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Copy pathGame.cpp
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790 lines (674 loc) · 22 KB
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/*******************************************************************************
CommanderTux
Penguin In Space
Released under the GNU Public License
2005 by Andr� Schnabel (thefrogs@web.de)
*******************************************************************************/
// Game.cpp
#include "Game.h"
//
// CGame
// Constructor
//
CGame::CGame( SFramework_Setup *setup )
: CState()
{
DEBUG( "Setting up the game state... ");
m_setup = setup;
m_worldmap_surfaces_loaded = false;
// Don't exit
SetAllDone( false );
// Init load screen
m_load_background = g_framework->LoadImage( load_filenames[LD_BACKGROUND] );
m_load_circle = g_framework->LoadImage( load_filenames[LD_CIRCLE] );
g_framework->SetColorKey( m_load_circle, COLOR_MAGENTA );
CLoad *load = new CLoad( m_load_background, m_load_circle );
load->AddAndDraw();
// Init the menu
m_menu = new CMenu( menu_filenames[MN_MENU], menu_filenames[MN_HEAD], false );
m_menu->SetVisible( false );
m_menu->ChangeSelection( SEL_NEW_GAME );
load->AddAndDraw();
// Init settings menu
m_settings_menu = new CMenu( menu_filenames[MN_SETTINGS_MENU],
menu_filenames[MN_HEAD], true );
m_settings_menu->SetVisible( false );
m_settings_menu->ChangeSelection( SEL_FULLSCREEN );
// Init credits screen
m_credits.visible = false;
// Load credits images
m_me = g_framework->LoadImage( credits_filenames[CREDITS_ME] );
load->AddAndDraw();
m_dogs = g_framework->LoadImage( credits_filenames[CREDITS_DOGS] );
//g_framework->SetColorKey( m_dogs, COLOR_MAGENTA );
// Init the worldmap
load->AddAndDraw();
m_worldmap = new CWorldmap();
load->AddAndDraw();
LoadWorldmapSurfaces( true );
load->AddAndDraw();
m_worldmap->SetActive( true );
load->AddAndDraw();
// Init the level
m_level = NULL;
load->AddAndDraw();
#ifndef NO_SOUND
int i;
// Load all songs
for( i=0; i<NUM_SONGS; i++ )
m_songs[i] = Mix_LoadMUS( song_filenames[ i ] );
Mix_VolumeMusic(MIX_MAX_VOLUME/2);
Mix_PlayMusic( m_songs[SNG_STRANGE], -1 );
load->AddAndDraw();
#endif
// Delete load screen
delete load;
SDL_DestroyTexture( m_load_background );
SDL_DestroyTexture( m_load_circle );
DEBUG( "Game state is working!" );
}
//
// CGame
// Destructor
//
CGame::~CGame()
{
DEBUG( "Shutting down the game state... ");
#ifndef NO_SOUND
int i;
// Free songs from memory
for( i=0; i<NUM_SONGS; i++ )
Mix_FreeMusic( m_songs[i] );
#endif
// Free credits images
SDL_DestroyTexture( m_me );
SDL_DestroyTexture( m_dogs );
// Delete the worldmap
UnloadWorldmapSurfaces();
if( m_worldmap )
delete m_worldmap;
// Delete level
if( m_level )
delete m_level;
// Delete menus
delete m_menu;
delete m_settings_menu;
DEBUG( "Shutdown of game state complete! ");
}
//
// Input
// Game specific input
//
void CGame::Input()
{
// Standard input processing
CState::Input();
// Normal handling
if( !m_menu->GetVisible() && !m_settings_menu->GetVisible()
&& !m_worldmap->GetActive() )
{
if( m_keys[SDL_SCANCODE_ESCAPE] ) // Activate menu
{
if( m_released.key_escape )
{
m_released.key_escape = false;
m_menu->SetVisible( true );
return;
}
}
else
m_released.key_escape = true;
// Walking
// Left
if( m_keys[SDL_SCANCODE_LEFT] )
{
