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diff --git a/src/WitchBlastGame.h b/src/WitchBlastGame.h
index 9c29c1f..f7e6bc5 100644
--- a/src/WitchBlastGame.h
+++ b/src/WitchBlastGame.h
@@ -1,944 +1,946 @@
/** This file is part of Witch Blast.
*
* Witch Blast is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* Witch Blast is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with Witch Blast. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef WITCH_BLAST_GAME_H
#define WITCH_BLAST_GAME_H
#include "sfml_game/Game.h"
#include "sfml_game/TileMapEntity.h"
#include "PlayerEntity.h"
#include "DungeonMapEntity.h"
#include "EnemyEntity.h"
#include "DoorEntity.h"
#include "GameFloor.h"
#include "Config.h"
#include "Achievements.h"
#include <queue>
// for tests
//#define TEST_MODE
const int ALIGN_LEFT = 0; /*!< Text alignment left */
const int ALIGN_RIGHT = 1; /*!< Text alignment right */
const int ALIGN_CENTER = 2; /*!< Text alignment centered */
const int X_GAME_FADE_IN = 0; /*!< Fade In effect ID */
const int X_GAME_FADE_OUT = 1; /*!< Fade out effect ID */
const int X_GAME_COLOR_RED = 0; /*!< Red light color effect ID */
const int X_GAME_COLOR_GREEN = 1; /*!< Green light color effect ID */
const int X_GAME_COLOR_BLUE = 2; /*!< Blue light color effect ID */
const int X_GAME_COLOR_VIOLET = 3; /*!< Violet light color effect ID */
const int X_GAME_COLOR_BROWN = 4; /*!< Brown light color effect ID */
const int X_GAME_COLOR_WHITE = 5; /*!< White light color effect ID */
unsigned const int NumberKeys = 13; /*!< Number of input keys on the game */
/** Input key string
* Keys in the config file.
*/
const std::string inputKeyString[NumberKeys] =
{
"key_move_up",
"key_move_down",
"key_move_left",
"key_move_right",
"key_fire_up",
"key_fire_down",
"key_fire_left",
"key_fire_right",
"key_fire_select",
"key_spell",
"key_interact",
"key_time",
"key_fire"
};
/** Credits: coder */
const std::string creditsCode[] =
{
"Seby",
"END"
};
/** Credits: 2D artists */
const std::string credits2D[] =
{
"Pierre \"dejam0rt\" Baron",
"END"
};
/** Credits: Sound */
const std::string creditsSound[] =
{
"www.freesound.org/",
"www.freesfx.co.uk/",
"www.universal-soundbank.com/",
"END"
};
/** Credits: Music */
const std::string creditsMusic[] =
{
"Michael Ghelfi",
"JappeJ",
"SteveSyz",
"CinTer",
"cazok",
"ET16",
"END"
};
/** Credits: Translation */
const std::string creditsTranslate[] =
{
"achpile (russian)",
"AFS (spanish)",
"Geheim (german)",
"END"
};
/** Struct for game parameters */
struct parameterStruct
{
int language; /*!< Language ID (english = 0) */
int musicVolume; /*!< music volume (0 to 100) */
int soundVolume; /*!< sound volume (0 to 100) */
bool zoom; /*!< zoom effect (false = disabled) */
bool vsync; /*!< monitor vsync (false = disabled) */
bool bloodSpread; /*!< blood spread (false = disabled) */
bool fullscreen; /*!< full screen (false = disabled) */
std::string playerName; /*!< player name */
};
/*! \class WitchBlastGame
* \brief Main class of the game
*
* WitchBlastGame load the game ressources and do a large part of the game logic (game loop...),
* watches the input, manages the game states, ...
*/
class WitchBlastGame : public Game
{
public:
// DATA TYPES
/** Savegame header data */
struct saveHeaderStruct
{
bool ok; /**< Save game OK ? */
int level; /**< Level the save game */
float gameTime; /**< How long it has been played */
int shotType; /**< Current special shot type */
std::string date; /**< Date of the save game */
std::string time; /**< Time of the save game */
};
// PUBLIC METHODS
/*!
* \brief Constructor
*/
WitchBlastGame();
/*!
* \brief Destructor
*/
virtual ~WitchBlastGame();
/*!
* \brief Accessor on the current dungeon map
* \return a pointer to the current dungeon map
*/
DungeonMap* getCurrentMap();
/*!
* \brief Accessor on the current dungeon map entity
* \return a pointer to the current dungeon map entity
*/
DungeonMapEntity* getCurrentMapEntity();
/*!
