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// Description:
// High level infrastructure for game.
//
// Copyright (C) 2001 Frank Becker
//
// This program 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 2 of the License, or (at your option) any later
// version.
//
// This program 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
//
#include <Trace.hpp>
#include <Game.hpp>
#include <GameState.hpp>
#include <Constants.hpp>
#include <Config.hpp>
#include <PausableTimer.hpp>
#include <ScoreKeeper.hpp>
#include <Audio.hpp>
#include <Video.hpp>
#include <Input.hpp>
#include <Hero.hpp>
#include <WeaponDepot.hpp>
#include <ParticleGroup.hpp>
#include <ParticleGroupManager.hpp>
#include <Starfield.hpp>
#include <LPathManager.hpp>
#include <ModelManager.hpp>
#include <StageManager.hpp>
#include <MenuManager.hpp>
#include <ResourceManager.hpp>
Game::Game( void)
{
XTRACE();
}
Game::~Game()
{
XTRACE();
LOG_INFO << "Shutting down..." << endl;
#if 1
// save config stuff
ConfigS::instance()->saveToFile();
// save leaderboard
ScoreKeeperS::instance()->save();
#endif
StarfieldS::cleanup();
// misc cleanup
MenuManagerS::cleanup();
StageManagerS::cleanup();
ModelManagerS::cleanup();
InputS::cleanup();
AudioS::cleanup();
VideoS::cleanup(); //Video calls SDL_Quit
LPathManagerS::cleanup();
ParticleGroupManagerS::cleanup();
WeaponDepotS::cleanup();
ResourceManagerS::cleanup();
ScoreKeeperS::cleanup();
HeroS::cleanup(); //has to be after ParticleGroupManager
}
bool Game::init( void)
{
XTRACE();
bool result = true;
ScoreKeeperS::instance()->load();
// init subsystems et al
if( ! ParticleGroupManagerS::instance()->init()) return false;
if( ! AudioS::instance()->init()) return false;
if( ! VideoS::instance()->init()) return false;
if( ! InputS::instance()->init()) return false;
if( ! MenuManagerS::instance()->init()) return false;
if( ! HeroS::instance()->init()) return false;
StarfieldS::instance()->init( -150.0);
ParticleGroupManager *pgm = ParticleGroupManagerS::instance();
if( ! pgm->init()) return false;
//init all the paricle groups and links between them
pgm->addGroup( HERO_GROUP, 1);
pgm->addGroup( ENEMIES_GROUP, 300);
pgm->addGroup( ENEMIES_BULLETS_GROUP, 300);
//there are 3 effect groups to give very simple control over the order
//of drawing which is important for alpha blending.
pgm->addGroup( EFFECTS_GROUP1, 1000);
pgm->addGroup( EFFECTS_GROUP2, 1000);
pgm->addGroup( EFFECTS_GROUP3, 1000);
pgm->addGroup( HERO_BULLETS_GROUP, 300);
pgm->addGroup( BONUS_GROUP, 50);
pgm->addGroup( SHOOTABLE_ENEMY_BULLETS_GROUP, 100);
pgm->addGroup( SHOOTABLE_BONUS_GROUP, 50);
//collision detect between the following groups
pgm->addLink( HERO_BULLETS_GROUP, SHOOTABLE_ENEMY_BULLETS_GROUP);
pgm->addLink( HERO_BULLETS_GROUP, ENEMIES_GROUP);
pgm->addLink( HERO_BULLETS_GROUP, SHOOTABLE_BONUS_GROUP);
pgm->addLink( HERO_GROUP, ENEMIES_GROUP);
pgm->addLink( HERO_GROUP, ENEMIES_BULLETS_GROUP);
pgm->addLink( HERO_GROUP, BONUS_GROUP);
pgm->addLink( HERO_GROUP, SHOOTABLE_ENEMY_BULLETS_GROUP);
pgm->addLink( HERO_GROUP, SHOOTABLE_BONUS_GROUP);
//reset our stopwatch
GameState::stopwatch.reset();
GameState::stopwatch.pause();
if( ! StageManagerS::instance()->init()) return false;
ConfigS::instance()->getFloat( "horsePower", GameState::horsePower);
//add our hero...