if( !m_level->GetPlayer()->GetDying() )
m_level->GetPlayer()->Walk( DIR_LEFT );
}
// Right
if( m_keys[SDL_SCANCODE_RIGHT] )
{
if( !m_level->GetPlayer()->GetDying() )
m_level->GetPlayer()->Walk( DIR_RIGHT );
}
// Standing
if( !m_keys[SDL_SCANCODE_LEFT] && !m_keys[SDL_SCANCODE_RIGHT] )
m_level->GetPlayer()->SetStanding( true );
// Jumping
if( m_keys[SDL_SCANCODE_UP]&& !m_level->GetPlayer()->GetDying() )
{
if( m_released.key_return )
{
m_level->GetPlayer()->Jump();
m_released.key_return = false;
}
else
{
m_level->GetPlayer()->IncreaseJump();
}
}
else
m_released.key_return = true;
// Shooting
if( m_keys[SDL_SCANCODE_SPACE] && !m_level->GetPlayer()->GetDying() )
{
if( m_released.key_space )
{
m_level->GetPlayer()->Shoot();
m_released.key_space = false;
}
}
else
m_released.key_space = true;
}
// Menu visible
else if( m_menu->GetVisible() && !m_settings_menu->GetVisible() )
{
if( m_keys[SDL_SCANCODE_ESCAPE] ) // Deactivate menu
{
if( m_released.key_escape )
{
m_released.key_escape = false;
m_menu->SetVisible( false );
return;
}
}
else
m_released.key_escape = true;
if( m_keys[SDL_SCANCODE_UP] ) // Move selection head up
{
if( m_released.key_up )
{
if( m_menu->GetSelection() > 0 )
m_menu->ChangeSelection( m_menu->GetSelection() - 1 );
else
m_menu->ChangeSelection( SEL_EXIT );
m_released.key_up = false;
}
}
else
m_released.key_up = true;
if( m_keys[SDL_SCANCODE_DOWN] ) // Move selection head down
{
if( m_released.key_down )
{
if( m_menu->GetSelection() < SEL_EXIT )
m_menu->ChangeSelection( m_menu->GetSelection() + 1 );
else
m_menu->ChangeSelection( 0 );
m_released.key_down = false;
}
}
else
m_released.key_down = true;
if( m_keys[SDL_SCANCODE_RETURN] ) // Select
{
if( m_released.key_return )
{
switch( m_menu->GetSelection() )
{
case SEL_EXIT:
m_done = true;
SetAllDone( true );
break;
case SEL_CREDITS:
m_credits.visible = true;
m_credits.remaining = CREDITS_TIME;
m_menu->SetVisible( false );
break;
case SEL_EDITOR:
m_setup->editor = true;
m_done = true;
break;
case SEL_DUEL:
m_setup->duel = true;
m_done = true;
break;
case SEL_NEW_GAME:
if( m_worldmap )
delete m_worldmap;
m_worldmap = new CWorldmap();
m_worldmap->SetActive( true );
m_menu->SetVisible( false );
#ifndef NO_SOUND
Mix_HaltMusic();
Mix_PlayMusic( m_songs[SNG_STRANGE], -1 );
#endif
break;
case SEL_SETTINGS:
m_settings_menu->SetVisible( true );
break;
}
m_released.key_return = false;
}
}
else
m_released.key_return = true;
}
// Settings menu visible
else if( m_settings_menu->GetVisible() )
{
if( m_keys[SDL_SCANCODE_ESCAPE] ) // Deactivate menu
{
if( m_released.key_escape )
{
m_released.key_escape = false;
m_settings_menu->SetVisible( false );
return;
}
}
else
m_released.key_escape = true;
if( m_keys[SDL_SCANCODE_UP] ) // Move selection head up
{
if( m_released.key_up )
{
if( m_settings_menu->GetSelection() > 0 )
m_settings_menu->ChangeSelection( m_settings_menu->GetSelection() - 1 );
else
m_settings_menu->ChangeSelection( SEL_WINDOWED );
m_released.key_up = false;
}
}
else
m_released.key_up = true;
if( m_keys[SDL_SCANCODE_DOWN] ) // Move selection head down
{
if( m_released.key_down )
{
if( m_settings_menu->GetSelection() < SEL_WINDOWED )
m_settings_menu->ChangeSelection( m_settings_menu->GetSelection() + 1 );
else
m_settings_menu->ChangeSelection( SEL_FULLSCREEN );
m_released.key_down = false;
}
}