* \brief Accessor on the player
* \return a pointer to the player
*/
PlayerEntity* getPlayer();
/*!
* \brief Accessor on the player's position
* \return a Vector2D of the player's position
*/
Vector2D getPlayerPosition();
/*!
* \brief accessor on the level
* \return : the level
*/
int getLevel();
/*!
* \brief accessor on the level
* \return : the challenge level
*/
int getChallengeLevel();
/*!
* \brief accessor on showLogical flag
* \return : the value of the flag
*/
bool getShowLogical();
+ float getDeltaTime();
+
/*!
* \brief accessor on the parameters
* \return : the parameters
*/
parameterStruct getParameters();
/*!
* \brief Start the game and the game loop
* This method starts the game and the game loop.
* The game loop watches the events, the inputs, update and draw the game elements.
*/
virtual void startGame();
/*!
* \brief Move the player to another map (room)
* Moves the player to another room of the dungeon.
* It's called when a player walk through an opened door.
* \param direction : direction of the new map. 4 = left, 8 = north, 6 = right, 2 = south
*/
void moveToOtherMap(int direction);
/*!
* \brief Closes the doors of the room
* Closes the doors of the room.
* It's called when the player enter in an area with monsters.
*/
void closeDoors();
/*!
* \brief Opens the doors of the room
* Opens the doors of the room.
* It's called when the player destroy the last monster of a room.
*/
void openDoors();
/*!
* \brief Count the enemies in the room
* Count the enemies in the room.
* It's called when the room is closed : 0 enemy = room is cleared and doors shall open.
* \return amount of enemies
*/
int getEnemyCount();
int getItemsCount();
/*!
* \brief Return the position of the nearest enemy
* \param x : x position of the source
* \param y : y position of the source
* \return position of the nearest enemy (negative position when no enemy found)
*/
Vector2D getNearestEnemy(float x, float y);
/*!
* \brief Generates blood
* \param x : x position of the blood
* \param y : y position of the blood
* \param bloodColor : color of the blood (red; green, ...)
*/
void generateBlood(float x, float y, BaseCreatureEntity::enumBloodColor bloodColor);
/*!
* \brief Add a corpse on the map
* \param x : x position of the corpse
* \param y : y position of the corpse
* \param frame : frame of the corpse in the spritesheet
*/
void addCorpse(float x, float y, int frame);
/*!
* \brief Show a "popup" with artefact's description
* Show a "popup" with artefact's description.
* Artefact's description consists of zoomed picture of the item, name and description.
* It's called when a player get an equipment item.
* \param itemType : item identifier
*/
void showArtefactDescription(enumItemType itemType);
/*!
* \brief Make a "shake" effet
* \param duration : duration of the effect
*/
void makeShake(float duration);
/*!
* \brief Make a "color fade" effet
* \param color : the color of the effect
* \param duration : duration of the effect
*/
void makeColorEffect(int color, float duration);
/*!
* \brief Write a string on screen
* \param str : the string
* \param size : the character size
* \param x : x position
* \param y : y position
* \param align : alignment (ALIGN_LEFT, ALIGN_CENTER or ALIGN_RIGHT)
* \param color : color of the string
* \param app : the rendering target
* \param xShadow : offset of the shadow (x)
* \param yShadow : offset of the shadow (y)
*/
void write(std::string str, int size, float x, float y, int align, sf::Color color, sf::RenderTarget* app, int xShadow, int yShadow);
/*!
* \brief Save the game
* Save the game to file : complete floor and maps, items and blood position, player current equipment and stats....
*/
void saveGame();
/*!
* \brief Load the game
* Load the game from file. After restoring the game, the file is destroy.
* \return true if succeeded
*/
bool loadGame();
/*!
* \brief Save the game data (general)
*/
void saveGameData();
/*!
* \brief Load the game data (general)
*/
void loadGameData();
/*!
* \brief Load the savegame data
* \return the savegame data
*/
saveHeaderStruct loadGameHeader();
/*!
* \brief Returns a random equip object
*
* Returns a random equip object (not an object the player already possesses) .
* \param toSale : true if it's an item for sale
*
* \return the equipment item ID
*/
item_equip_enum getRandomEquipItem(bool toSale, bool noFairy);
/*!
* \brief Returns a random spell object
*/
enumItemType getItemSpell();
/*!
* \brief Generate a random challenge loot
*
* \param x : x position of the bonus
* \param y : y position of the bonus
*/
void generateChallengeBonus(float x, float y);
/*!
* \brief Adds monsters
*
* Adds monsters to the room in suitable places.
* \param monsterType : monster type
* \param amount : amount of monsters
*/
void findPlaceMonsters(enemyTypeEnum monsterType, int amount);
/*!
