#include "const.h" #include "utils.h" #include "director.h" #include #include #ifdef __MIPSEL__ #include #include #endif // Constructor Director::Director(std::string path) { // Inicializa la ruta setExecutablePath(path); // Establece la lista de ficheros setFileList(); // Si falta algún fichero no inicies el programa Uint8 section = PROG_SECTION_LOGO; if (!checkFileList()) section = PROG_SECTION_QUIT; // Inicializa el objeto de idioma mLang = new Lang(mFileList); // Crea el puntero a la estructura y carga el fichero de configuración mOptions = new options_t; if (!loadConfigFile()) { mOptions->fullScreenMode = 0; mOptions->windowSize = 3; mOptions->language = en_UK; mOptions->difficulty = DIFFICULTY_NORMAL; mOptions->input[0] = INPUT_USE_KEYBOARD; mOptions->input[1] = INPUT_USE_GAMECONTROLLER; mOptions->filter = FILTER_NEAREST; mOptions->vSync = true; } // Crea los objetos mInput = new Input(); //mInput2 = new Input(mOptions->input[1]); //mInput[0] = new Input(INPUT_USE_KEYBOARD); //mInput[1] = new Input(INPUT_USE_GAMECONTROLLER); // Inicializa SDL initSDL(); // Inicializa JailAudio initJailAudio(); #ifdef __MIPSEL__ DIR *dir = opendir("/media/data/local/home/.coffee_crisis"); if (dir) { closedir(dir); } else if (ENOENT == errno) { int status = mkdir("/media/data/local/home/.coffee_crisis", 755); } #endif // Inicializa el resto de variables init(section); } Director::~Director() { saveConfigFile(); delete mInput; mInput = nullptr; delete mLang; mLang = nullptr; delete mOptions; mOptions = nullptr; SDL_DestroyRenderer(mRenderer); SDL_DestroyWindow(mWindow); mRenderer = nullptr; mWindow = nullptr; SDL_Quit(); } // Inicia las variables necesarias para arrancar el programa void Director::init(Uint8 name) { // Sección mSection.name = name; mSection.subsection = 0; // Textos mLang->setLang(mOptions->language); // Controles mInput->bindKey(INPUT_UP, SDL_SCANCODE_UP); mInput->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN); mInput->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT); mInput->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT); mInput->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN); mInput->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE); #ifdef __MIPSEL__ mInput->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_LSHIFT); mInput->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_SPACE); mInput->bindKey(INPUT_BUTTON_3, SDL_SCANCODE_LCTRL); #else mInput->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_Q); mInput->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_W); mInput->bindKey(INPUT_BUTTON_3, SDL_SCANCODE_E); #endif mInput->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE); // PAUSE mInput->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE); // ESCAPE mInput->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP); mInput->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN); mInput->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT); mInput->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); mInput->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B); mInput->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A); mInput->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_X); mInput->bindGameControllerButton(INPUT_BUTTON_2, SDL_CONTROLLER_BUTTON_Y); mInput->bindGameControllerButton(INPUT_BUTTON_3, SDL_CONTROLLER_BUTTON_B); mInput->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE); // PAUSE mInput->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE); // ESCAPE } // Inicializa JailAudio void Director::initJailAudio() { JA_Init(48000, AUDIO_S16, 2); } // Arranca SDL y crea la ventana bool Director::initSDL() { // Indicador de éxito bool success = true; // Inicializa SDL if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0) { printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Establece el filtro de la textura a nearest if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(mOptions->filter).c_str())) { printf("Warning: Nearest texture filtering not enabled!