else
m_released.key_down = true;
if( m_keys[SDL_SCANCODE_RETURN] ) // Select
{
if( m_released.key_return )
{
switch( m_settings_menu->GetSelection() )
{
case SEL_FULLSCREEN:
g_framework->Fullscreen();
m_settings_menu->SetVisible( false );
m_menu->SetVisible( false );
break;
case SEL_WINDOWED:
g_framework->Windowed();
m_settings_menu->SetVisible( false );
m_menu->SetVisible( false );
break;
}
m_released.key_return = false;
}
}
else
m_released.key_return = true;
}
// Worldmap
else if( !m_settings_menu->GetVisible() && !m_menu->GetVisible() &&
m_worldmap->GetActive() )
{
if( m_keys[SDL_SCANCODE_ESCAPE] ) // Activate menu
{
if( m_released.key_escape )
{
m_released.key_escape = false;
m_menu->SetVisible( true );
return;
}
}
else
m_released.key_escape = true;
m_worldmap->Input( m_keys );
}
}
//
// Update
// Game specific update
//
void CGame::Update()
{
if( !m_menu->GetVisible()
&& !m_settings_menu->GetVisible()
&& !m_credits.visible ) // Normal update
{
if( !m_worldmap->GetActive() )
{
m_level->Update( &m_scroll_x, &m_scroll_y ); // Update the level
// Get back to the worldmap he dies or exits the level
if( g_framework->Coll( m_level->GetPlayer( 0 )->GetRect(), m_level->GetEndRect() )
|| m_level->GetPlayer( 0 )->GetRespawn() )
{
LoadWorldmapSurfaces();
m_worldmap->SetActive( true );
m_worldmap->SetGameRunning( false );
m_worldmap->SetLives( m_level->GetPlayer( 0 )->GetLives() );
m_worldmap->SetScore( m_level->GetPlayer( 0 )->GetScore() );
m_worldmap->SetBullets( m_level->GetPlayer( 0 )->GetNumBullets() );
// Restart worldmap music
#ifndef NO_SOUND
Mix_HaltMusic();
Mix_PlayMusic( m_songs[SNG_STRANGE], -1 );
#endif
// Special stuff for when the player has exit the level
if( !m_level->GetPlayer( 0 )->GetRespawn() )
{
m_worldmap->SetLevelDone( m_cur_level );
#ifndef NO_SOUND
m_level->GetPlayer( 0 )->PlaySound( PSND_LEVEL_DONE );
#endif
}
// Delete level
delete m_level;
m_level = NULL;
}
}
else // Worldmap
{
m_worldmap->Update();
// Player wants to start a game
if( m_worldmap->GetGameRunning() )
{
#ifndef NO_SOUND
// Stop worldmap music
Mix_HaltMusic();
#endif
m_worldmap->SetActive( false );
m_worldmap->SetGameRunning( false );
m_cur_level = m_worldmap->GetActLevel();
UnloadWorldmapSurfaces();
ChangeLevel( level_filenames[m_worldmap->GetActLevel()] );
}
}
}
// Credits
if( m_credits.visible && m_credits.remaining > 0 )
m_credits.remaining--;
else if( m_credits.visible )
m_credits.visible = false;
}
//
// Draw
// Game specific draw
//
void CGame::Draw()
{
// Draw the level
if( !m_credits.visible && !m_worldmap->GetActive() )
m_level->Draw( &m_scroll_x, &m_scroll_y, SCR_W, SCR_H, false );
// Fill the screen with blue for the credits screen
else if( m_credits.visible )
g_framework->FillRect( g_framework->GetScreen(), NULL, COLOR_RED );
// Draw the worldmap
else if( m_worldmap->GetActive() )
m_worldmap->Draw();
// Menu
m_menu->Draw();
m_settings_menu->Draw();
// Credits
if( m_credits.visible )
{
int w, h;
// Me
SDL_QueryTexture(m_me, nullptr, nullptr, &w, &h);
g_framework->Draw( m_me, SCR_W-w, 0 );
// Dogs
SDL_QueryTexture(m_dogs, nullptr, nullptr, &w, &h);
g_framework->Draw( m_dogs, SCR_W-w, SCR_H-h );
// Title
g_framework->DrawShadowText( "CommanderTux", 10, 10, COLOR_BLACK, COLOR_YELLOW, F_SIZE_BIG );
g_framework->DrawShadowText( "Penguin In Space", 10, 40, COLOR_BLACK, COLOR_YELLOW, F_SIZE_MEDIUM );
