729 lines
22 KiB
C++
729 lines
22 KiB
C++
#include "director.h"
|
|
#include "utils.h"
|
|
#include "options.h"
|
|
#include "section.h"
|
|
#include <iostream>
|
|
#include <fstream>
|
|
#include <string>
|
|
#include <sys/stat.h>
|
|
#include <unistd.h>
|
|
#include "dbgtxt.h"
|
|
|
|
#ifndef _WIN32
|
|
#include <pwd.h>
|
|
#endif
|
|
|
|
// Constructor
|
|
Director::Director(int argc, char *argv[])
|
|
{
|
|
#ifdef RECORDING
|
|
section::name = section::NAME_GAME;
|
|
section::options = section::OPTIONS_GAME_PLAY_1P;
|
|
#elif DEBUG
|
|
section::name = section::NAME_LOGO;
|
|
#else
|
|
section::name = section::NAME_LOGO;
|
|
#endif
|
|
|
|
// Comprueba los parametros del programa
|
|
checkProgramArguments(argc, argv);
|
|
|
|
// Crea la carpeta del sistema donde guardar datos
|
|
createSystemFolder("jailgames");
|
|
createSystemFolder("jailgames/coffee_crisis_arcade_edition");
|
|
|
|
// Crea el objeto que controla los ficheros de recursos
|
|
Asset::init(executablePath);
|
|
asset = Asset::get();
|
|
|
|
// Si falta algún fichero no inicia el programa
|
|
if (!setFileList())
|
|
{
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
|
|
// Carga el fichero de configuración
|
|
loadOptionsFile(asset->get("config.txt"));
|
|
|
|
// Carga los parametros para configurar el juego
|
|
#ifdef ANBERNIC
|
|
const std::string paramFilePath = asset->get("param_320x240.txt");
|
|
#else
|
|
const std::string paramFilePath = paramFileArgument == "--320x240" ? asset->get("param_320x240.txt") : asset->get("param_320x256.txt");
|
|
#endif
|
|
loadParams(paramFilePath);
|
|
|
|
// Carga el fichero de puntuaciones
|
|
ManageHiScoreTable *manager = new ManageHiScoreTable(&options.game.hiScoreTable);
|
|
manager->loadFromFile(asset->get("score.bin"));
|
|
delete manager;
|
|
|
|
// Inicializa SDL
|
|
initSDL();
|
|
|
|
// Inicializa JailAudio
|
|
initJailAudio();
|
|
|
|
// Inicializa el texto de debug
|
|
dbg_init(renderer);
|
|
|
|
// Crea los objetos
|
|
lang::loadFromFile(getLangFile((lang::lang_e)options.game.language));
|
|
|
|
Input::init(asset->get("gamecontrollerdb.txt"));
|
|
input = Input::get();
|
|
initInput();
|
|
|
|
Screen::init(window, renderer);
|
|
screen = Screen::get();
|
|
|
|
// Carga los sonidos del juego
|
|
loadSounds();
|
|
|
|
// Carga las musicas del juego
|
|
loadMusics();
|
|
}
|
|
|
|
Director::~Director()
|
|
{
|
|
saveOptionsFile(asset->get("config.txt"));
|
|
|
|
Asset::destroy();
|
|
Input::destroy();
|
|
Screen::destroy();
|
|
|
|
deleteSounds();
|
|
deleteMusics();
|
|
|
|
SDL_DestroyRenderer(renderer);
|
|
SDL_DestroyWindow(window);
|
|
|
|
SDL_Quit();
|
|
}
|
|
|
|
// Inicializa el objeto input
|
|
void Director::initInput()
|
|
{
|
|
// Establece si ha de mostrar mensajes
|
|
#ifdef VERBOSE
|
|
input->setVerbose(true);
|
|
#else
|
|
input->setVerbose(options.console);
|
|
#endif
|
|
// Busca si hay mandos conectados
|
|
input->discoverGameControllers();
|
|
|
|
// Teclado - Movimiento del jugador
|
|
input->bindKey(input_up, SDL_SCANCODE_UP);
|
|
input->bindKey(input_down, SDL_SCANCODE_DOWN);
|
|
input->bindKey(input_left, SDL_SCANCODE_LEFT);
|
|
input->bindKey(input_right, SDL_SCANCODE_RIGHT);
|
|
|
|
input->bindKey(input_fire_left, SDL_SCANCODE_Q);
|
|
input->bindKey(input_fire_center, SDL_SCANCODE_W);
|
|
input->bindKey(input_fire_right, SDL_SCANCODE_E);
|
|
|
|
input->bindKey(input_start, SDL_SCANCODE_RETURN);
|
|
|
|
// Teclado - Control del programa
|
|
input->bindKey(input_exit, SDL_SCANCODE_ESCAPE);
|
|
input->bindKey(input_pause, SDL_SCANCODE_P);
|
|
input->bindKey(input_window_dec_size, SDL_SCANCODE_F1);
|
|
input->bindKey(input_window_inc_size, SDL_SCANCODE_F2);
|
|
input->bindKey(input_window_fullscreen, SDL_SCANCODE_F3);
|
|
input->bindKey(input_video_shaders, SDL_SCANCODE_F4);
|
|
input->bindKey(input_mute, SDL_SCANCODE_F5);
|
|
input->bindKey(input_showinfo, SDL_SCANCODE_F6);
|
|
input->bindKey(input_reset, SDL_SCANCODE_F10);
|
|
|
|
// Asigna botones a inputs
|
|
const int numGamePads = input->getNumControllers();
|
|
