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/*
* Modification History
*
* 2006-June-27 Jason Rohrer
* Created.
*
* 2006-September-12 Jason Rohrer
* Fixed the machine-gun mating bug.
*
* 2006-October-4 Jason Rohrer
* Fixed music loudness bug.
*
* 2006-October-9 Jason Rohrer
* Fixed crash on exit.
* Reduced music sample rate.
*
* 2006-October-10 Jason Rohrer
* Added a limit on maximum plot size.
*
* 2006-October-13 Jason Rohrer
* Fixed a bug that can result in a crash at startup.
*
* 2006-October-30 Jason Rohrer
* Started work on follow button.
*
* 2006-November-2 Jason Rohrer
* Fixed a button selected object bug when user-controlled gardener dies.
*
* 2006-November-26 Jason Rohrer
* Fixed bug reading language and font files on mac.
*
* 2006-December-14 Jason Rohrer
* Fixed missing tooltips (and crash) after restart.
* Added a pause button.
* Switched to dragging for plot selection.
*
* 2007-November-17 Jason Rohrer
* Fixed behavior when second corner of plot dropped on a GUI panel.
* Disabled button clicks while paused (except to unpause or quit).
*
* 2007-December-11 Jason Rohrer
* Locked max frame rate down to 80fps.
*/
#include <GL/glut.h>
#include <stdio.h>
#include <unistd.h>
#include <stdlib.h>
#include <time.h>
#include "defs.h"
#include "minorGems/graphics/openGL/ScreenGL.h"
#include "minorGems/graphics/openGL/SceneHandlerGL.h"
#include "minorGems/graphics/Color.h"
// GL GUI includes
#include "minorGems/graphics/openGL/gui/GUIPanelGL.h"
#include "minorGems/graphics/openGL/gui/GUIContainerGL.h"
#include "minorGems/graphics/openGL/gui/GUITranslatorGL.h"
#include "minorGems/graphics/openGL/gui/ButtonGL.h"
#include "minorGems/graphics/openGL/gui/LabelGL.h"
// for tool tips
#include "minorGems/graphics/openGL/gui/TextGL.h"
#include "minorGems/io/file/FileOutputStream.h"
#include "minorGems/graphics/converters/TGAImageConverter.h"
// for video grabbing
// #include "minorGems/graphics/converters/PNGImageConverter.h"
// #include "minorGems/graphics/converters/JPEGImageConverter.h"
#include "minorGems/graphics/filters/BoxBlurFilter.h"
#include "minorGems/util/TranslationManager.h"
#include "minorGems/ui/event/ActionListener.h"
#include "minorGems/system/Time.h"
#include "minorGems/system/Thread.h"
// needed to synchronize between GL thread and sound thread
#include "minorGems/system/MutexLock.h"
#include "minorGems/util/stringUtils.h"
#include "minorGems/util/random/StdRandomSource.h"
#include "minorGems/math/geometry/Vector3D.h"
#include "features.h"
#include "gameFunctions.h"
#include "World.h"
#include "Plant.h"
#include "Gardener.h"
#include "GardenerAI2.h"
#include "glCommon.h"
#include "userInterface/TexturedPanel.h"
#include "userInterface/PlantButton.h"
#include "userInterface/PlotButton.h"
#include "userInterface/WaterButton.h"
#include "userInterface/HarvestButton.h"
#include "userInterface/EmotionButton.h"
#include "userInterface/MateButton.h"
#include "userInterface/FollowButton.h"
#include "userInterface/PoisonButton.h"
#include "userInterface/PauseButton.h"
#include "userInterface/RestartButton.h"
#include "userInterface/QuitButton.h"
#include "userInterface/NextTutorialButton.h"
#include "userInterface/TextBlockGL.h"
#include "userInterface/BorderPanel.h"
#include "userInterface/ObjectSelector.h"
#include "userInterface/EatButton.h"
#include "userInterface/GiftButton.h"
#include "userInterface/DiscardButton.h"
#include "sound/SoundPlayer.h"
#include "sound/SoundEffectsBank.h"
#include "sound/MusicPlayer.h"
#include "sound/MusicNoteWaveTable.h"
// seed with time for same behavior each time
int timeSeed = time( NULL );
//int timeSeed = 1156711006;
//int timeSeed = 1156767128;
//int timeSeed = 1156774629;
//int timeSeed = 1156775513;
StdRandomSource globalRandomSource( timeSeed );
//StdRandomSource globalRandomSource( 1156711006 );
// global pointer to current world
World *globalWorld;
Vector3D globalPlayerCurrentPosition;
// AI gardeners start out with 20x20 plots
// but player's screen limits player's plot to about 40x40
// to be fair, don't allow AI gardeners to make larger plots.
double globalMaxPlotDimension = 40;
int globalSoundSampleRate = 11025;
double globalMusicSongLength = 12;
int globalNumNotesPerMelody = 4;
double globalShortestNoteLength = 0.25;
double globalLongestNoteLength = 0.5;
int globalMaxSimultaneousSounds = 2;
// maximum number of gardeners we've seen so far
int globalMaxNumGardeners = 0;
SoundPlayer *globalSoundPlayer;
SoundEffectsBank *globalSoundEffectsBank;
MusicNoteWaveTable globalWaveTable( globalSoundSampleRate );
MusicPlayer globalMusicPlayer( globalSoundSampleRate, &globalWaveTable,
globalMusicSongLength );
// synchronize between GL thread and sound thread
MutexLock globalLock;
// set to true to gradually shift to mUserControlledGardener position
char smoothPositionTransition = false;
double smoothTransitionVelocity = 20;
// user action states
enum UserActionState{
none = 1,
plotFirstCorner,
plotSecondCorner,
// used to ignore button presses that may result when player
// drops second corner of plot on top of a button
doneDrawingPlot };
class GameSceneHandler :
public SceneHandlerGL, public MouseHandlerGL, public KeyboardHandlerGL,
public RedrawListenerGL, public ActionListener {
friend void addGardenerToGame( Gardener *inGardener,
Vector3D *inPosition,
Angle3D *inRotation );
public:
/**
* Constructs a sceen handler.
*
* @param inScreen the screen to interact with.
* Must be destroyed by caller after this class is destroyed.
*/
GameSceneHandler( ScreenGL *inScreen );
virtual ~GameSceneHandler();
/**
* Executes necessary init code that reads from files.
*
* Must be called before using a newly-constructed GameSceneHandler.
*
* This call assumes that the needed files are in the current working
* directory.
*/
void initFromFiles();
ScreenGL *mScreen;
/**
* Projects a point from the screen out onto the scene plane.
*
* @param inX, in Y, the x and y screen coordinates
* @param outSceneX, outSceneY, pointers to where the sceen
* coordinates should be returned.
*/
void projectScreenPointIntoScene( int inX, int inY,
double *outSceneX,
double *outSceneY );
// implements the SceneHandlerGL interface
virtual void drawScene();
// implements the MouseHandlerGL interface
virtual void mouseMoved( int inX, int inY );
virtual void mouseDragged( int inX, int inY );
virtual void mousePressed( int inX, int inY );
virtual void mouseReleased( int inX, int inY );
// implements the KeyboardHandlerGL interface
virtual void keyPressed( unsigned char inKey, int inX, int inY );
virtual void specialKeyPressed( int inKey, int inX, int inY );
virtual void keyReleased( unsigned char inKey, int inX, int inY );
virtual void specialKeyReleased( int inKey, int inX, int inY );
// implements the RedrawListener interface
virtual void fireRedraw();
// implements the ActionListener interface
virtual void actionPerformed( GUIComponent *inTarget );
protected:
// the time that the last frame was drawn
unsigned long mLastFrameSeconds;
unsigned long mLastFrameMilliseconds;
// our current frame rate
unsigned long mFrameMillisecondDelta;
int mStartTimeSeconds;
char mPaused;
double mMaxFrameRate;
char mPrintFrameRate;
unsigned long mNumFrames;
unsigned long mFrameBatchSize;
unsigned long mFrameBatchStartTimeSeconds;
unsigned long mFrameBatchStartTimeMilliseconds;
Color mBackgroundColor;
World mWorld;
SoundPlayer mSoundPlayer;
SoundEffectsBank mSoundEffectsBank;
Gardener *mUserControlledGardener;
SimpleVector<Gardener *> mOtherGardeners;
SimpleVector<GardenerAI *> mOtherGardenerAI;
// GUI
GUITranslatorGL *mMainPanelGuiTranslator;
GUIPanelGL *mMainPanel;
GUIPanelGL *mSidePanel;
BorderPanel *mTutorialPanel;
TextBlockGL *mTutorialTextBlock;
// the key of the current tutorial on display
// must point to NULL or a const string
char *mCurrentTutorialKey;
char mTutorialEnabled;
// track which tutorials have already been show
SimpleVector<char *> mSpentTutorialKeys;
// these do not need to be destroyed (destroyed by main panel)
// they are only saved for use by the action listener function
ButtonBase *mPlantButton;
ButtonBase *mPlotButton;
WaterButton *mWaterButton;
ButtonBase *mHarvestButton;
MateButton *mMateButton;
FollowButton *mFollowButton;
PoisonButton *mPoisonButton;
ButtonBase *mPauseButton;
ButtonBase *mRestartButton;
ButtonBase *mQuitButton;
ButtonBase *mEatButton;
ButtonBase *mGiftButton;
DiscardButton *mDiscardButton;
ObjectSelector *mSelector;
// tutorial buttons
ButtonBase *mStopTutorialButton;
ButtonBase *mNextTutorialButton;
UserActionState mActionState;
// for tool tips
TextGL *mTextGL;
LabelGL *mToolTipLabel;
GUIComponentGL *mCurrentTipGUIComponent;
int mCurrentTipStoredItem;
SimpleVector<ButtonGL*> mToolTipButtons;
SimpleVector<const char*> mToolTipKeys;
SimpleVector<double> mToolTipTimers;
double mSelectorToolTipTimer;
double mToolTipDisplayTime;
// true if we're in video capture mode
char mVideoCaptureMode;
int mNumFramesToCapture;
int mFramesCaptured;
char *mFrameCaptureFileNamePrefix;
int mVideoNumber;
int mVideoFramesPerSecond;
int mVideoFrameWidth;
int mVideoFrameHeight;
/**
* Sets the second corner of user's plot.