// Author
g_framework->DrawShadowText( "2005 by André Schnabel, but don't care about any copyright:"
"It's under the GPL dude!", 10, SCR_H-30,
COLOR_BLACK, COLOR_YELLOW, F_SIZE_MEDIUM );
// Greets
g_framework->DrawShadowText( "Greets to:", 10, 80, COLOR_BLACK, COLOR_WHITE, F_SIZE_BIG );
g_framework->DrawShadowText( "My entire family",
10, 120, COLOR_BLACK, COLOR_WHITE, F_SIZE_MEDIUM );
g_framework->DrawShadowText( "Matthias Semler a.k.a. James Bond 007, the grandmaster of gaming",
10, 140, COLOR_BLACK, COLOR_WHITE, F_SIZE_MEDIUM );
g_framework->DrawShadowText( "Thomas Müller, some unknown beta tester",
10, 160, COLOR_BLACK, COLOR_WHITE, F_SIZE_MEDIUM );
g_framework->DrawShadowText( "Siegbert Reese, former computer science teacher of mine",
10, 180, COLOR_BLACK, COLOR_WHITE, F_SIZE_MEDIUM );
g_framework->DrawShadowText( "Our vivacious dogs (those on the picture)",
10, 220, COLOR_BLACK, COLOR_WHITE, F_SIZE_MEDIUM );
g_framework->DrawShadowText( "If I hadn't spent so much time walking with them,",
10, 240, COLOR_BLACK, COLOR_WHITE, F_SIZE_MEDIUM );
g_framework->DrawShadowText( "CommanderTux would had many more features ;-)",
10, 260, COLOR_BLACK, COLOR_WHITE, F_SIZE_MEDIUM );
g_framework->DrawShadowText( "Everybody I itentionally left out...",
10, 300, COLOR_BLACK, COLOR_WHITE, F_SIZE_MEDIUM );
}
}
/*
OBSOLETE: There is no need for such a function when we have a worldmap!
//
// NextLevel
//
void CGame::NextLevel()
{
// Iterate current level and go into it
m_cur_level++;
ChangeLevel( level_filenames[ m_cur_level ] );
}
*/
//
// ChangeLevel
//
void CGame::ChangeLevel( const char *filename )
{
// Delete old level if available
if( m_level )
delete m_level;
// Load new one
switch( m_cur_level )
{
case 0: // Level 1: Ice
m_level = new CLevel( filename, false, false, background_filenames[BACKGROUND_2] );
break;
case 1: // Level 2: Forest
m_level = new CLevel( filename, false, false, background_filenames[BACKGROUND_4] );
break;
case 2: // Level 3: Clouds
m_level = new CLevel( filename, false, false, background_filenames[BACKGROUND_3] );
break;
case 3: // Level 4: Stones -> default
m_level = new CLevel( filename, false, false );
break;
default: // No background specified
m_level = new CLevel( filename, false, false );
}
#ifndef NO_SOUND
// Start ingame music
Mix_PlayMusic( m_songs[SNG_TECHI], -1 );
#endif
// Set scroll position based on the player position set by the level
m_scroll_x = m_level->GetPlayer( 0 )->GetRect()->x;
m_scroll_y = m_level->GetPlayer( 0 )->GetRect()->y;
// Center if possible
if( m_scroll_x > SCR_W / 2 )
m_scroll_x-=SCR_W / 2;
else
m_scroll_x = 0;
// Prevent from scrolling to anything out of border
if( m_scroll_y > SCR_H / 2 )
m_scroll_y-=SCR_H / 2;
else
m_scroll_y = 0;
// Set right score and lives
m_level->GetPlayer( 0 )->SetLives( m_worldmap->GetLives() );
m_level->GetPlayer( 0 )->SetScore( m_worldmap->GetScore() );
m_level->GetPlayer( 0 )->SetNumBullets( m_worldmap->GetBullets() );
}
//
// LoadWorldmapSurfaces
//
void CGame::LoadWorldmapSurfaces( bool first_time )
{
CLoad *load;
int i, j;
if( !m_worldmap_surfaces_loaded )
{
if( !first_time )
{
// Init load screen
m_load_background = g_framework->LoadImage( load_filenames[LD_BACKGROUND] );
m_load_circle = g_framework->LoadImage( load_filenames[LD_CIRCLE] );