for (int i = 0; i < numGamePads; ++i)
|
|
{
|
|
// Mando - Movimiento del jugador
|
|
input->bindGameControllerButton(i, input_up, SDL_CONTROLLER_BUTTON_DPAD_UP);
|
|
input->bindGameControllerButton(i, input_down, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
|
|
input->bindGameControllerButton(i, input_left, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
|
|
input->bindGameControllerButton(i, input_right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
|
|
|
|
input->bindGameControllerButton(i, input_fire_left, SDL_CONTROLLER_BUTTON_X);
|
|
input->bindGameControllerButton(i, input_fire_center, SDL_CONTROLLER_BUTTON_Y);
|
|
input->bindGameControllerButton(i, input_fire_right, SDL_CONTROLLER_BUTTON_B);
|
|
|
|
input->bindGameControllerButton(i, input_start, SDL_CONTROLLER_BUTTON_START);
|
|
|
|
// Mando - Control del programa
|
|
input->bindGameControllerButton(i, input_service, SDL_CONTROLLER_BUTTON_BACK);
|
|
input->bindGameControllerButton(i, input_exit, input_start);
|
|
input->bindGameControllerButton(i, input_pause, input_fire_right);
|
|
input->bindGameControllerButton(i, input_video_shaders, input_fire_left);
|
|
input->bindGameControllerButton(i, input_mute, input_left);
|
|
input->bindGameControllerButton(i, input_showinfo, input_right);
|
|
input->bindGameControllerButton(i, input_reset, input_fire_center);
|
|
input->bindGameControllerButton(i, input_config, input_down);
|
|
input->bindGameControllerButton(i, input_swap_controllers, input_up);
|
|
}
|
|
|
|
// Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso
|
|
for (int i = 0; i < numGamePads; ++i)
|
|
for (int index = 0; index < (int)options.controller.size(); ++index)
|
|
if (input->getControllerName(i) == options.controller[index].name)
|
|
for (int j = 0; j < (int)options.controller[index].inputs.size(); ++j)
|
|
{
|
|
input->bindGameControllerButton(i, options.controller[index].inputs[j], options.controller[index].buttons[j]);
|
|
}
|
|
|
|
// Asigna botones a inputs desde otros inputs
|
|
for (int i = 0; i < numGamePads; ++i)
|
|
{
|
|
input->bindGameControllerButton(i, input_exit, input_start);
|
|
input->bindGameControllerButton(i, input_reset, input_fire_center);
|
|
input->bindGameControllerButton(i, input_pause, input_fire_right);
|
|
input->bindGameControllerButton(i, input_video_shaders, input_fire_left);
|
|
input->bindGameControllerButton(i, input_mute, input_left);
|
|
input->bindGameControllerButton(i, input_showinfo, input_right);
|
|
input->bindGameControllerButton(i, input_config, input_down);
|
|
input->bindGameControllerButton(i, input_swap_controllers, input_up);
|
|
}
|
|
|
|
// Guarda las asignaciones de botones en las opciones
|
|
for (int i = 0; i < numGamePads; ++i)
|
|
{
|
|
options.controller[i].name = input->getControllerName(i);
|
|
for (int j = 0; j < (int)options.controller[i].inputs.size(); ++j)
|
|
{
|
|
options.controller[i].buttons[j] = input->getControllerBinding(i, options.controller[i].inputs[j]);
|
|
}
|
|
}
|
|
}
|
|
|
|
// Inicializa JailAudio
|
|
void Director::initJailAudio()
|
|
{
|
|
JA_Init(48000, AUDIO_S16, 2);
|
|
JA_EnableMusic(options.audio.music.enabled);
|
|
JA_EnableSound(options.audio.sound.enabled);
|
|
JA_SetMusicVolume(options.audio.music.volume);
|
|
JA_SetSoundVolume(options.audio.sound.volume);
|
|
}
|
|
|
|
// Arranca SDL y crea la ventana
|
|
bool Director::initSDL()
|
|
{
|
|
// Indicador de éxito
|
|
bool success = true;
|
|
|
|
// Inicializa SDL
|
|
if (SDL_Init(SDL_INIT_EVERYTHING) < 0)
|
|
{
|
|
if (options.console)
|
|
{
|
|
std::cout << "SDL could not initialize!\nSDL Error: " << SDL_GetError() << std::endl;
|
|
}
|
|
success = false;
|
|
}
|
|
else
|
|
{
|
|
// Inicia el generador de numeros aleatorios
|
|
std::srand(static_cast<unsigned int>(SDL_GetTicks()));
|
|
|
|
// Muestra información de la pantalla
|
|
if (options.console)
|
|
{
|
|
/*std::cout << "\nDisplay modes list:" << std::endl;
|
|
for (int i = 0; i < SDL_GetNumDisplayModes(0); ++i)
|
|
{
|
|
SDL_DisplayMode DM;
|
|
SDL_GetDisplayMode(0,i,&DM);
|
|