*
* @param inPosition the world position of the second corner.
* Destroyed by caller.
*/
void setSecondPlotCorner( Vector3D *inPosition );
void updateStorageUI();
/**
* Shows a tutorial message.
*
* Each message is shown at most once (a second call with
* the same key displays nothing).
*
* @param inTutorialKey the key of the tutorial to show.
*/
void showTutorial( const char *inTutorialKey );
/**
* Called by event handlers when a given tutorial message is dismissed.
*
* @param inTutorialKey the key of the tutorial.
*/
void tutorialDone( const char *inTutorialKey );
};
// a restart is triggered by a button press, but since it involves destroying
// and recreating the scene handler (which contains the buttons), we can
// only handle the reset in our fireRedraw callback (called by
// screen, which we don't destroy)
char restartFlag = false;
GameSceneHandler *sceneHandler;
ScreenGL *screen;
double baseViewZ = -23;
// function that destroys object when exit is called.
// exit is the only way to stop the GLUT-based ScreenGL
void cleanUpAtExit() {
printf( "exiting\n" );
destroyCommonTextures();
delete sceneHandler;
delete screen;
}
int main( int inNumArgs, char **inArgs ) {
printf( "Game seed = %d\n", timeSeed );
// must pass args to GLUT before constructing the screen
glutInit( &inNumArgs, inArgs );
screen =
new ScreenGL( 300, 300, false,
"Cultivation", NULL, NULL, NULL );
// lock while sceneHandler constructed so that
// sound player does not try to access world before it is constructed
globalLock.lock();
sceneHandler = new GameSceneHandler( screen );
// safe for sound player to touch world now
globalLock.unlock();
Vector3D move( 0, 0, baseViewZ );
screen->moveView( &move );
// do this mac check after constructing scene handler and screen,
// since these cause various Mac frameworks to be loaded (which can
// change the current working directory out from under us)
#ifdef __mac__
// make sure working directory is the same as the directory
// that the app resides in
// this is especially important on the mac platform, which
// doesn't set a proper working directory for double-clicked
// app bundles
// arg 0 is the path to the app executable
char *appDirectoryPath = stringDuplicate( inArgs[0] );
char *appNamePointer = strstr( appDirectoryPath,
"Cultivation.app" );
if( appNamePointer != NULL ) {
// terminate full app path to get parent directory
appNamePointer[0] = '\0';
chdir( appDirectoryPath );
}
delete [] appDirectoryPath;
#endif
// read features from file here, after initializing mac working directory
initializeFeatures();
// also do file-dependent part of init for GameSceneHandler here
sceneHandler->initFromFiles();
if( Features::largeWindow ) {
screen->changeWindowSize( 600, 600 );
}
// register cleanup function, since screen->start() will never return
atexit( cleanUpAtExit );
screen->start();
return 0;
}
int getMaxDistanceForTransactions() {
return 20;
}
double getGardenerZPosition() {
return -2.5;
}
void addGardenerToGame( Gardener *inGardener,
Vector3D *inPosition,
Angle3D *inRotation ) {
inGardener->setPlotHidden( false );
World *world = &( sceneHandler->mWorld );
world->addGardener( inGardener, inPosition, inRotation );
GardenerAI *ai = new GardenerAI( inGardener, world );
sceneHandler->mOtherGardeners.push_back( inGardener );
sceneHandler->mOtherGardenerAI.push_back( ai );
}
void setNumGardeners( int inCount ) {
int numGardeners = inCount;
// avoid divide by zero
if( numGardeners < 1 ) {
numGardeners = 1;
}
if( globalMaxNumGardeners < numGardeners ) {
// an increase
globalMaxNumGardeners = numGardeners;
}
// set volume based on maximum number of gardeners seen so far
// Thus, as population grows, per-song volume declines
// but as population shrinks, volume stays constant.
// Otherwise, if we increase volume as gardeners die off, music
// gets louder and louder (expecially when player's gardener is
// last one left---it can be annoyingly loud).
// avoid clipping
double musicLoudness =
( 1 - 0.1 * globalMaxSimultaneousSounds ) / globalMaxNumGardeners;
// make sure we don't access player after it has been destroyed
if( globalSoundPlayer != NULL ) {
globalSoundPlayer->setMusicLoudness( musicLoudness );
}
}
double mousePositionX=0, mousePositionY=0;
Vector3D worldCornerA( -60, -60, 0 );
Vector3D worldCornerB( 60, 60, 0 );
GameSceneHandler::GameSceneHandler( ScreenGL *inScreen )
: mScreen( inScreen ),
mFrameMillisecondDelta( 0 ),
mStartTimeSeconds( time( NULL ) ),
mPaused( false ),
mMaxFrameRate( 80 ), // limit frame rate
mPrintFrameRate( true ),
mNumFrames( 0 ), mFrameBatchSize( 100 ),
mFrameBatchStartTimeSeconds( time( NULL ) ),
mFrameBatchStartTimeMilliseconds( 0 ),
mBackgroundColor( 0, 0, 1, 1 ),
mWorld( &worldCornerA, &worldCornerB ),
mSoundPlayer( globalSoundSampleRate,
globalMaxSimultaneousSounds,
&globalMusicPlayer,
// default loudness
// set later when gardeners added
1,
// start global loudness at zero, fade in later
0 ),
mSoundEffectsBank( &mSoundPlayer ),
mActionState( none ) {
glClearColor( mBackgroundColor.r,
mBackgroundColor.g,
mBackgroundColor.b,
mBackgroundColor.a );
// set external pointer so it can be used in calls below
sceneHandler = this;
globalWorld = &mWorld;
globalSoundPlayer = &mSoundPlayer;
globalSoundEffectsBank = &mSoundEffectsBank;
mScreen->addMouseHandler( this );
mScreen->addKeyboardHandler( this );
mScreen->addSceneHandler( this );
mScreen->addRedrawListener( this );
Time::getCurrentTime( &mLastFrameSeconds, &mLastFrameMilliseconds );
// start user's gardner in random land spot
Vector3D startPosition( -100, -100, 0 );
while( mWorld.isInWater( &startPosition ) ) {
double x = globalRandomSource.getRandomBoundedDouble(
worldCornerA.mX, worldCornerB.mX );
double y = globalRandomSource.getRandomBoundedDouble(
worldCornerA.mY, worldCornerB.mY );
startPosition.setCoordinates( x, y, 0 );
}
mUserControlledGardener = new Gardener( &startPosition );
mUserControlledGardener->setPlotHidden( false );
// start off with 3random seeds
mUserControlledGardener->storeItem( new Seeds() );
mUserControlledGardener->storeItem( new Seeds() );
mUserControlledGardener->storeItem( new Seeds() );
mWorld.addGardener( mUserControlledGardener, &startPosition );
mUserControlledGardener->mUserCanControl = true;
mUserControlledGardener->mUserControlling = true;
int numOtherGardeners = 3;
for( int i=0; i<numOtherGardeners; i++ ) {
// start gardner in random land spot
Vector3D gardenerPosition( -100, -100, 0 );
while( mWorld.isInWater( &gardenerPosition ) ) {
double x = globalRandomSource.getRandomBoundedDouble(
worldCornerA.mX, worldCornerB.mX );
double y = globalRandomSource.getRandomBoundedDouble(
worldCornerA.mY, worldCornerB.mY );
gardenerPosition.setCoordinates( x, y, 0 );
}
Gardener *gardener = new Gardener( &gardenerPosition );
// start off with 3 random seeds
gardener->storeItem( new Seeds() );
gardener->storeItem( new Seeds() );
gardener->storeItem( new Seeds() );
addGardenerToGame( gardener, &gardenerPosition );
// FIXME: watch this gardener instead
// mUserControlledGardener = gardener;
}
mMainPanel = new TexturedPanel( 0, 0, 2, 0.1,
new Color( 1,
1,
1, 0.5 ),
false );
mMainPanelGuiTranslator = new GUITranslatorGL( mMainPanel, screen );
mScreen->addSceneHandler( mMainPanelGuiTranslator );
mScreen->addMouseHandler( mMainPanelGuiTranslator );
mScreen->addKeyboardHandler( mMainPanelGuiTranslator );
mPlantButton = new PlantButton( 0.1, 0.01, 0.08, 0.08 );
mMainPanel->add( mPlantButton );
mPlantButton->addActionListener( this );
mPlotButton = new PlotButton( 0.2, 0.01, 0.08, 0.08 );
mMainPanel->add( mPlotButton );
mPlotButton->addActionListener( this );
mWaterButton = new WaterButton( 0.3, 0.01, 0.08, 0.08 );
mMainPanel->add( mWaterButton );
mWaterButton->addActionListener( this );
mHarvestButton = new HarvestButton( 0.4, 0.01, 0.08, 0.08 );
mMainPanel->add( mHarvestButton );
mHarvestButton->addActionListener( this );
mMateButton = new MateButton( 0.5, 0.01, 0.08, 0.08 );
mMainPanel->add( mMateButton );
mMateButton->addActionListener( this );
mFollowButton = new FollowButton( 0.6, 0.01, 0.08, 0.08 );
mMainPanel->add( mFollowButton );
mFollowButton->addActionListener( this );
mPoisonButton = new PoisonButton( 0.7, 0.01, 0.08, 0.08 );
mMainPanel->add( mPoisonButton );
mPoisonButton->addActionListener( this );
// only show one (restart or pause)
mPauseButton = new PauseButton( 0.8, 0.01, 0.08, 0.08 );