g_framework->SetColorKey( m_load_circle, COLOR_MAGENTA );
load = new CLoad( m_load_background, m_load_circle );
load->AddAndDraw();
}
// Init worldmap images
m_world_surface = g_framework->LoadImage( worldmap_filenames[WORLD] );
if( !first_time )
load->AddAndDraw();
// Worldmap player images
for( i=0; i<NUM_W_P_IMAGES; i++ )
{
// Walking and standing
for( j=0; j<2; j++ )
{
m_world_player_surfaces[j][i] = g_framework->LoadImage( w_player_filenames[j][i] );
g_framework->SetColorKey( m_world_player_surfaces[j][i], COLOR_MAGENTA );
}
if( !first_time )
load->AddAndDraw();
}
// Reset images of the worldmap object
m_worldmap->SetImages( m_world_surface, m_world_player_surfaces );
if( !first_time )
load->AddAndDraw();
m_worldmap_surfaces_loaded = true;
if( !first_time )
{
// Free load screen
delete load;
SDL_DestroyTexture( m_load_background );
SDL_DestroyTexture( m_load_circle );
}
}
}
//
// UnloadWorldmapSurfaces
//
void CGame::UnloadWorldmapSurfaces()
{
int i, j;
if( m_worldmap_surfaces_loaded )
{
// Free worldmap surfaces
SDL_DestroyTexture( m_world_surface );
for( i=0; i<NUM_W_P_IMAGES; i++ )
{
for( j=0; j<2; j++ )
SDL_DestroyTexture( m_world_player_surfaces[j][i] );
}
m_worldmap_surfaces_loaded = false;
}
}
//
// CMenu
// Constructor
//
CMenu::CMenu( const char *img_name,
const char *head_name,
bool settings_menu )
{
// Copy function parameter to member var
m_settings_menu = settings_menu;
// Load menu image and set color key
m_image = g_framework->LoadImage( img_name );
g_framework->SetColorKey( m_image, COLOR_MAGENTA );
// Load head image and set color key
m_head_surf = g_framework->LoadImage( head_name );
g_framework->SetColorKey( m_head_surf, COLOR_MAGENTA );
// Init animated sprite object for the head
m_head_spr = new CAnim_Sprite( m_head_surf, 15, 15, 50 );
m_head_move_eye = false;
#ifndef NO_SOUND
// Load selection sound
m_sel_sound = Mix_LoadWAV( menu_filenames[MN_SEL_SND] );
#endif
}
//
// CMenu
// Destructor
//
CMenu::~CMenu()
{
// Delete animated head sprite
delete m_head_spr;
#ifndef NO_SOUND
// Free memory from selection sound
Mix_FreeChunk( m_sel_sound );
#endif
// Delete menu image
SDL_DestroyTexture( m_image );
// Free head image
SDL_DestroyTexture( m_head_surf );
}
//
// Draw
// Menu and head for selection.
//
void CMenu::Draw()
{
if( m_visible )
{
int w,h;
SDL_QueryTexture(m_image, nullptr, nullptr, &w, &h);
if( !m_settings_menu )
{
// Draw head sprite
m_head_spr->SetPos((SCR_W-w)/2 + 20,
(SCR_H-h) / 2 + 35 + 30*m_selection);
// Draw menu image
g_framework->Draw( m_image, (SCR_W-w) / 2, (SCR_H-h) / 2 );
}
else
{
// Draw head sprite
m_head_spr->SetPos(SCR_W-w-20 + 35,
(SCR_H-h) / 2 + 50 + 85*m_selection);
// Draw menu image
g_framework->Draw( m_image, SCR_W-w-20, (SCR_H-h) / 2 );
}
if( !(rand() % 50) && !m_head_move_eye )
{
m_head_move_eye = true;
}
if( m_head_move_eye )
{
m_head_spr->Draw( true );
if( m_head_spr->GetActImage() == 0 )
m_head_move_eye = false;
}
if( !m_head_move_eye )
m_head_spr->Draw( false );
}
}
//
// ChangeSelection
//
void CMenu::ChangeSelection( int selection )
{
#ifndef NO_SOUND
// Play selection sound
Mix_PlayChannel( -1, m_sel_sound, 0 );
#endif
// Set selection to the new value
m_selection = selection;
}
//
// GetSelection
//
int CMenu::GetSelection()
{
return m_selection;
}