File: gamemgr.cpp

package info (click to toggle)
angelscript 2.35.1%2Bds-3.1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid, trixie
  • size: 5,388 kB
  • sloc: cpp: 71,969; asm: 1,558; makefile: 665; xml: 214; javascript: 42; ansic: 22; python: 22; sh: 7
file content (195 lines) | stat: -rw-r--r-- 4,655 bytes parent folder | download | duplicates (2)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
#include "gamemgr.h"
#include "gameobj.h"
#include "scriptmgr.h"
#include <string.h>  // strcpy
#include <stdio.h>   // rand
#include <stdlib.h>  // rand
#include <iostream>  // cout

using namespace std;

CGameMgr::CGameMgr()
{
	gameOn = false;
}

CGameMgr::~CGameMgr()
{
	for( unsigned int n = 0; n < gameObjects.size(); n++ )
		gameObjects[n]->DestroyAndRelease();
}

int CGameMgr::StartGame()
{
	// Set up the game level

	// In a real game this would probably be loaded from a file, that would define
	// the position of each object and other things that would be placed in the game world.

	// The properties for each object type would probably also be loaded from a file.
	// The map file, would only have to specify the position and the type of the object.
	// Based on the type, the game manager would retrieve the graphics object and script
	// controller that should be used.

	// Create some stones
	for( unsigned int n = 0; n < 10; n++ )
		SpawnObject("stone", '0', rand()%10, rand()%10);

	// Create some zombies
	for( unsigned int n = 0; n < 3; n++ )
		SpawnObject("zombie", 'z', rand()%10, rand()%10);

	// Create the player
	CGameObj *obj = SpawnObject("player", 'p', rand()%10, rand()%10);
	if( obj )
		obj->name = "player";

	// Check if there were any compilation errors during the script loading
	if( scriptMgr->hasCompileErrors )
		return -1;

	return 0;
}

CGameObj *CGameMgr::SpawnObject(const std::string &type, char dispChar, int x, int y)
{
	CGameObj *obj = new CGameObj(dispChar, x, y);
	gameObjects.push_back(obj);

	// Set the controller based on type
	obj->controller = scriptMgr->CreateController(type, obj);

	return obj;
}

void CGameMgr::Run()
{
	gameOn = true;
	while( gameOn )
	{
		// Render the frame
		Render();

		// Get input from user
		GetInput();

		// Call the onThink method on each game object
		for( unsigned int n = 0; n < gameObjects.size(); n++ )
			gameObjects[n]->OnThink();

		// Kill the objects that have been queued for killing
		for( unsigned int n = 0; n < gameObjects.size(); n++ )
		{
			if( gameObjects[n]->isDead )
			{
				// We won't actually delete the memory here, as we do not know 
				// exactly who might still be referencing the object, but we
				// make sure to destroy the internals in order to avoid
				// circular references. 
				gameObjects[n]->DestroyAndRelease();
				gameObjects.erase(gameObjects.begin()+n);
				n--;
			}
		}
	}
}

void CGameMgr::EndGame(bool win)
{
	gameOn = false;

	if( win )
		cout << "Congratulations, you've defeated the zombies!" << endl;
	else
		cout << "Too bad, the zombies ate your brain!" << endl;
	
	// Get something to let the player see the message before exiting
	char buf[2];
	cin.getline(buf, 1);
}

void CGameMgr::Render()
{
	// Clear the buffer
	char buf[10][11];
	for( int y = 0; y < 10; y++ )
		memcpy(buf[y], "..........\0", 11);

	// Render each object into the buffer
	for( unsigned int n = 0; n < gameObjects.size(); n++ )
		buf[gameObjects[n]->y][gameObjects[n]->x] = gameObjects[n]->displayCharacter;

	// Clear the screen
#ifdef _WIN32
	system("cls");
#else
	system("clear");
#endif

	// Print some useful information and start the input loop
	cout << "Sample game using AngelScript " << asGetLibraryVersion() << "." << endl;
	cout << "Type u(p), d(own), l(eft), r(ight) to move the player." << endl;
	cout << "Type q(uit) to exit the game." << endl;
	cout << "Try to avoid getting eaten by the zombies, hah hah." << endl;
	cout << endl;

	// Present the buffer
	for( int y = 0; y < 10; y++ )
		cout << buf[y] << endl;
}

void CGameMgr::GetInput()
{
	cout << "> ";

	char buf[10];
	cin.getline(buf, 10);

	memset(actionStates, 0, sizeof(actionStates));

	switch( buf[0] )
	{
	case 'u':
		actionStates[0] = true;
		break;
	case 'd':
		actionStates[1] = true;
		break;
	case 'l':
		actionStates[2] = true;
		break;
	case 'r':
		actionStates[3] = true;
		break;
	case 'q':
		gameOn = false;
		break;
	}
}

bool CGameMgr::GetActionState(int action)
{
	if( action < 0 || action >= 4 ) return false;

	return actionStates[action];
}

CGameObj *CGameMgr::GetGameObjAt(int x, int y)
{
	for( unsigned int n = 0; n < gameObjects.size(); n++ )
		if( gameObjects[n]->x == x && gameObjects[n]->y == y )
			return gameObjects[n];

	return 0;
}

CGameObj *CGameMgr::FindGameObjByName(const string &name)
{
	for( unsigned int n = 0; n < gameObjects.size(); n++ )
	{
		if( gameObjects[n]->name == name )
			return gameObjects[n];
	}

	return 0;
}