mRestartButton = new RestartButton( 0.8, 0.01, 0.08, 0.08 );
mMainPanel->add( mPauseButton );
//mMainPanel->add( mRestartButton );
mPauseButton->addActionListener( this );
mRestartButton->addActionListener( this );
mQuitButton = new QuitButton( 0.9, 0.01, 0.08, 0.08 );
mMainPanel->add( mQuitButton );
mQuitButton->addActionListener( this );
// layout side panel
mSidePanel = new TexturedPanel( 0, 0.1, 0.1, 2,
new Color( 1,
1,
1, 0.5 ),
true );
mMainPanel->add( mSidePanel );
mDiscardButton = new DiscardButton( 0.01, 0.1, 0.08, 0.08 );
mSidePanel->add( mDiscardButton );
mDiscardButton->addActionListener( this );
mSelector = new ObjectSelector( 0.01, 0.3, 0.08, 0.38,
mUserControlledGardener );
mSidePanel->add( mSelector );
mEatButton = new EatButton( 0.01, 0.8, 0.08, 0.08 );
mSidePanel->add( mEatButton );
mEatButton->addActionListener( this );
mGiftButton = new GiftButton( 0.01, 0.9, 0.08, 0.08 );
mSidePanel->add( mGiftButton );
mGiftButton->addActionListener( this );
// all action buttons start out disabled (until we enable appropriate
// ones during our first fireRedraw)
// otherwise, we see a one-frame flash with all buttons enabled
mPlantButton->setEnabled( false );
mWaterButton->setEnabled( false );
mHarvestButton->setEnabled( false );
mEatButton->setEnabled( false );
mGiftButton->setEnabled( false );
mMateButton->setEnabled( false );
mFollowButton->setEnabled( false );
mPoisonButton->setEnabled( false );
mDiscardButton->setEnabled( false );
mRestartButton->setEnabled( false );
// special exceptions: plot, quit, and pause enabled
mPlotButton->setEnabled( true );
mQuitButton->setEnabled( true );
mPauseButton->setEnabled( true );
mTutorialPanel = new BorderPanel( 0.15, 0.7, 0.8, 0.3,
new Color( 0,
0,
0, 0.75 ) );
//mMainPanel->add( mTutorialPanel );
mStopTutorialButton = new QuitButton( 0.19, 0.7, 0.04, 0.04 );
mTutorialPanel->add( mStopTutorialButton );
mNextTutorialButton = new NextTutorialButton( 0.87, 0.7, 0.04, 0.04 );
mTutorialPanel->add( mNextTutorialButton );
mStopTutorialButton->addActionListener( this );
mNextTutorialButton->addActionListener( this );
mCurrentTutorialKey = NULL;
mTutorialEnabled = true;
mVideoCaptureMode = false;
// video in 5-second batches
mNumFramesToCapture = 150;
mFramesCaptured = 0;
mVideoFramesPerSecond = 30;
mFrameCaptureFileNamePrefix = (char *)"video/video_";
mVideoNumber = 8;
mVideoFrameWidth = 640;
mVideoFrameHeight = 480;
//mVideoFrameWidth = 320;
//mVideoFrameHeight = 240;
// all gardeners added, ready to go
// start the sound fade in
// (this avoids "garbage" sound being generated as gardeners are created).
mSoundPlayer.fadeIn( 4 );
}
GameSceneHandler::~GameSceneHandler() {
mScreen->removeMouseHandler( this );
mScreen->removeSceneHandler( this );
mScreen->removeRedrawListener( this );
// delete whichever button is not in the panel
if( ! mMainPanel->contains( mPauseButton ) ) {
delete mPauseButton;
}
if( ! mMainPanel->contains( mRestartButton ) ) {
delete mRestartButton;
}
// delete tutorial panel if it is not showing
if( ! mMainPanel->contains( mTutorialPanel ) ) {
delete mTutorialPanel;
}
// this will recursively delete all of our GUI components
delete mMainPanelGuiTranslator;
int numOtherGardeners = mOtherGardeners.size();
for( int i=0; i<numOtherGardeners; i++ ) {
GardenerAI *ai = *( mOtherGardenerAI.getElement( i ) );
delete ai;
}
// make sure we don't try to access these anymore
globalSoundPlayer = NULL;
globalWorld = NULL;
delete mTextGL;
}
void GameSceneHandler::initFromFiles() {
// tool tips
// load font image
TGAImageConverter tga;
File fontFile( new Path(DATADIR), "font.tga" );
FileInputStream fontInput( &fontFile );
Image *fontImage = tga.deformatImage( &fontInput );
//BoxBlurFilter blur( 1 );
//fontImage->filter( &blur );
if( fontImage == NULL ) {
// default
// blank font
fontImage = new Image( 256, 256, 4, true );
}
mTextGL = new TextGL( fontImage,
// use alpha
true,
// variable character width
false,
// extra space around each character
0.1,
// space is half a character width
0.75 );
delete fontImage;
const char *startString = "";
mTutorialTextBlock =
new TextBlockGL( 0.19, 0.74, 0.72, 0.22,
(char *)startString, mTextGL, 37 );
mTutorialPanel->add( mTutorialTextBlock );
mToolTipButtons.push_back( mPlantButton );
mToolTipButtons.push_back( mPlotButton );
mToolTipButtons.push_back( mWaterButton );
mToolTipButtons.push_back( mHarvestButton );
mToolTipButtons.push_back( mMateButton );
mToolTipButtons.push_back( mFollowButton );
mToolTipButtons.push_back( mPoisonButton );
mToolTipButtons.push_back( mPauseButton );
mToolTipButtons.push_back( mRestartButton );
mToolTipButtons.push_back( mQuitButton );
mToolTipButtons.push_back( mEatButton );
mToolTipButtons.push_back( mGiftButton );
mToolTipButtons.push_back( mDiscardButton );
mToolTipButtons.push_back( mStopTutorialButton );
mToolTipButtons.push_back( mNextTutorialButton );
mToolTipKeys.push_back( "tip_PlantButton" );
mToolTipKeys.push_back( "tip_PlotButton" );
mToolTipKeys.push_back( "tip_WaterButton" );
mToolTipKeys.push_back( "tip_HarvestButton" );
mToolTipKeys.push_back( "tip_MateButton" );
mToolTipKeys.push_back( "tip_LeadButton" );
mToolTipKeys.push_back( "tip_PoisonButton" );
mToolTipKeys.push_back( "tip_PauseButton" );
mToolTipKeys.push_back( "tip_RestartButton" );
mToolTipKeys.push_back( "tip_QuitButton" );
mToolTipKeys.push_back( "tip_EatButton" );
mToolTipKeys.push_back( "tip_GiftButton" );
mToolTipKeys.push_back( "tip_DiscardButton" );
mToolTipKeys.push_back( "tip_StopTutorial" );
mToolTipKeys.push_back( "tip_NextTutorial" );
int numTips = mToolTipButtons.size();
for( int t=0; t<numTips; t++ ) {
mToolTipTimers.push_back( 0 );
}
mSelectorToolTipTimer = 0;
mToolTipDisplayTime = 1;
// label starts out as NULL
mToolTipLabel = NULL;
mCurrentTipGUIComponent = NULL;
mCurrentTipStoredItem = -1;
// translation language for tool tips
File languageNameFile( new Path(DATADIR), "language.txt" );
if( languageNameFile.exists() ) {
char *languageNameText = languageNameFile.readFileContents();
SimpleVector<char *> *tokens = tokenizeString( languageNameText );
int numTokens = tokens->size();
// first token is name
if( numTokens > 0 ) {
char *languageName = *( tokens->getElement( 0 ) );
TranslationManager::setDirectoryName( DATADIR "/languages" );
TranslationManager::setLanguage( languageName );
}
else {
// default
// TranslationManager already defaults to English, but
// it looks for the language files at runtime before we have set
// the current working.
// Thus, we specify the default again here so that it looks
// for its language files again.
TranslationManager::setLanguage( "English" );
}
delete [] languageNameText;
for( int t=0; t<numTokens; t++ ) {
delete [] *( tokens->getElement( t ) );
}
delete tokens;
}
// ready for first tutorial
showTutorial( "tutorial_question" );
}
void GameSceneHandler::drawScene() {
/*
glClearColor( mBackgroundColor->r,
mBackgroundColor->g,
mBackgroundColor->b,
mBackgroundColor->a );
*/
glDisable( GL_TEXTURE_2D );
glDisable( GL_CULL_FACE );
glDisable( GL_DEPTH_TEST );
// draw world objects here
// draw the world
mWorld.draw();
// if in middle of specifying a new plot
if( mActionState == plotFirstCorner ||
mActionState == plotSecondCorner ) {
// draw cross hairs from edge of screen to mouse position
int w = screen->getWidth();
int h = screen->getHeight();
double xLeft, xRight, yBottom, yTop;
// NOTE:
// Cannot call this inside glBegin / glEnd for some reson
// (results in NAN values if we do).
projectScreenPointIntoScene( 0, 0, &xLeft, &yBottom );
projectScreenPointIntoScene( w-1, h-1, &xRight, &yTop );
glLineWidth( 1 );
glBegin( GL_LINES ); {
glColor4f( 1, 1, 1, 0.5 );
// horizontal
glVertex2d( xLeft, mousePositionY );
glVertex2d( xRight, mousePositionY );
// vertical
glVertex2d( mousePositionX, yBottom );
glVertex2d( mousePositionX, yTop );
}
glEnd();
}
// draw a small crosshair to show user's desired position (where moving to)
if( mUserControlledGardener->isMoving() ) {
Vector3D *p = mUserControlledGardener->getDesiredPosition();
glColor4f( 1, 1, 1, 0.5 );
Angle3D crossAngle( 0, 0, M_PI / 4 );
drawBlurPlus( p, 1, &crossAngle );
delete p;
}
if( mVideoCaptureMode ) {
int w = mScreen->getWidth();
int h = mScreen->getHeight();
// make sure window size change has kicked in
// (size change happens after next redraw)
// Otherwise, size of first frame may differ from subsequent frames.