\n"); } // Crea la ventana mWindow = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, VIEW_WIDTH, VIEW_HEIGHT, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI); if (mWindow == NULL) { printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones if (mOptions->vSync) mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC); else mRenderer = SDL_CreateRenderer(mWindow, -1, SDL_RENDERER_ACCELERATED); if (mRenderer == NULL) { printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError()); success = false; } else { // Inicializa el color de renderizado SDL_SetRenderDrawColor(mRenderer, 0x00, 0x00, 0x00, 0xFF); // Establece el tamaño del buffer de renderizado SDL_RenderSetLogicalSize(mRenderer, SCREEN_WIDTH, SCREEN_HEIGHT); // Establece el modo de mezcla SDL_SetRenderDrawBlendMode(mRenderer, SDL_BLENDMODE_BLEND); } } } printf("\n"); return success; } // Crea el indice de ficheros void Director::setFileList() { // Inicializa el vector for (int i = 0; i < MAX_FILE_LIST; i++) mFileList[i] = ""; // Ficheros binarios #ifdef __MIPSEL__ mFileList[0] = "/media/data/local/home/.coffee_crisis/score.bin"; mFileList[1] = "/media/data/local/home/.coffee_crisis/demo.bin"; mFileList[2] = "/media/data/local/home/.coffee_crisis/config.bin"; #else mFileList[0] = mExecutablePath + "/" + "../data/score.bin"; mFileList[1] = mExecutablePath + "/" + "../data/demo.bin"; mFileList[2] = mExecutablePath + "/" + "../data/config.bin"; #endif // Musicas mFileList[3] = mExecutablePath + "/" + "../media/music/intro.ogg"; mFileList[4] = mExecutablePath + "/" + "../media/music/playing.ogg"; mFileList[5] = mExecutablePath + "/" + "../media/music/title.ogg"; // Sonidos mFileList[6] = mExecutablePath + "/" + "../media/sound/balloon.wav"; mFileList[7] = mExecutablePath + "/" + "../media/sound/bubble1.wav"; mFileList[8] = mExecutablePath + "/" + "../media/sound/bubble2.wav"; mFileList[9] = mExecutablePath + "/" + "../media/sound/bubble3.wav"; mFileList[10] = mExecutablePath + "/" + "../media/sound/bubble4.wav"; mFileList[11] = mExecutablePath + "/" + "../media/sound/bullet.wav"; mFileList[12] = mExecutablePath + "/" + "../media/sound/coffeeout.wav"; mFileList[13] = mExecutablePath + "/" + "../media/sound/hiscore.wav"; mFileList[14] = mExecutablePath + "/" + "../media/sound/itemdrop.wav"; mFileList[15] = mExecutablePath + "/" + "../media/sound/itempickup.wav"; mFileList[16] = mExecutablePath + "/" + "../media/sound/menu_cancel.wav"; mFileList[17] = mExecutablePath + "/" + "../media/sound/menu_move.wav"; mFileList[18] = mExecutablePath + "/" + "../media/sound/menu_select.wav"; mFileList[19] = mExecutablePath + "/" + "../media/sound/player_collision.wav"; mFileList[20] = mExecutablePath + "/" + "../media/sound/stage_change.wav"; mFileList[21] = mExecutablePath + "/" + "../media/sound/title.wav"; mFileList[22] = mExecutablePath + "/" + "../media/sound/clock.wav"; mFileList[23] = mExecutablePath + "/" + "../media/sound/powerball.wav"; // Texturas mFileList[24] = mExecutablePath + "/" + "../media/gfx/balloon.png"; mFileList[25] = mExecutablePath + "/" + "../media/gfx/bullet.png"; mFileList[31] = mExecutablePath + "/" + "../media/gfx/game_bg.png"; mFileList[32] = mExecutablePath + "/" + "../media/gfx/game_text.png"; mFileList[33] = mExecutablePath + "/" + "../media/gfx/intro.png"; mFileList[34] = mExecutablePath + "/" + "../media/gfx/items.png"; mFileList[35] = mExecutablePath + "/" + "../media/gfx/logo.png"; mFileList[37] = mExecutablePath + "/" + "../media/gfx/player1_body.png"; mFileList[38] = mExecutablePath + "/" + "../media/gfx/player1_death.png"; mFileList[39] = mExecutablePath + "/" + "../media/gfx/player1_legs.png"; mFileList[40] = mExecutablePath + "/" + "../media/gfx/title.png"; mFileList[41] = mExecutablePath + "/" + "../media/gfx/player1_head.png"; mFileList[42] = mExecutablePath + "/" + "../media/gfx/player2_body.png"; mFileList[43] = mExecutablePath + "/" + "../media/gfx/player2_death.png"; mFileList[44] = mExecutablePath + "/" + "../media/gfx/player2_legs.png"; mFileList[45] = mExecutablePath + "/" + "../media/gfx/player2_head.png"; // Fuentes mFileList[27] = mExecutablePath + "/" + "../media/font/8bithud.png"; mFileList[46] = mExecutablePath + "/" + "../media/font/8bithud.txt"; mFileList[28] = mExecutablePath + "/" + "../media/font/nokia.png"; mFileList[52] = mExecutablePath + "/" + "../media/font/nokia.txt"; mFileList[29] = mExecutablePath + "/" + "../media/font/smb2_big.png"; mFileList[47] = mExecutablePath + "/" + "../media/font/smb2_big.txt"; mFileList[30] = mExecutablePath + "/" + "../media/font/smb2.png"; mFileList[48] = mExecutablePath + "/" + "../media/font/smb2.txt"; // Textos mFileList[49] = mExecutablePath + "/" + "../media/lang/es_ES.txt"; mFileList[50] = mExecutablePath + "/" + "../media/lang/en_UK.txt"; mFileList[51] = mExecutablePath + "/" + "../media/lang/ba_BA.txt"; } // Comprueba los ficheros del vector de ficheros que coinciden con una ruta dada bool Director::checkFolder(std::string name, std::string path) { bool success = true; std::string p; std::string filename; SDL_RWops *file; // Comprueba los ficheros de la carpeta printf("\n>> %s FILES\n", name.c_str()); for (int i = 3; i < MAX_FILE_LIST; i++) { if (mFileList[i].find(path.c_str()) != std::string::npos) { p = mFileList[i].c_str(); filename = p.substr(p.find_last_of("\\/") + 1); file = SDL_RWFromFile(p.c_str(), "r+b"); if (file != NULL) { printf("Checking file %-20s [OK]\n", filename.c_str()); } else { printf("Checking file %-20s [ERROR]\n", filename.c_str()); success = false; break; } SDL_RWclose(file); } } return success; } // Comprueba que todos los ficheros existen bool Director::checkFileList() { bool success = true; printf("Checking files...\n"); if (success) success &= checkFolder("MUSIC", "/media/music/"); if (success) success &= checkFolder("SOUND", "/media/sound/"); if (success) success &= checkFolder("BITMAP", "/media/gfx/"); if (success) success &= checkFolder("FONT", "/media/font/"); if (success) success &= checkFolder("LANG", "/media/lang/"); // Resultado if (success) printf("\n** All files OK.\n\n"); else printf("\n** A file is missing. Exiting.\n\n"); return success; } // Carga el fichero de configuración bool Director::loadConfigFile() { // Pone unos valores por defecto mOptions->fullScreenMode = 0; mOptions->windowSize = 3; mOptions->language = en_UK; mOptions->difficulty = DIFFICULTY_NORMAL; mOptions->input[0] = INPUT_USE_KEYBOARD; mOptions->input[1] = INPUT_USE_GAMECONTROLLER; mOptions->filter = FILTER_NEAREST; mOptions->vSync = true; // Indicador de éxito en la carga bool success = true; const std::string p = mFileList[2]; std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "r+b"); // El fichero no existe if (file == NULL) { printf("Warning: Unable to open %s file\n", filename.c_str()); // Crea el fichero para escritura file = SDL_RWFromFile(p.c_str(), "w+b"); if (file != NULL) { printf("New file (%s) created!\n", filename.c_str()); // Escribe los datos SDL_RWwrite(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1); SDL_RWwrite(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1); SDL_RWwrite(file, &mOptions->language, sizeof(mOptions->language), 1); SDL_RWwrite(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1); SDL_RWwrite(file, &mOptions->input[0], sizeof(mOptions->input[0]), 1); SDL_RWwrite(file, &mOptions->input[1], sizeof(mOptions->input[1]), 1); SDL_RWwrite(file, &mOptions->filter, sizeof(mOptions->filter), 1); SDL_RWwrite(file, &mOptions->vSync, sizeof(mOptions->vSync), 1); // Cierra el fichero SDL_RWclose(file); } else { printf("Error: Unable to create file %s\n", filename.c_str()); success = false; } } // El fichero existe else { // Carga los datos printf("Reading file %s\n", filename.c_str()); SDL_RWread(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1); SDL_RWread(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1); SDL_RWread(file, &mOptions->language, sizeof(mOptions->language), 1); SDL_RWread(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1); SDL_RWread(file, &mOptions->input[0], sizeof(mOptions->input[0]), 1); SDL_RWread(file, &mOptions->input[1], sizeof(mOptions->input[1]), 1); SDL_RWread(file, &mOptions->filter, sizeof(mOptions->filter), 1); SDL_RWread(file, &mOptions->vSync, sizeof(mOptions->vSync), 1); // Normaliza los valores if (!((mOptions->fullScreenMode == 0) || (mOptions->fullScreenMode == SDL_WINDOW_FULLSCREEN) || (mOptions->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP))) mOptions->fullScreenMode = 0; if ((mOptions->windowSize < 1) || (mOptions->windowSize > 4)) mOptions->windowSize = 3; if ((mOptions->language < 0) || (mOptions->language > MAX_LANGUAGES)) mOptions->language = en_UK; // Aplica las opciones SDL_SetWindowFullscreen(mWindow, mOptions->fullScreenMode); SDL_SetWindowSize(mWindow, SCREEN_WIDTH * mOptions->windowSize, SCREEN_HEIGHT * mOptions->windowSize); mLang->setLang(mOptions->language); // Cierra el fichero SDL_RWclose(file); } return success; } // Guarda el fichero de configuración bool Director::saveConfigFile() { bool success = true; const std::string p = mFileList[2]; std::string filename = p.substr(p.find_last_of("\\/") + 1); SDL_RWops *file = SDL_RWFromFile(p.c_str(), "w+b"); if (file != NULL) { // Guarda los datos SDL_RWwrite(file, &mOptions->fullScreenMode, sizeof(mOptions->fullScreenMode), 1); SDL_RWwrite(file, &mOptions->windowSize, sizeof(mOptions->windowSize), 1); SDL_RWwrite(file, &mOptions->language, sizeof(mOptions->language), 1); SDL_RWwrite(file, &mOptions->difficulty, sizeof(mOptions->difficulty), 1); SDL_RWwrite(file, &mOptions->input[0], sizeof(mOptions->input[0]), 1); SDL_RWwrite(file, &mOptions->input[1], sizeof(mOptions->input[1]), 1); SDL_RWwrite(file, &mOptions->filter, sizeof(mOptions->filter), 1); SDL_RWwrite(file, &mOptions->vSync, sizeof(mOptions->vSync), 1); printf("Writing file %s\n", filename.c_str()); // Cierra el fichero SDL_RWclose(file); } else { printf("Error: Unable to save %s file! %s\n", filename.c_str(), SDL_GetError()); } return success; } // Establece el valor de la variable void Director::setExecutablePath(std::string path) { mExecutablePath = path.substr(0, path.find_last_of("\\/")); } // Obtiene el valor de la variable Uint8 Director::getSubsection() { return mSection.subsection; } // Obtiene el valor de la variable Uint8 Director::getSection() { return mSection.name; } // Establece el valor de la variable void Director::setSection(section_t section) { mSection = section; } void Director::runLogo() { mLogo = new Logo(mRenderer, mFileList); setSection(mLogo->run()); delete mLogo; } void Director::runIntro() { mIntro = new Intro(mRenderer, mFileList, mLang); setSection(mIntro->run()); delete mIntro; } void Director::runTitle() { mTitle = new Title(mWindow, mRenderer, mInput, mFileList, mOptions, mLang); setSection(mTitle->run(mSection.subsection)); delete mTitle; } void Director::runGame() { if (mSection.subsection == GAME_SECTION_PLAY_1P) mGame = new Game(1, mRenderer, mFileList, mLang, mInput, false, mOptions); if (mSection.subsection == GAME_SECTION_PLAY_2P) mGame = new Game(2, mRenderer, mFileList, mLang, mInput, false, mOptions); setSection(mGame->run()); delete mGame; } void Director::run() { // Bucle principal while (!(getSection() == PROG_SECTION_QUIT)) { switch (getSection()) { case PROG_SECTION_LOGO: runLogo(); break; case PROG_SECTION_INTRO: runIntro(); break; case PROG_SECTION_TITLE: runTitle(); break; case PROG_SECTION_GAME: runGame(); break; } } }