ParticleGroupManagerS::instance()->
getParticleGroup( HERO_GROUP)->newParticle( string("Hero"), 0, 0, -100);
LOG_INFO << "Initialization complete OK." << endl;
return result;
}
void Game::reset( void)
{
//reset in order to start new game
ParticleGroupManagerS::instance()->reset();
HeroS::instance()->reset();
ParticleGroupManagerS::instance()->
getParticleGroup( HERO_GROUP)->newParticle( string("Hero"), 0, 0, -100);
ScoreKeeperS::instance()->resetCurrentScore();
GameState::stopwatch.reset();
GameState::startOfGameStep = GameState::stopwatch.getTime();
StageManagerS::instance()->reset();
}
void Game::startNewGame( void)
{
GameS::instance()->reset();
GameState::context = Context::eInGame;
InputS::instance()->disableInterceptor();
GameState::stopwatch.start();
AudioS::instance()->playSample( "sounds/voiceGo.wav");
bool allowVerticalMovement = false;
ConfigS::instance()->getBoolean( "allowVerticalMovement", allowVerticalMovement);
HeroS::instance()->allowVerticalMovement(allowVerticalMovement);
}
void Game::updateOtherLogic( void)
{
int stepCount = 0;
float currentTime = Timer::getTime();
while( (currentTime - GameState::startOfStep) > GAME_STEP_SIZE)
{
StarfieldS::instance()->update();
//FIXME: shouldn't run all the time...
MenuManagerS::instance()->update();
//advance to next start-of-game-step point in time
GameState::startOfStep += GAME_STEP_SIZE;
currentTime = Timer::getTime();
stepCount++;
if( stepCount > MAX_GAME_STEPS) break;
}
GameState::frameFractionOther =
(currentTime - GameState::startOfStep) / GAME_STEP_SIZE;
if( stepCount > 1)
{
LOG_WARNING << "Skipped " << stepCount << " frames." << endl;
if( GameState::frameFractionOther > 1.0)
{
//Our logic is still way behind where it should be at this
//point in time. If we get here we already ran through
//MAX_GAME_STEPS logic runs trying to catch up.
//We clamp the value to 1.0, higher values would try
//to predict were we are visually. Maybe not a bad idead
//to allow values up to let's say 1.3...
GameState::frameFractionOther = 1.0;
}
}
}
void Game::updateInGameLogic( void)
{
int stepCount = 0;
float currentGameTime = GameState::stopwatch.getTime();
while( (currentGameTime - GameState::startOfGameStep) > GAME_STEP_SIZE)
{
// adding new enemies, moving on to the next level, etc.
StageManagerS::instance()->update();
// update all objects, particles, etc.
ParticleGroupManagerS::instance()->update();
//FIXME: Currently the Critterboard is updated in the video system. Should be on its own.
VideoS::instance()->updateLogic();
//advance to next start-of-game-step point in time
GameState::startOfGameStep += GAME_STEP_SIZE;
currentGameTime = GameState::stopwatch.getTime();
stepCount++;
if( stepCount > MAX_GAME_STEPS) break;
}
GameState::frameFraction =
(currentGameTime - GameState::startOfGameStep) / GAME_STEP_SIZE;
if( stepCount > 1)
{
if( GameState::frameFraction > 1.0)
{
//Our logic is still way behind where it should be at this
//point in time. If we get here we already ran through
//MAX_GAME_STEPS logic runs trying to catch up.
//We clamp the value to 1.0, higher values would try
//to predict were we are visually. Maybe not a bad idead
//to allow values up to let's say 1.3...
GameState::frameFraction = 1.0;
}
}
}
void Game::run( void)
{
XTRACE();
Audio &audio = *AudioS::instance();
Video &video = *VideoS::instance();
Input &input = *InputS::instance();
//make sure we start of in menu mode
MenuManagerS::instance()->turnMenuOn();
// Here it is: the main loop.
LOG_INFO << "Entering Main loop." << endl;
GameState::startOfStep = Timer::getTime();
GameState::startOfGameStep = GameState::stopwatch.getTime();
while( GameState::isAlive)
{
switch( GameState::context)
{
case Context::eInGame:
//stuff that only needs updating when game is actually running
updateInGameLogic();
break;
default:
break;
}
//stuff that should run all the time
updateOtherLogic();
input.update();
audio.update();
video.update();
}
}
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