if( w == mVideoFrameWidth && h == mVideoFrameHeight ) {
unsigned char *rgbBytes = new unsigned char[ w * h * 3 ];
glReadPixels( 0, 0, w, h, GL_RGB, GL_UNSIGNED_BYTE, rgbBytes );
Image frameImage( w, h, 3, false );
double *channels[3];
int c;
for( c=0; c<3; c++ ) {
channels[c] = frameImage.getChannel( c );
}
// image of screen is upside down
int outputRow = 0;
for( int y=h-1; y>=0; y-- ) {
for( int x=0; x<w; x++ ) {
int outputPixelIndex = outputRow * w + x;
int screenPixelIndex = y * w + x;
int byteIndex = screenPixelIndex * 3;
for( c=0; c<3; c++ ) {
channels[c][outputPixelIndex] =
rgbBytes[ byteIndex + c ] / 255.0;
}
}
outputRow++;
}
delete [] rgbBytes;
char *outFileName = autoSprintf( "%s%d_%d.jpg",
mFrameCaptureFileNamePrefix,
mVideoNumber,
mFramesCaptured );
printf( "Output %s\n", outFileName );
File frameFile( NULL, outFileName );
FileOutputStream frameOutput( &frameFile );
//PNGImageConverter png;
//png.formatImage( &frameImage, &frameOutput );
// comment out here so we don't need to link against libjpeg
//JPEGImageConverter jpg( 95 );
//jpg.formatImage( &frameImage, &frameOutput );
mFramesCaptured++;
if( mFramesCaptured >= mNumFramesToCapture ) {
mVideoCaptureMode = false;
// auto-pause after capturing a batch
mPaused = true;
// next capture uses new video number
mVideoNumber ++;
// show UI
//mScreen->addSceneHandler( mMainPanelGuiTranslator );
// shrink window
mScreen->changeWindowSize( 300, 300 );
}
}
}
}
void GameSceneHandler::mouseMoved( int inX, int inY ) {
projectScreenPointIntoScene( inX, inY, &mousePositionX, &mousePositionY );
Vector3D position( mousePositionX, mousePositionY, 0 );
}
void GameSceneHandler::mouseDragged( int inX, int inY ) {
double guiX, guiY;
mMainPanelGuiTranslator->translate( inX, inY, &guiX, &guiY );
projectScreenPointIntoScene( inX, inY,
&mousePositionX, &mousePositionY );
Vector3D position( mousePositionX, mousePositionY, 0 );
switch( mActionState ) {
case none:
// not in the middle of an action
//ignore it
break;
case plotFirstCorner:
// start drawing a new plot
mWorld.setGardenerPlot( mUserControlledGardener,
&position, &position );
mActionState = plotSecondCorner;
break;
case plotSecondCorner:
// in progress of dragging to select
setSecondPlotCorner( &position );
break;
case doneDrawingPlot:
// should never hit this case
printf( "Warning, hit an unexpected case in "
"GameSceneHandler::mouseDragged\n" );
break;
}
}
void GameSceneHandler::mousePressed( int inX, int inY ) {
double guiX, guiY;
mMainPanelGuiTranslator->translate( inX, inY, &guiX, &guiY );
projectScreenPointIntoScene( inX, inY,
&mousePositionX, &mousePositionY );
Vector3D position( mousePositionX, mousePositionY, 0 );
switch( mActionState ) {
case none:
// not in the middle of an action
//ignore it
break;
case plotFirstCorner:
// start drawing a new plot
mWorld.setGardenerPlot( mUserControlledGardener,
&position, &position );
mActionState = plotSecondCorner;
break;
case plotSecondCorner:
// should never hit this case
printf( "Warning, hit an unexpected case in "
"GameSceneHandler::mousePressed\n" );
break;
case doneDrawingPlot:
// should never hit this case
printf( "Warning, hit an unexpected case in "
"GameSceneHandler::mousePressed\n" );
break;
}
}
void GameSceneHandler::mouseReleased( int inX, int inY ) {
double guiX, guiY;
mMainPanelGuiTranslator->translate( inX, inY, &guiX, &guiY );
char inGuiRegion = true;
if( ! mMainPanel->isInside( guiX, guiY )
&&
! mSidePanel->isInside( guiX, guiY )
&&
( ! mMainPanel->contains( mTutorialPanel ) ||
! mTutorialPanel->isInside( guiX, guiY ) ) ) {
inGuiRegion = false;
}
projectScreenPointIntoScene( inX, inY,
&mousePositionX, &mousePositionY );
Vector3D position( mousePositionX, mousePositionY, 0 );
switch( mActionState ) {
case none:
// not in the middle of an action
// trying to move?
// ignore clicks that are inside the main GUI panel
if( !inGuiRegion ) {
// move the user's gardener
mUserControlledGardener->setDesiredPosition( &position );
}
break;
case plotFirstCorner:
// should never hit this case
printf( "Warning, hit an unexpected case in "
"GameSceneHandler::mouseReleased\n" );
break;
case plotSecondCorner:
setSecondPlotCorner( &position );
// done drawing plot
if( inGuiRegion ) {
// second corner landed in gui region
// tell GUI to ignore click
mActionState = doneDrawingPlot;
}
else {
mActionState = none;
}
mPlotButton->setEnabled( true );
if( mWorld.getPlotArea( mUserControlledGardener ) > 0 ) {
showTutorial( "tutorial_plant" );
}
break;
case doneDrawingPlot:
// should never hit this case
printf( "Warning, hit an unexpected case in "
"GameSceneHandler::mouseReleased\n" );
break;
}
}
void GameSceneHandler::fireRedraw() {
if( restartFlag ) {
// destroy self
mScreen->removeSceneHandler( sceneHandler );
mScreen->removeKeyboardHandler( sceneHandler );
mScreen->removeSceneHandler( mMainPanelGuiTranslator );
mScreen->removeMouseHandler( mMainPanelGuiTranslator );
mScreen->removeKeyboardHandler( mMainPanelGuiTranslator );
// prevent bad access from audio thread during deletion and
// new construction
globalLock.lock();
delete sceneHandler;
// construt new
sceneHandler = new GameSceneHandler( screen );
globalLock.unlock();
sceneHandler->initFromFiles();
restartFlag = false;
smoothPositionTransition = true;
return;
}
if( mPaused ) {
// ignore redraw event
// sleep to avoid wasting CPU cycles
Thread::staticSleep( 1000 );
// also ignore time that passes while paused
Time::getCurrentTime( &mLastFrameSeconds, &mLastFrameMilliseconds );
return;
}
globalLock.lock();
// deal with frame timing issues
unsigned long lastMillisecondDelta = mFrameMillisecondDelta;
// how many milliseconds have passed since the last frame
mFrameMillisecondDelta =
Time::getMillisecondsSince( mLastFrameSeconds,
mLastFrameMilliseconds );
// lock down to mMaxFrameRate frames per second
unsigned long minFrameTime = (unsigned long)( 1000 / mMaxFrameRate );
if( mFrameMillisecondDelta < minFrameTime ) {
unsigned long timeToSleep = minFrameTime - mFrameMillisecondDelta;
Thread::staticSleep( timeToSleep );
// get new frame second delta, including sleep time
mFrameMillisecondDelta =
Time::getMillisecondsSince( mLastFrameSeconds,
mLastFrameMilliseconds );
}
// avoid huge position "jumps" if we have a very large delay during a frame
// (possibly caused by something going on in the background)
// This will favor a slight visual slow down, but this is better than
// a disorienting jump
// skip this check if we are just starting up
if( lastMillisecondDelta != 0 ) {
if( mFrameMillisecondDelta > 6 * lastMillisecondDelta ) {
// limit: this frame represents at most twice the jump of the last
// frame
// printf( "Limiting time jump (requested=%lu ms, last=%lu ms)\n",
// mFrameMillisecondDelta, lastMillisecondDelta );
if( mFrameMillisecondDelta > 10000 ) {
printf( "Time between frames more than 10 seconds:\n" );
// way too big... investigate
printf( "Last time = %lu s, %lu ms\n",
mLastFrameSeconds, mLastFrameMilliseconds );
Time::getCurrentTime( &mLastFrameSeconds,
&mLastFrameMilliseconds );
printf( "current time = %lu s, %lu ms\n",
mLastFrameSeconds, mLastFrameMilliseconds );
}
mFrameMillisecondDelta = 2 * lastMillisecondDelta;
}
}
double frameSecondsDelta = (double)mFrameMillisecondDelta / 1000.0;
// record the time that this frame was drawn
Time::getCurrentTime( &mLastFrameSeconds, &mLastFrameMilliseconds );
if( mVideoCaptureMode ) {
// ignore true frame time
frameSecondsDelta = 1.0 / (double)mVideoFramesPerSecond;
}
double worldTimePassedInSeconds = frameSecondsDelta;
// no time passes while tutorial up
