSound("swap");
break;
}
}
}
//Increase oo.
oo++;
}
//Reset the down key pressed.
downKeyPressed = false;
}
}
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();
//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;
}
}
levelObjects[o]->onEvent(GameObjectEvent_OnPlayerInteraction);
}
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) & 0x1) == 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 && !objParent->player.isPlayFromRecord() && !objParent->interlevel){
//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();
//We don't count it to traveling distance.
isTraveling=false;
//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();
//We don't count it to traveling distance.
isTraveling=false;
//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, Player* other){
//Only move when the player isn't dead.
if(dead)
return;
//First sort out the velocity.
+
+ //NOTE: This is the temporary xVel which takes canMove into consideration.
+ //This shadows Player::xVel.
+ const int xVel = canMove ? this->xVel : 0;
+
//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;
}
Block* baseBlock=NULL;
if(objCurrentStand != NULL) {
baseBlock=objCurrentStand;
- } else if(other->holdingOther) {
+ } else if(other && other->holdingOther) {
//NOTE: this actually CAN happen, e.g. when player is holding shadow and the player is going to jump
//assert(other->objCurrentStand != NULL);
baseBlock=other->objCurrentStand;
}
if(baseBlock!=NULL){
//Now get the velocity and delta of the object the player is standing on.
SDL_Rect v=baseBlock->getBox(BoxType_Velocity);
SDL_Rect delta=baseBlock->getBox(BoxType_Delta);
switch(baseBlock->type){
//For conveyor belts the velocity is transfered.
case TYPE_CONVEYOR_BELT:
case TYPE_SHADOW_CONVEYOR_BELT:
xVelBase=v.x;
break;
//In other cases, such as player on shadow, player on crate. the change in x position must be considered.
default:
{
if(delta.x != 0)
xVelBase+=delta.x;
}
break;
}
//NOTE: Only copy the velocity of the block when moving down.
//Upwards is automatically resolved before the player is moved.
if(delta.y>0){
//Fixes the jitters when the player is on a pushable block on a downward moving box.
//NEW FIX: the squash bug. The following line of code is commented and change 'v' to 'delta'.
//box.y+=delta.y;
yVelBase=delta.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 visible blocks.
if (levelObjects[o]->queryProperties(GameObjectProperty_Flags, this) & 0x80000000)
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){
//Move the player right if necessary.
if((r.x+r.w)-box.x<=delta.x && box.x<r.x+r.w)
box.x=r.x+r.w;
}else{
//Move the player left if necessary.
if((box.x+box.w)-r.x<=-delta.x && box.x>r.x-box.w)
box.x=r.x-box.w;
}
}
if(delta.y!=0){
if(delta.y>0){
//Move the player down if necessary.
if((r.y+r.h)-box.y<=delta.y && box.y<r.y+r.h)
box.y=r.y+r.h;
}else{
//Move the player up if necessary.
if((box.y+box.h)-r.y<=-delta.y && box.y>r.y-box.h)
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 visible.
if (levelObjects[o]->queryProperties(GameObjectProperty_Flags, this) & 0x80000000)
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 is visible.
if (levelObjects[o]->queryProperties(GameObjectProperty_Flags, this) & 0x80000000)
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 right so the left edge of the player must be greater 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 greater 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(SDL_Renderer& renderer){
//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",renderer,line[l].x-camera.x,line[l].y-camera.y);
}
}
//NOTE: We do logic here, because it's only needed by the appearance.
appearance.updateAnimation();
appearance.draw(renderer, box.x-camera.x, box.y-camera.y);
}
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){
//Player is on shadow.
int yVelocity=yVel-1;
if(yVelocity>0){
//If the player is going to stand on the shadow for the first time, check if there are enough spaces for it.
if (!other->holdingOther) {
const SDL_Rect r = { box.x, boxShadow.y - box.h, box.w, box.h };
for (auto ooo : objParent->levelObjects){
//Make sure to only check visible blocks.
if (ooo->queryProperties(GameObjectProperty_Flags, this) & 0x80000000)
continue;
//Make sure the object is solid for the player.
if (!ooo->queryProperties(GameObjectProperty_PlayerCanWalkOn, this))
continue;
//Check for collision.
if (checkCollision(r, ooo->getBox())) {
//We are blocked hence we can't stand on it.
return;
}
}
}
box.y=boxShadow.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;
}
}else if(boxShadow.y+boxShadow.h<=box.y+13 && !inAir){
//Shadow is on player.
int yVelocity=other->yVel-1;
if(yVelocity>0){
//If the shadow is going to stand on the player for the first time, check if there are enough spaces for it.
if (!holdingOther) {
const SDL_Rect r = { boxShadow.x, box.y - boxShadow.h, boxShadow.w, boxShadow.h };
for (auto ooo : objParent->levelObjects){
//Make sure to only check visible blocks.
if (ooo->queryProperties(GameObjectProperty_Flags, other) & 0x80000000)
continue;
//Make sure the object is solid for the shadow.
if (!ooo->queryProperties(GameObjectProperty_PlayerCanWalkOn, other))
continue;
//Check for collision.
if (checkCollision(r, ooo->getBox())) {
//We are blocked hence we can't stand on it.
return;
}
}
}
other->box.y=box.y-boxShadow.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;
}
}
}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);
swap(xVelBase, other->yVelBase);
swap(yVelBase, other->yVelBase);
swap(objCurrentStand, other->objCurrentStand);
//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;
}
}

File Metadata

Mime Type
text/x-diff
Expires
Sat, May 16, 8:23 PM (1 d, 17 h)
Storage Engine
blob
Storage Format
Raw Data
Storage Handle
63817
Default Alt Text
(109 KB)

Event Timeline