* \brief Add a monster to the "killed monsters" table
* \param enemyType : ID of the monster
*/
void addKilledEnemy(enemyTypeEnum enemyType, enumShotType damageType);
/*!
* \brief Proceed an event
* \param event : ID of the event
*/
void proceedEvent(EnumWorldEvents event);
/*!
* \brief Proceed a message
* \param event : ID of the message
*/
void testAndAddMessageToQueue(EnumMessages type);
std::string enemyToString(enemyTypeEnum enemyType);
std::string sourceToString(sourceTypeEnum sourceType, enemyTypeEnum enemyType);
void saveDeathScreen();
struct StructScore
{
std::string name;
int score;
int level;
int shotType;
bool equip[NUMBER_EQUIP_ITEMS];
};
void calculateScore();
void addLifeBarToDisplay(std::string label, int hp, int hpMax);
void revealFloor();
void activateKeyRoomEffect(bool withColorEffect);
void generateStar(sf::Color starColor, float xStar, float yStar);
void registerAchievement(enumAchievementType achievement);
protected:
/*!
* \brief Rendering method
*
* Render all the game objects to the screen.
* Called in the game loop.
*/
virtual void onRender();
/*!
* \brief Update method
*
* Update all the game objects to the screen.
* Called in the game loop.
*/
virtual void onUpdate();
/*!
* \brief render the HUD for shot types
*
* Render the HUD for shot types.
* Display the available shot types and highlight the current one.
*
* \param app : Rendering target
*/
void renderHudShots(sf::RenderTarget* app);
private:
Config config;
float deltaTime;
// game logic / data
GameMap* miniMap; /*!< Pointer to the logical minimap */
DungeonMap* currentMap; /*!< Pointer to the logical current map */
GameFloor* currentFloor; /*!< Pointer to the logical floor (level) */
bool showLogical; /*!< True if showing bounding boxes, z and center */
bool showGameTime; /*!< True if showing the game time */
// game play
int level; /*!< Level (floor) */
int score; /*!< score (calculated at the end of the game) */
int bodyCount; /*!< killed monsters (calculated at the end of the game) */
int challengeLevel; /*!< Level (challenge) */
float gameTime; /*!< "age" of the current game */
int floorX; /*!< X position of the room in the level */
int floorY; /*!< Y position of the room in the level */
bool roomClosed; /*!< True if the room is closed */
bool bossRoomOpened; /*!< True if the boss gate has been opened in this level */
bool isPausing; /*!< True if the game is currently pausing */
int firingDirection; /*!< Save the firing direction - for the "one button" gameplay */
bool isPlayerAlive; /*!< Dying sets this bool to false (trigger the ending music) */
bool monsterArray[MAP_WIDTH][MAP_HEIGHT]; /*!< use to remember if a case has a monster in monster spawn */
int killedEnemies[NB_ENEMY];
// game objects
PlayerEntity* player; /*!< Pointer to the player entity */
DungeonMapEntity* dungeonEntity; /*!< TileMap of the room (main game board) + blood, items, etc...*/
TileMapEntity* miniMapEntity;
// displaying objects
DoorEntity* doorEntity[4]; /*!< Pointers to the door graphical entity */
sf::Font font; /*!< The font used for displaying text */
sf::Text myText; /*!< The text to be displayed */
sf::Sprite introScreenSprite;
sf::Sprite titleSprite;
struct uiSpritesStruct
{
sf::Sprite gui;
sf::Sprite keySprite; /*!< A simple sprite with the boss key (displayed on the HUD) */
sf::Sprite shotsSprite; /*!< A simple sprite for the available shot types (displayed on the HUD) */
sf::Sprite topLayer;
sf::Sprite msgBoxSprite;
sf::Sprite iconSprite;
sf::Sprite mapBgSprite;
} uiSprites;
struct lifeBarStruct
{
bool toDisplay;
std::string label;
int hp;
int hpMax;
} lifeBar;
float xOffset, yOffset; /*!< Main game client position in the GUI */
sf::Music music; /*!< Current game music */
/** Music enum
* Identify the various music tracks of the game.
*/
enum musicEnum
{
MusicDungeon, /**< Main game music - played when playing the game */
MusicEnding, /**< Ending music - played when the player has died */
MusicBoss, /**< Boss music - for epic fights ! */
MusicIntro, /**< Main menu music */
MusicChallenge /**< Challenge music - for epic fights ! */
};
/** Game states enum
* Used for the different game states
*/
enum gameStateEnum
{
gameStateInit, /**< Game initialization */
gameStateIntro, /** < Intro animation */
gameStateMenu, /**< Menu */
gameStatePlaying, /**< Playing */
gameStateKeyConfig /**< Key config */
};
gameStateEnum gameState; /*!< Store the game state */
/** Special game states enum
* Used for effects such as fade in...