// (however, we still used frameSecondsDelta below for tool tip timing)
if( mMainPanel->contains( mTutorialPanel ) ) {
worldTimePassedInSeconds = 0;
}
// tell managers about the time delta
mWorld.passTime( worldTimePassedInSeconds );
int numOtherGardeners = mOtherGardeners.size();
int i;
for( i=0; i<numOtherGardeners; i++ ) {
GardenerAI *ai = *( mOtherGardenerAI.getElement( i ) );
ai->passTime( worldTimePassedInSeconds );
}
mNumFrames ++;
if( mPrintFrameRate ) {
if( mNumFrames % mFrameBatchSize == 0 ) {
// finished a batch
unsigned long timeDelta =
Time::getMillisecondsSince( mFrameBatchStartTimeSeconds,
mFrameBatchStartTimeMilliseconds );
double frameRate =
1000 * (double)mFrameBatchSize / (double)timeDelta;
printf( "Frame rate = %f frames/second\n", frameRate );
mFrameBatchStartTimeSeconds = mLastFrameSeconds;
mFrameBatchStartTimeMilliseconds = mLastFrameMilliseconds;
}
}
// find and remove dead
char foundDead = true;
while( foundDead ) {
foundDead = false;
numOtherGardeners = mOtherGardeners.size();
for( i=0; i<numOtherGardeners && !foundDead; i++ ) {
Gardener *gardener = *( mOtherGardeners.getElement( i ) );
if( gardener->isDead() ) {
GardenerAI *ai = *( mOtherGardenerAI.getElement( i ) );
mOtherGardeners.deleteElementEqualTo( gardener );
mOtherGardenerAI.deleteElementEqualTo( ai );
delete ai;
// this will delete gardener
mWorld.removeGardener( gardener );
foundDead = true;
}
}
}
// timing for tool tips
double toolTipShrinkFactor = 0.7;
mToolTipButtons.size();
int numTips = mToolTipButtons.size();
for( int t=0; t<numTips; t++ ) {
ButtonGL *button = *( mToolTipButtons.getElement( t ) );
double *timerPointer = mToolTipTimers.getElement( t );
// special case
// buttons that are enabled but not visible
char ignoreMouseOver = false;
if( ( button == mNextTutorialButton
||
button == mStopTutorialButton )
&&
! mMainPanel->contains( mTutorialPanel ) ) {
ignoreMouseOver = true;
}
if( ! ignoreMouseOver && button->isMouseOver() ) {
*timerPointer += frameSecondsDelta;
}
else {
*timerPointer = 0;
if( mCurrentTipGUIComponent == button ) {
// mouse moved out of current button
// remove old
mMainPanel->remove( mToolTipLabel );
delete mToolTipLabel;
mToolTipLabel = NULL;
mCurrentTipGUIComponent = NULL;
}
}
if( ! mVideoCaptureMode &&
*timerPointer >= mToolTipDisplayTime ) {
if( mCurrentTipGUIComponent != button ) {
// switch tip labels
if( mToolTipLabel != NULL ) {
// remove old
mMainPanel->remove( mToolTipLabel );
delete mToolTipLabel;
mToolTipLabel = NULL;
mCurrentTipGUIComponent = NULL;
}
const char *tipKey = *( mToolTipKeys.getElement( t ) );
char *tipString =
(char *)TranslationManager::translate( tipKey );
// special case extra prefix for water button
// and lead button
const char *tipStringPrefix = "";
if( button == mWaterButton ) {
if( mUserControlledGardener->getCarryingWater() ) {
tipStringPrefix =
TranslationManager::translate(
"tip_water_dump" );
}
else {
tipStringPrefix =
TranslationManager::translate(
"tip_water_pickup" );
}
}
else if( button == mFollowButton ) {
Gardener *closestGardener =
mWorld.getClosestGardener( mUserControlledGardener );
if( closestGardener != NULL &&
closestGardener->getLeader() ==
mUserControlledGardener ) {
// already leading closest
// button would drop them
tipStringPrefix =
(char *)TranslationManager::translate(
"tip_stop_leading" );
}
else {
tipStringPrefix =
(char *)TranslationManager::translate(
"tip_lead" );
}
}
char *totalTipString = autoSprintf( "%s%s", tipStringPrefix,
tipString );
// center tooltip label at top of screen
// 1:1 aspect ratio
double height = 0.04;
double width = height * strlen( totalTipString );
height *= toolTipShrinkFactor;
width *= toolTipShrinkFactor;
double actualDrawWidth =
height * mTextGL->measureTextWidth( totalTipString );
// because of side panel, center of main panel looks like
// it is at 0.55 instead of 0.5
mToolTipLabel = new LabelGL( 0.55 - 0.5 * actualDrawWidth,
0.11,
width,
height,
totalTipString,
mTextGL );
delete [] totalTipString;
mMainPanel->add( mToolTipLabel );
mCurrentTipGUIComponent = button;
}
}
}
// special case:
// tool tips for object selector
if( mCurrentTipGUIComponent == NULL ||
mCurrentTipGUIComponent == mSelector ) {
// check tip timing for object selector
int objectIndex = mSelector->getHoverObject();
if( objectIndex != -1 ) {
mSelectorToolTipTimer += frameSecondsDelta;
}
else {
mSelectorToolTipTimer = 0;
if( mCurrentTipGUIComponent == mSelector ) {
// mouse moved out of selector
// remove old
mMainPanel->remove( mToolTipLabel );
delete mToolTipLabel;
mToolTipLabel = NULL;
mCurrentTipGUIComponent = NULL;
mCurrentTipStoredItem = -1;
}
}
if( ! mVideoCaptureMode &&
mSelectorToolTipTimer >= mToolTipDisplayTime ) {
if( mCurrentTipGUIComponent != mSelector ||
objectIndex != mCurrentTipStoredItem ) {
// switch tip labels to the selector's lable
if( mToolTipLabel != NULL ) {
// remove old
mMainPanel->remove( mToolTipLabel );
delete mToolTipLabel;
mToolTipLabel = NULL;
mCurrentTipGUIComponent = NULL;
mCurrentTipStoredItem = -1;
}
// show a tool tip for the selector
Storable *storedObject =
mUserControlledGardener->getStorable( objectIndex );
const char *tipStringPrefix = "";
const char *tipStringSuffix = "";
if( storedObject->getType() == fruitType ) {
tipStringPrefix =
TranslationManager::translate(
"tip_fruit" );
Fruit *fruit = (Fruit *)storedObject;
if( fruit->isPoisoned() ) {
tipStringSuffix =
TranslationManager::translate(
"tip_poisoned" );
}
}
else {
tipStringPrefix =
(char *)TranslationManager::translate(
"tip_seed" );
Seeds *seed = (Seeds *)storedObject;
if( seed->mIdealSoilType == 0 ) {
tipStringSuffix =
(char *)TranslationManager::translate(
"tip_darkSoil" );
}
else {
tipStringSuffix =
(char *)TranslationManager::translate(
"tip_lightSoil" );
}
}
char *totalTipString = autoSprintf( "%s%s", tipStringPrefix,
tipStringSuffix );
// center tooltip label at top of screen
// 1:1 aspect ratio
double height = 0.04;
double width = height * strlen( totalTipString );
height *= toolTipShrinkFactor;
width *= toolTipShrinkFactor;
double actualDrawWidth =
height * mTextGL->measureTextWidth( totalTipString );
// because of side panel, center of main panel looks like
// it is at 0.55 instead of 0.5
mToolTipLabel = new LabelGL( 0.55 - 0.5 * actualDrawWidth,
0.11,
width,
height,
totalTipString,
mTextGL );
delete [] totalTipString;
mMainPanel->add( mToolTipLabel );
mCurrentTipGUIComponent = mSelector;
mCurrentTipStoredItem = objectIndex;
}
}
}
mRestartButton->setEnabled( false );
// check if user dead
if( mUserControlledGardener->isDead() ) {
showTutorial( "tutorial_death1" );
if( !mUserControlledGardener->isGhost() ) {
Vector3D *gardenerPosition =
mWorld.getGardenerPosition( mUserControlledGardener );
mWorld.augmentPortal( gardenerPosition, mUserControlledGardener );
delete gardenerPosition;
}
Gardener *nextOffspring = mWorld.getNextUserControllableGardener();
if( nextOffspring != NULL ) {
// remove and destroy
mWorld.removeGardener( mUserControlledGardener );
mUserControlledGardener = nextOffspring;
mUserControlledGardener->mUserControlling = true;
// turn off AI for this gardener
int index = mOtherGardeners.getElementIndex( nextOffspring );
GardenerAI *ai = *( mOtherGardenerAI.getElement( index ) );
mOtherGardeners.deleteElementEqualTo( nextOffspring );
mOtherGardenerAI.deleteElementEqualTo( ai );
delete ai;
// switch storage that is displayed
mSelector->setStorage( mUserControlledGardener );
// smooth switch to new
smoothPositionTransition = true;
}
else {
// no offspring left
// become ghost
mUserControlledGardener->setGhostMode( true );
// tell other gardeners to ignore
mWorld.ignoreGardener( mUserControlledGardener );
// show restart
mRestartButton->setEnabled( true );
if( mMainPanel->contains( mPauseButton ) ) {
// replace pause with restart
mMainPanel->remove( mPauseButton );
mMainPanel->add( mRestartButton );
// if this is not our first death, the death1 tutorial
// will have already been shown
// however, we should still let the player know that the
// game is over by showing death1a
// check if death1 tutorial already spent
char death1Spent = false;
int numSpentKeys = mSpentTutorialKeys.size();
for( int k=0; k<numSpentKeys && !death1Spent; k++ ) {
char *key = *( mSpentTutorialKeys.getElement( k ) );
if( strcmp( key, "tutorial_death1" ) == 0 ) {
death1Spent = true;
}
}
if( death1Spent ) {
// try showing death6a instead
showTutorial( "tutorial_death1a" );
}
}
// disable others
mPlantButton->setEnabled( false );
mPlotButton->setEnabled( false );
mWaterButton->setEnabled( false );
mHarvestButton->setEnabled( false );
mEatButton->setEnabled( false );
mGiftButton->setEnabled( false );
mMateButton->setEnabled( false );
mFollowButton->setEnabled( false );
mPoisonButton->setEnabled( false );
mDiscardButton->setEnabled( false );
mSelector->setEnabled( false );
// remove selected objects
mPlantButton->setSelectedObject( NULL );
mHarvestButton->setSelectedObject( NULL );
mEatButton->setSelectedObject( NULL );
mGiftButton->setSelectedObject( NULL );
mDiscardButton->setSelectedObject( NULL );
mMateButton->setSelectedObject( NULL );
mMateButton->setSecondSelectedObject( NULL );
mFollowButton->setSelectedObject( NULL );
mFollowButton->setSecondSelectedObject( NULL );
}
}
// set the screen position based on our new gardener position
// do this even if dead (ghost mode)
Vector3D *position =
mWorld.getGardenerPosition( mUserControlledGardener );
char canPlant = mWorld.canPlant( position );
position->mZ = baseViewZ;
if( smoothPositionTransition ) {
Vector3D *currentScreenPosition = screen->getViewPosition();
Vector3D motionDirection( position );
motionDirection.subtract( currentScreenPosition );
double neededMoveLength = motionDirection.getLength();
motionDirection.normalize();
double ourMoveLength =
frameSecondsDelta * smoothTransitionVelocity;
if( ourMoveLength > neededMoveLength ) {
ourMoveLength = neededMoveLength;
// surpassed full move
// no longer move smoothly
smoothPositionTransition = false;
}
motionDirection.scale( ourMoveLength );
currentScreenPosition->add( &motionDirection );
screen->setViewPosition( currentScreenPosition );
globalPlayerCurrentPosition.setCoordinates( currentScreenPosition );
delete currentScreenPosition;
}
else {
// instant jump
screen->setViewPosition( position );
globalPlayerCurrentPosition.setCoordinates( position );
}
delete position;
// set z back to zero, because we got position from view position, which
// is pulled back in z space
globalPlayerCurrentPosition.mZ = 0;
// rest of stuff below is for UI component enabling/disabling
// state of world accessed by sound thread doesn't change
// safe to unlock
globalLock.unlock();
if( mUserControlledGardener->isDead() ) {
// still dead
// don't do anything but update position (ghost mode)
// check for win condition, though
// ( portal closed )
if( mWorld.isPortalClosed() ) {
showTutorial( "tutorial_immortal1" );
}
return;
}
// only allow planting if in plot
char inPlot = mWorld.isInPlot( mUserControlledGardener );
char inWater = mWorld.isInWater( mUserControlledGardener );
Seeds *selectedSeeds = mUserControlledGardener->getSelectedSeeds();
mPlantButton->setEnabled( canPlant &&
inPlot &&
!inWater &&
selectedSeeds != NULL );
if( selectedSeeds != NULL ) {
mPlantButton->setSelectedObject( selectedSeeds->getSampleLeaf() );
}
else {
mPlantButton->setSelectedObject( NULL );
}
Plant *closePlant = mWorld.getClosestPlotPlant( mUserControlledGardener );
// default to no highlight
mWorld.setHighlightPosition( NULL );
// only allow water grabbing if in water
if( ! mUserControlledGardener->getCarryingWater() ) {
mWaterButton->setFull( false );
char inWater = mWorld.isInWater( mUserControlledGardener );
mWaterButton->setEnabled( inWater );
}
else {
// already carrying water
mWaterButton->setFull( true );
// only allow dumping if close to a plant in plot that is not
// done growing yet
if( closePlant != NULL &&
! closePlant->isFullGrown() ) {
mWaterButton->setEnabled( true );
if( mWaterButton->isMouseOver() ) {
// highlight closest plant
Vector3D *plantPosition =
mWorld.getPlantPosition( closePlant );
mWorld.setHighlightPosition( plantPosition );
delete plantPosition;
}
}
else if( mWorld.isInWater( mUserControlledGardener ) ) {
// can also dump it back in water
mWaterButton->setEnabled( true );
}
else {
mWaterButton->setEnabled( false );
}
}
// enable poison button near any plant
// consider only "close" plants
closePlant = mWorld.getClosestPlant( &globalPlayerCurrentPosition,
NULL, false );
if( closePlant != NULL &&
// only can poison plants not already poisoned
closePlant->getPoisonStatus() == 0 ) {
mPoisonButton->setEnabled( true );
if( mPoisonButton->isMouseOver() ) {
// highlight closest plant
Vector3D *plantPosition =
mWorld.getPlantPosition( closePlant );
mWorld.setHighlightPosition( plantPosition );
delete plantPosition;
}
}
else {
mPoisonButton->setEnabled( false );
}
Plant *closeRipePlant =
mWorld.getClosestPlotPlant( mUserControlledGardener, false,
// true to only consider ripe
true );
if( closeRipePlant != NULL ) {
// enable harvest button
mHarvestButton->setEnabled( true );
mHarvestButton->setSelectedObject( closeRipePlant->peekAtRipeFruit() );
if( mHarvestButton->isMouseOver() ) {
// highlight ripe fruit
closeRipePlant->highlightFirstRipeFruit( true );
}
else {
closeRipePlant->highlightFirstRipeFruit( false );
}
}
else {
mHarvestButton->setEnabled( false );
mHarvestButton->setSelectedObject( NULL );
}
updateStorageUI();
mMateButton->setEnabled( false );
mMateButton->setSelectedObject( NULL );
mMateButton->setSecondSelectedObject( NULL );
if( !mUserControlledGardener->isPregnant() &&
! mWorld.isTargetOfPregnancy( mUserControlledGardener ) ) {
// not already pregnant
// and not already target of pregnancy
Gardener *closestGardener =
mWorld.getClosestGardener( mUserControlledGardener );
if( closestGardener != NULL
&&
! closestGardener->isPregnant()
&&
! mWorld.isTargetOfPregnancy( closestGardener ) ) {
// a gardener is close and not already pregnant
// and not already target of a pregnancy
double distance =
mWorld.getGardenerDistance( mUserControlledGardener,
closestGardener );
// is it close enough
if( distance < getMaxDistanceForTransactions() ) {
// does it like us enough?
if( closestGardener->likeEnoughToMate(
mUserControlledGardener ) ) {
mMateButton->setEnabled( true );
mMateButton->setSelectedObject( mUserControlledGardener );
mMateButton->setSecondSelectedObject( closestGardener );
if( mMateButton->isMouseOver() ) {
Vector3D *matePosition =
mWorld.getGardenerPosition( closestGardener );
mWorld.setHighlightPosition( matePosition );
delete matePosition;
}
}
}
}
}
mFollowButton->setEnabled( false );
mFollowButton->setStopFollowingMode( false );
mFollowButton->setSelectedObject( NULL );
mFollowButton->setSecondSelectedObject( NULL );
Gardener *closestGardener =
mWorld.getClosestGardener( mUserControlledGardener );
if( closestGardener != NULL
&&
closestGardener->getLeader() == NULL ) {
// a gardener is close and not already following
double distance =
mWorld.getGardenerDistance( mUserControlledGardener,
closestGardener );
// is it close enough
if( distance < getMaxDistanceForTransactions() ) {
// does it like us enough?