*/
enum xGameTypeEnum
{
xGameTypeFade, /**< Fade effect */
xGameTypeShake, /**< Shake effect */
xGameTypeFadeColor, /**< Color fade effect */
NB_X_GAME
};
struct xGameStruct
{
bool active;
int param;
float timer;
float duration;
} xGame[NB_X_GAME];
/** Input Keys enum
* Used for the input binding
*/
enum inputKeyEnum
{
KeyUp,
KeyDown,
KeyLeft,
KeyRight,
KeyFireUp,
KeyFireDown,
KeyFireLeft,
KeyFireRight,
KeyFireSelect,
KeySpell,
KeyInteract,
KeyTimeControl,
KeyFire
};
sf::Keyboard::Key input[NumberKeys]; /*!< Input key array */
std::string scoreSaveFile;
/*!
* \brief Starts the game
*
* Start a new game or load it from file.
*
* \param fromSaveFile : true if we want to try to load the game from a file
*/
void startNewGame(bool fromSaveFile);
/*!
* \brief Starts a new level
*
* Start a new level.
* Called for each level of the game.
*/
void startNewLevel();
/*!
* \brief Starts the level
*
* Starts the level.
* Called after loading the game or creating a new level.
* \param isFight : true if loading in fight
*/
void playLevel(bool isFight);
/*!
* \brief Creates a level
*
* Creates a random level (a level is a floor that consists of rooms).
*/
void createFloor();
/*!
* \brief Create or refresh the room
*
* Create a room (if this is a new one) or refresh it.
* Called when the player changes room.
* Checks the visibility of the doors and close it if there are monsters.
* Loads the map items and sprites.
*/
void refreshMap();
/*!
* \brief Check if a door is present, and its style
*
* \param doorId : index of the door
* \param roomCurrent : type of the current door
* \param roomNeighbour : type of the neighbour door
*/
void checkDoor(int doorId, roomTypeEnum roomCurrent, roomTypeEnum roomNeighbour);
/*!
* \brief Refreshes the minimap
*
* Refresh the minimap.
* Called when the player changes room.
*/
void refreshMinimap();
/*!
* \brief Generates a room
*
* Generates a room.
* Called when the player moves to a room for the first time.
*/
void generateMap();
/*!
* \brief Generates a standard room
*
* Generates a standard room with monsters.
* Called during the generation when the map has no particular type.
*/
void generateStandardMap();
/*!
* \brief Checks if the room will be closed
*
* Checks if the room will be closed.
* Called when entering a room. If the room is not clear, closes the doors.
*/
void checkEntering();
/*!
* \brief Saves the map items
*
* Saves the map objects such as items, corpses, blood, chest.
* Called when leaving the door.
*/
void saveMapItems();
/*!
* \brief Initializes the monster array
*
* Initializes the monster array (to empty).
*/
void initMonsterArray();
/*!
* \brief Adds a monster
*
* Adds a monster to the room.
* \param monsterType : monster type
* \param xm : x position of the monster
* \param ym : y position of the monster
*/
void addMonster(enemyTypeEnum monsterType, float xm, float ym);
/*!
* \brief Checks if player opens a door
*
* Checks if player opens a door (collide with the door and gets the key).
* If positive, opens the door.
*/
void verifyDoorUnlocking();
/*!
* \brief Checks if player can interact with something
*/
void checkInteraction();
/*!
* \brief Plays a music
*
* Plays a music.
*
* \param musicChoice : music track ID
*/
void playMusic(musicEnum musicChoice);
/*!
* \brief Update the music volume (with parameters.volumeMusic)
*/
void updateMusicVolume();
/*!
* \brief Add a key to the player input map from a string key (from file)
* \param logicInput : input function (move left, fire up, etc...)
* \param key : Key as string
*/
void addKey(int logicInput, std::string key);
/*!
* \brief Save configuration to "config.dat"
*/
void saveConfigurationToFile();
/*!
* \brief Configure with data from "config.dat"
*/
void configureFromFile();
/*!
* \brief Update the game
*/
void updateRunningGame();
/*!
* \brief Render the game
*/
void renderRunningGame();
void renderGame();
void renderHud();
void renderLifeBar();
void renderMessages();
/*!
* \brief Update the menu
*/
void updateMenu();
/*!
* \brief Render the menu
*/
void renderMenu();
/*!