if( closestGardener->likeEnoughToFollow(
mUserControlledGardener ) ) {
mFollowButton->setEnabled( true );
mFollowButton->setSelectedObject(
mUserControlledGardener );
mFollowButton->setSecondSelectedObject( closestGardener );
if( mFollowButton->isMouseOver() ) {
Vector3D *followerPosition =
mWorld.getGardenerPosition( closestGardener );
mWorld.setHighlightPosition( followerPosition );
delete followerPosition;
}
}
}
}
else if( closestGardener != NULL
&&
closestGardener->getLeader() == mUserControlledGardener ) {
// already following us
// enable the "stop following" button
mFollowButton->setEnabled( true );
mFollowButton->setStopFollowingMode( true );
mFollowButton->setSelectedObject( mUserControlledGardener );
mFollowButton->setSecondSelectedObject( closestGardener );
if( mFollowButton->isMouseOver() ) {
Vector3D *followerPosition =
mWorld.getGardenerPosition( closestGardener );
mWorld.setHighlightPosition( followerPosition );
delete followerPosition;
}
}
// handle special tutorial states
if( mTutorialEnabled ) {
if( mUserControlledGardener->getNutrientLevel( 0 ) < 0.85
||
mUserControlledGardener->getNutrientLevel( 1 ) < 0.85
||
mUserControlledGardener->getNutrientLevel( 2 ) < 0.85 ) {
showTutorial( "tutorial_survival1" );
}
SimpleVector<Plant*> *plotPlants =
mWorld.getPlotPlants( mUserControlledGardener );
char plantRipe = false;
int numPlotPlants = plotPlants->size();
for( int p=0; p<numPlotPlants && !plantRipe; p++ ) {
Plant *plant = *( plotPlants->getElement( p ) );
if( plant->isRipe() ) {
plantRipe = true;
}
}
delete plotPlants;
if( plantRipe ) {
showTutorial( "tutorial_harvest1" );
}
if( mUserControlledGardener->getLife() < 0.5 ) {
showTutorial( "tutorial_lifespan1" );
}
Gardener *nextOffspring =
mWorld.getNextUserControllableGardener( mUserControlledGardener );
if( nextOffspring != NULL ) {
showTutorial( "tutorial_birth1" );
}
if( mUserControlledGardener->isStoredFruitPoisoned() ) {
showTutorial( "tutorial_poisoned1" );
}
if( ! mUserControlledGardener->isDead() &&
mWorld.isPortalOpen() ) {
showTutorial( "tutorial_gate1" );
}
int storedFruitCount = mUserControlledGardener->getStoredFruitCount();
if( storedFruitCount > 0 ) {
showTutorial( "tutorial_eat1" );
}
if( storedFruitCount > 1 ) {
showTutorial( "tutorial_gift1" );
}
if( mUserControlledGardener->isPregnant() ) {
showTutorial( "tutorial_pregnant1" );
}
}
// handle case where user dropped second plot corner on one of the GUI
// panels but NOT on a button (so no false button click was generated)
if( mActionState == doneDrawingPlot ) {
mActionState = none;
}
}
void GameSceneHandler::updateStorageUI() {
Storable *item = mUserControlledGardener->getSelectedStorable();
// can only eat fruit
// for now, can only give fruit
if( item != NULL && item->getType() == fruitType ) {
// fruit selected
mEatButton->setEnabled( true );
mEatButton->setSelectedObject( item );
mGiftButton->setEnabled( false );
mGiftButton->setSelectedObject( NULL );
Gardener *closestGardener =
mWorld.getClosestGardener( mUserControlledGardener );
if( closestGardener != NULL ) {
double distance =
mWorld.getGardenerDistance( mUserControlledGardener,
closestGardener );
if( distance < getMaxDistanceForTransactions() ) {
Fruit *fruit = (Fruit*)item;
// can't give a gift of poisoned fruit
if( !fruit->isPoisoned() ) {
mGiftButton->setEnabled( true );
mGiftButton->setSelectedObject( item );
if( mGiftButton->isMouseOver() ) {
Vector3D *recipientPosition =
mWorld.getGardenerPosition( closestGardener );
mWorld.setHighlightPosition( recipientPosition );
delete recipientPosition;
}
}
}
}
}
else {
mEatButton->setEnabled( false );
mEatButton->setSelectedObject( NULL );
mGiftButton->setEnabled( false );
mGiftButton->setSelectedObject( NULL );
}
if( item != NULL ) {
mDiscardButton->setSelectedObject( item );
mDiscardButton->setEnabled( true );
}
else {
mDiscardButton->setSelectedObject( NULL );
mDiscardButton->setEnabled( false );
}
// update plant button also
Seeds *selectedSeeds = mUserControlledGardener->getSelectedSeeds();
if( selectedSeeds != NULL ) {
mPlantButton->setSelectedObject( selectedSeeds->getSampleLeaf() );
}
else {
mPlantButton->setSelectedObject( NULL );
}
}
void GameSceneHandler::actionPerformed( GUIComponent *inTarget ) {
if( mActionState == doneDrawingPlot ) {
// just finished drawing plot, and user dropped second corner
// on a button
mActionState = none;
// ignore button click
return;
}
else if( mActionState != none ) {
// in the middle of draggin plot
// ignore button presses
return;
}
if( mPaused &&
!( inTarget == mPauseButton ||
inTarget == mQuitButton ) ) {
// while paused, ignore all clicks except pause and quit
return;
}
if( inTarget == mRestartButton ) {
restartFlag = true;
}
else if( inTarget == mPauseButton ) {
mPaused = !mPaused;
}
else if( inTarget == mQuitButton ) {
exit( 0 );
}
else if( inTarget == mNextTutorialButton ) {
tutorialDone( mCurrentTutorialKey );
}
else if( inTarget == mStopTutorialButton ) {
// FIXME? Crashes
mTutorialEnabled = false;
tutorialDone( mCurrentTutorialKey );
}
if( mMainPanel->contains( mTutorialPanel ) ) {
// ignore other actions, since tutorial is up
return;
}
if( inTarget == mPlantButton ) {
Vector3D *position =
mWorld.getGardenerPosition( mUserControlledGardener );
double soilCondition = mWorld.getSoilCondition( position );
Seeds *newPlantSeeds = mUserControlledGardener->getSelectedSeeds();
globalSoundEffectsBank->playEffect( effect_plantSeed );
mWorld.addPlant( mUserControlledGardener,
new Plant( soilCondition, newPlantSeeds ),
position );
// delete seeds after planting
mUserControlledGardener->removeSeeds( newPlantSeeds );
delete position;
showTutorial( "tutorial_water1" );
}
else if( inTarget == mPlotButton ) {
mPlotButton->setEnabled( false );
mActionState = plotFirstCorner;
}
else if( inTarget == mWaterButton ) {
// don't worry about gardener position here, since button
// enabling/disabling code handles it
if( mUserControlledGardener->getCarryingWater() ) {
// dump
mUserControlledGardener->setCarryingWater( false );
globalSoundEffectsBank->playEffect( effect_dumpWater );
// add water to closest plant in plot
mWorld.dumpWater( mUserControlledGardener );
if( mTutorialEnabled ) {
SimpleVector<Plant*> *plotPlants =
mWorld.getPlotPlants( mUserControlledGardener );
int numPlotPlants = plotPlants->size();
if( numPlotPlants > 0 ) {
showTutorial( "tutorial_water3" );
}
delete plotPlants;
}
}
else {
// fetch
globalSoundEffectsBank->playEffect( effect_pickupWater );
mUserControlledGardener->setCarryingWater( true );
if( mTutorialEnabled ) {
SimpleVector<Plant*> *plotPlants =
mWorld.getPlotPlants( mUserControlledGardener );
int numPlotPlants = plotPlants->size();
if( numPlotPlants > 0 ) {
showTutorial( "tutorial_water2" );
}
delete plotPlants;
}
}
}
else if( inTarget == mPoisonButton ) {
// don't worry about gardener position here, since button
// enabling/disabling code handles it
globalSoundEffectsBank->playEffect( effect_poison );
mWorld.dumpPoison( mUserControlledGardener );
}
else if( inTarget == mHarvestButton ) {
Plant *closePlant =
mWorld.getClosestPlotPlant( mUserControlledGardener, false,
// only consider ripe
true );
globalSoundEffectsBank->playEffect( effect_pickFruit );
mWorld.harvestPlant( mUserControlledGardener, closePlant );
}
else if( inTarget == mMateButton ) {
Gardener *closestGardener =
mWorld.getClosestGardener( mUserControlledGardener );
if( closestGardener != NULL ) {
globalSoundEffectsBank->playEffect( effect_mate );
mWorld.mateGardeners( mUserControlledGardener,
closestGardener );
}
}
else if( inTarget == mFollowButton ) {
Gardener *closestGardener =
mWorld.getClosestGardener( mUserControlledGardener );
if( closestGardener != NULL ) {
if( closestGardener->getLeader() == NULL ) {
closestGardener->setLeader( mUserControlledGardener );
mUserControlledGardener->addFollower( closestGardener );
}
else {
// tell them to stop following
closestGardener->setLeader( NULL );
mUserControlledGardener->dropFollower( closestGardener );
}
}
}
else if( false /*inTarget == mEmotionButton*/ ) {
// print report
printf( "Emotion Report:\n" );
int numOthers = mOtherGardeners.size();
for( int i=0; i<numOthers; i++ ) {
Gardener *gardenerA = *( mOtherGardeners.getElement( i ) );
printf( "%d::: ", i );
for( int j=0; j<numOthers; j++ ) {
Gardener *gardenerB = *( mOtherGardeners.getElement( j ) );
if( gardenerA != gardenerB ) {
printf( "[%d: %.1f] ",
j, gardenerA->getLikeMetric( gardenerB ) );
}
else {
printf( "[ ---- ] ");
}
}
Gardener *gardenerB = mUserControlledGardener;
if( gardenerA != gardenerB ) {
printf( "[u: %.1f] ",
gardenerA->getLikeMetric( gardenerB ) );
}
else {
printf( "[ ---- ] ");
}
printf( "\n" );
}
}
else if( inTarget == mEatButton ) {
globalSoundEffectsBank->playEffect( effect_eatFruit );
mUserControlledGardener->eat();
showTutorial( "tutorial_eat2" );
}
else if( inTarget == mGiftButton ) {
Fruit *selectedFruit = mUserControlledGardener->getSelectedFruit();
if( selectedFruit != NULL ) {
Gardener *closestGardener =
mWorld.getClosestGardener( mUserControlledGardener );
if( closestGardener != NULL ) {
globalSoundEffectsBank->playEffect( effect_giveFruit );
mWorld.giveFruit( mUserControlledGardener,
closestGardener,
selectedFruit );
showTutorial( "tutorial_emotion1" );
}
else {
delete selectedFruit;
}
}
}
else if( inTarget == mDiscardButton ) {
mUserControlledGardener->deleteSelectedStorable();
}
// some actions remove items from storage and destroy them
updateStorageUI();
}
void GameSceneHandler::setSecondPlotCorner( Vector3D *inPosition ) {
// get the existing first corner
Vector3D *cornerA, *cornerB;
mWorld.getGardenerPlot( mUserControlledGardener,
&cornerA, &cornerB );
if( cornerA != NULL ) {
// existing first corner, new second corner
mWorld.setGardenerPlot( mUserControlledGardener,
cornerA, inPosition );
delete cornerA;
}
if( cornerB != NULL ) {
delete cornerB;
}
}
void GameSceneHandler::projectScreenPointIntoScene( int inX, int inY,
double *outSceneX,
double *outSceneY ) {
// first, get our current matrices
GLdouble modelMatrix[16];
GLdouble projMatrix[16];
GLint viewport[4];
glGetDoublev( GL_MODELVIEW_MATRIX, modelMatrix );
glGetDoublev( GL_PROJECTION_MATRIX, projMatrix );
glGetIntegerv( GL_VIEWPORT, viewport );
/*
From the OpenGL FAQ
The concept of window space Z is often confusing. It's the depth buffer
value expressed as a GLdouble in the range 0.0 to 1.0. Assuming a
default glDepthRange(), a window coordinate with a Z value of 0.0
corresponds to an eye coordinate located on the zNear clipping plane.
Similarly, a window space Z value of 1.0 corresponds to an eye space
coordinate located on the zFar plane. You can obtain any window space Z
value by reading the depth buffer with glReadPixels().