* \brief Render the menu
*/
void renderInGameMenu();
/*!
* \brief initialize the intro
*/
void prepareIntro();
/*!
* \brief Update the intro
*/
void updateIntro();
/*!
* \brief Render the intro
*/
void renderIntro();
/*!
* \brief Render the credits screen
*/
void renderCredits();
/*!
* \brief Render the achievements screen
*/
void renderAchievements();
/*!
* \brief Render the scores screen
*/
void renderHiScores();
/** Menu keys enum
* Identify the various keys of the menu.
*/
enum menuItemEnum
{
MenuStartNew, /**< When starting the game */
MenuStartOld, /**< When restoring the game */
MenuConfig, /**< When configuring the game */
MenuKeys, /**< When configuring keys */
MenuConfigBack, /**< Back to the main menu */
MenuTutoReset, /**< Reset the tutorials */
MenuLanguage, /**< When configuring the language */
MenuExit, /**< When exiting the game */
MenuAchievements, /**< Display the Achievements */
MenuCredits, /**< Display the credits screen */
MenuHiScores, /**< Display the hi-scores screen */
MenuPlayerName, /**< To enter/change the player name */
MenuVolumeSound,
MenuVolumeMusic,
MenuContinue, /**< Continue the game */
MenuSaveAndQuit, /**< Save and return to main */
};
/** Menu states enum
* Identify the various states of the menu.
*/
enum menuStateEnum
{
MenuStateMain,
MenuStateConfig,
MenuStateKeys,
MenuStateHiScores,
MenuStateChangeName,
MenuStateCredits,
MenuStateAchievements,
MenuStateFirst /**< First time, we choose language and keyboard */
};
menuStateEnum menuState;
/*!
* \brief Menu item structure
*/
struct menuItemStuct
{
menuItemEnum id; /**< Id of the action */
std::string label; /**< Label of the menu item */
std::string description; /**< Description of the menu item */
};
/*!
* \brief Menu structure
*/
struct menuStuct
{
std::vector<menuItemStuct> items; /**< Menu items */
unsigned int index; /**< Position int the menu */
float age; /**< Age of the menu */
};
menuStuct menuMain;
menuStuct menuFirst;
menuStuct menuConfig;
menuStuct menuInGame;
unsigned int menuKeyIndex;
unsigned int menuAchIndex;
/*!
* \brief Build the menu items
*/
void buildMenu(bool rebuild);
/*!
* \brief Build the menu items (in game)
*/
void buildInGameMenu();
/*!
* \brief Switch to the menu
*/
void switchToMenu();
/*!
* \brief Save language config and default keys configuration
*/
void registerLanguage();
parameterStruct parameters;
void resetKilledEnemies();
std::queue <messageStruct> messagesQueue;
bool worldEvent[NB_EVENTS];
void initEvents();
bool gameMessagesToSkip[NB_MESSAGES];
struct achievementStruct
{
enumAchievementType type;
std::string message;
float timer;
bool hasStarted;
};
std::queue <achievementStruct> achievementsQueue;
void renderPlayer(float x, float y, bool equip[NUMBER_EQUIP_ITEMS], int shotType,
int frame, int spriteDy);
void renderDeathScreen(float x, float y);
bool equipToDisplay[NUMBER_EQUIP_ITEMS];
bool equipNudeToDisplay[NUMBER_EQUIP_ITEMS];
saveHeaderStruct saveHeader;
struct StructMonster
{
enemyTypeEnum id;
float x;
float y;
};
/*!
* \brief Data for "in fight" game saving
*/
struct StructSaveInFight
{
bool isFight; /**< True if loading during a fight */
float x; /**< Player x position */
float y; /**< Player y position */
int direction; /**< Player direction */
std::vector<StructMonster> monsters; /**< Monsters */
};
StructSaveInFight saveInFight; /**< Data for "in fight" game saving */
SpriteEntity* introSprites[8];
int introState;
int introSoundState;
std::vector <StructScore> scores;
StructScore lastScore;
void loadHiScores();
void saveHiScores();
struct StructInteraction
{
bool active;
EnumInteractionType type;
int id;
std::string label;
} interaction;
void enableAA(bool enable);
enum achievementStatus { AchievementDone, AchievementUndone, AchievementPending};
achievementStatus achievementState[NB_ACHIEVEMENTS];
bool isItemLocked(enumItemType item);
int getAchievementsPercents();
};
/*!
* \brief Returns the game reference
*
* Returns the game reference.
*
* \return a reference to the game
*/
WitchBlastGame& game();
#endif // WITCH_BLAST_GAME_H

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