*/
// so, use screen z of 0 for near clipping plane, which ScreenGL has
// set to 1 unit away from screen.
// Thus, we need to find the z buffer value of our world plane (a z=0)
// we can call this our "windowZ", since it is how z space is represented
// in the window
// if we project world (0,0,0) onto the screen, we will get the windowZ
// of our world zero
double windowXForWorldZero, windowYForWorldZero, windowZForWorldZero;
gluProject( 0, 0, 0,
modelMatrix, projMatrix, viewport,
&windowXForWorldZero,
&windowYForWorldZero,
&windowZForWorldZero );
// use unproject to map our window coordinates back into the world
double xWorld, yWorld, zWorld;
gluUnProject( inX,
inY,
windowZForWorldZero,
modelMatrix, projMatrix, viewport,
&xWorld, &yWorld, &zWorld );
// need to invert the resulting y and translate it for some reson
Vector3D *viewPosition = screen->getViewPosition();
yWorld = -yWorld + 2 * viewPosition->mY;
delete viewPosition;
*outSceneX = xWorld;
*outSceneY = yWorld;
}
void GameSceneHandler::keyPressed(
unsigned char inKey, int inX, int inY ) {
}
void GameSceneHandler::keyReleased(
unsigned char inKey, int inX, int inY ) {
// ignore key releases
if( true ) {
return;
}
// these keyboard options are useful for testing:
if( inKey == 'f' || inKey == 'F' ) {
mScreen->changeWindowSize( 640, 480 );
}
if( inKey == 's' || inKey == 'S' ) {
mScreen->changeWindowSize( 100, 100 );
}
if( inKey == 'd' || inKey == 'D' ) {
mScreen->changeWindowSize( 300, 300 );
}
// hack to force portal to open for quick testing
if( inKey == 'p' || inKey == 'P' ) {
Vector3D *gardenerPosition =
mWorld.getGardenerPosition( mUserControlledGardener );
// pass fresh gardener each time so each ring looks different
Gardener temp( gardenerPosition );
mWorld.augmentPortal( gardenerPosition, &temp );
delete gardenerPosition;
}
// video capture
if( false && inKey == 'v' || inKey == 'V' ) {
if( !mVideoCaptureMode ) {
mVideoCaptureMode = true;
// hide UI
//mScreen->removeSceneHandler( mMainPanelGuiTranslator );
// video size
mScreen->changeWindowSize( mVideoFrameWidth, mVideoFrameHeight );
mFramesCaptured = 0;
}
}
}
void GameSceneHandler::specialKeyPressed(
int inKey, int inX, int inY ) {
}
void GameSceneHandler::specialKeyReleased(
int inKey, int inX, int inY ) {
}
void GameSceneHandler::showTutorial( const char *inTutorialKey ) {
if( ! mTutorialEnabled ) {
// do nothing
return;
}
if( mCurrentTutorialKey == inTutorialKey ) {
// already showing this tutorial right now
return;
}
int numSpent = mSpentTutorialKeys.size();
for( int i=0; i<numSpent; i++ ) {
char *spentKey = *( mSpentTutorialKeys.getElement( i ) );
if( strcmp( spentKey, inTutorialKey ) == 0 ) {
// do nothing,
// tutorial already shown
return;
}
}
if( mCurrentTutorialKey != NULL ) {
// an older tutorial message is still up
// end it
mSpentTutorialKeys.push_back( (char *)mCurrentTutorialKey );
mCurrentTutorialKey = NULL;
}
// else show it
mCurrentTutorialKey = (char *)inTutorialKey;
char *tutorialString =
(char *)TranslationManager::translate( (char*)inTutorialKey );
mTutorialTextBlock->setText( tutorialString );
// we may be displaying one tutorial right after another
// and leaving the panel up
if( ! mMainPanel->contains( mTutorialPanel ) ) {
mMainPanel->add( mTutorialPanel );
}
}
void GameSceneHandler::tutorialDone( const char *inTutorialKey ) {
mSpentTutorialKeys.push_back( (char *)inTutorialKey );
mCurrentTutorialKey = NULL;
// some tutorials trigger the following tutorial
const char *nextTutorial = NULL;
// only consider this case if tutorial is still enabled
if( mTutorialEnabled ) {
if( strcmp( inTutorialKey, "tutorial_question" ) == 0 ) {
nextTutorial = "tutorial_welcome1";
}
else if( strcmp( inTutorialKey, "tutorial_welcome1" ) == 0 ) {
nextTutorial = "tutorial_welcome2";
}
else if( strcmp( inTutorialKey, "tutorial_welcome2" ) == 0 ) {
nextTutorial = "tutorial_moving";
}
else if( strcmp( inTutorialKey, "tutorial_survival1" ) == 0 ) {
nextTutorial = "tutorial_survival2";
}
else if( strcmp( inTutorialKey, "tutorial_survival2" ) == 0 ) {
nextTutorial = "tutorial_survival3";
}
else if( strcmp( inTutorialKey, "tutorial_survival3" ) == 0 ) {
nextTutorial = "tutorial_survival4";
}
else if( strcmp( inTutorialKey, "tutorial_survival4" ) == 0 ) {
nextTutorial = "tutorial_seeds1";
}
else if( strcmp( inTutorialKey, "tutorial_seeds1" ) == 0 ) {
nextTutorial = "tutorial_plot";
}
else if( strcmp( inTutorialKey, "tutorial_water3" ) == 0 ) {
nextTutorial = "tutorial_plot2";
}
else if( strcmp( inTutorialKey, "tutorial_plot2" ) == 0 ) {
nextTutorial = "tutorial_plot3";
}
else if( strcmp( inTutorialKey, "tutorial_eat2" ) == 0 ) {
nextTutorial = "tutorial_seeds2";
}
else if( strcmp( inTutorialKey, "tutorial_seeds2" ) == 0 ) {
nextTutorial = "tutorial_seeds3";
}
else if( strcmp( inTutorialKey, "tutorial_seeds3" ) == 0 ) {
nextTutorial = "tutorial_seeds4";
}
else if( strcmp( inTutorialKey, "tutorial_seeds4" ) == 0 ) {
nextTutorial = "tutorial_seeds5";
}
else if( strcmp( inTutorialKey, "tutorial_seeds5" ) == 0 ) {
nextTutorial = "tutorial_seeds6";
}
else if( strcmp( inTutorialKey, "tutorial_emotion1" ) == 0 ) {
nextTutorial = "tutorial_emotion2";
}
else if( strcmp( inTutorialKey, "tutorial_emotion2" ) == 0 ) {
nextTutorial = "tutorial_emotion3";
}
else if( strcmp( inTutorialKey, "tutorial_lifespan1" ) == 0 ) {
Gardener *nextOffspring =
mWorld.getNextUserControllableGardener(
mUserControlledGardener );
if( nextOffspring != NULL ) {
nextTutorial = "tutorial_lifespan2a";
}
else if( mUserControlledGardener->isPregnant() ) {
nextTutorial = "tutorial_lifespan2b";
}
else {
nextTutorial = "tutorial_lifespan2c";
}
}
else if( strcmp( inTutorialKey, "tutorial_lifespan2c" ) == 0 ) {
nextTutorial = "tutorial_mating1";
}
else if( strcmp( inTutorialKey, "tutorial_mating1" ) == 0 ) {
nextTutorial = "tutorial_mating2";
}
else if( strcmp( inTutorialKey, "tutorial_mating2" ) == 0 ) {
nextTutorial = "tutorial_mating3";
}
else if( strcmp( inTutorialKey, "tutorial_birth1" ) == 0 ) {
nextTutorial = "tutorial_birth2";
}
else if( strcmp( inTutorialKey, "tutorial_poisoned1" ) == 0 ) {
nextTutorial = "tutorial_poisoned2";
}
else if( strcmp( inTutorialKey, "tutorial_death1" ) == 0 ) {
nextTutorial = "tutorial_death2";
}
else if( strcmp( inTutorialKey, "tutorial_death2" ) == 0 ) {
nextTutorial = "tutorial_death3";
}
else if( strcmp( inTutorialKey, "tutorial_death3" ) == 0 ) {
nextTutorial = "tutorial_death4";
}
else if( strcmp( inTutorialKey, "tutorial_death4" ) == 0 ) {
nextTutorial = "tutorial_death5";
}
else if( strcmp( inTutorialKey, "tutorial_death5" ) == 0 ) {
if( mUserControlledGardener->isDead() ) {
nextTutorial = "tutorial_death6a";
}
else {
nextTutorial = "tutorial_death6b";
}
}
else if( strcmp( inTutorialKey, "tutorial_gate1" ) == 0 ) {
nextTutorial = "tutorial_gate2";
}
else if( strcmp( inTutorialKey, "tutorial_gate2" ) == 0 ) {
nextTutorial = "tutorial_gate3";
}
else if( strcmp( inTutorialKey, "tutorial_gate3" ) == 0 ) {
nextTutorial = "tutorial_gate4";
}
else if( strcmp( inTutorialKey, "tutorial_gate4" ) == 0 ) {
nextTutorial = "tutorial_gate5";
}
else if( strcmp( inTutorialKey, "tutorial_immortal1" ) == 0 ) {
nextTutorial = "tutorial_immortal2";
}
else if( strcmp( inTutorialKey, "tutorial_immortal2" ) == 0 ) {
nextTutorial = "tutorial_immortal3";
}
else if( strcmp( inTutorialKey, "tutorial_immortal3" ) == 0 ) {
nextTutorial = "tutorial_immortal4";
}
else if( strcmp( inTutorialKey, "tutorial_immortal4" ) == 0 ) {
nextTutorial = "tutorial_immortal5";
}
}
if( nextTutorial != NULL ) {
showTutorial( nextTutorial );
}
else {
mMainPanel->remove( mTutorialPanel );
}
}
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