std::cout << " - " + std::to_string(DM.w) + "x" + std::to_string(DM.h) + " @ " + std::to_string(DM.refresh_rate) + "Hz" << std::endl;
|
|
}*/
|
|
|
|
SDL_DisplayMode DM;
|
|
SDL_GetCurrentDisplayMode(0, &DM);
|
|
std::cout << "\nCurrent display mode: " + std::to_string(DM.w) + "x" + std::to_string(DM.h) + " @ " + std::to_string(DM.refresh_rate) + "Hz" << std::endl;
|
|
std::cout << "Window resolution : " + std::to_string(param.game.width) + "x" + std::to_string(param.game.height) + " x" + std::to_string(options.video.window.size) << std::endl;
|
|
}
|
|
|
|
// Establece el filtro de la textura
|
|
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options.video.filter).c_str()))
|
|
{
|
|
if (options.console)
|
|
{
|
|
std::cout << "Warning: texture filtering not enabled!\n";
|
|
}
|
|
}
|
|
#ifndef NO_SHADERS
|
|
if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl"))
|
|
{
|
|
if (options.console)
|
|
{
|
|
std::cout << "Warning: opengl not enabled!\n";
|
|
}
|
|
}
|
|
#endif
|
|
// Crea la ventana
|
|
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, param.game.width * options.video.window.size, param.game.height * options.video.window.size, SDL_WINDOW_HIDDEN);
|
|
if (window == nullptr)
|
|
{
|
|
if (options.console)
|
|
{
|
|
std::cout << "Window could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
|
|
}
|
|
success = false;
|
|
}
|
|
else
|
|
{
|
|
// Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones
|
|
Uint32 flags = 0;
|
|
if (options.video.vSync)
|
|
{
|
|
flags = flags | SDL_RENDERER_PRESENTVSYNC;
|
|
}
|
|
#ifndef NO_SHADERS
|
|
// La aceleración se activa según el define
|
|
flags = flags | SDL_RENDERER_ACCELERATED | SDL_RENDERER_TARGETTEXTURE;
|
|
#endif
|
|
renderer = SDL_CreateRenderer(window, -1, flags);
|
|
|
|
if (renderer == nullptr)
|
|
{
|
|
if (options.console)
|
|
{
|
|
std::cout << "Renderer could not be created!\nSDL Error: " << SDL_GetError() << std::endl;
|
|
}
|
|
success = false;
|
|
}
|
|
else
|
|
{
|
|
// Inicializa el color de renderizado
|
|
SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0xFF);
|
|
|
|
// Establece el tamaño del buffer de renderizado
|
|
SDL_RenderSetLogicalSize(renderer, param.game.width, param.game.height);
|
|
|
|
// Establece el modo de mezcla
|
|
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (options.console)
|
|
{
|
|
std::cout << std::endl;
|
|
}
|
|
return success;
|
|
}
|
|
|
|
// Crea el indice de ficheros
|
|
bool Director::setFileList()
|
|
{
|
|
#ifdef MACOS_BUNDLE
|
|
const std::string prefix = "/../Resources";
|
|
#else
|
|
const std::string prefix = "";
|
|
#endif
|
|
|
|
// Ficheros de configuración
|
|
asset->add(systemFolder + "/config.txt", t_data, false, true);
|
|
asset->add(systemFolder + "/score.bin", t_data, false, true);
|
|
asset->add(prefix + "/data/config/param_320x240.txt", t_data);
|
|
asset->add(prefix + "/data/config/param_320x256.txt", t_data);
|
|
asset->add(prefix + "/data/config/demo1.bin", t_data);
|
|
asset->add(prefix + "/data/config/demo2.bin", t_data);
|
|
asset->add(prefix + "/data/config/gamecontrollerdb.txt", t_data);
|
|
|
|
// Musicas
|
|
asset->add(prefix + "/data/music/intro.ogg", t_music);
|
|
asset->add(prefix + "/data/music/playing.ogg", t_music);
|
|
asset->add(prefix + "/data/music/title.ogg", t_music);
|
|
|
|
// Sonidos
|
|
asset->add(prefix + "/data/sound/balloon.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/bubble1.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/bubble2.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/bubble3.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/bubble4.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/bullet.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/coffeeout.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/hiscore.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/itemdrop.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/itempickup.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/player_collision.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/stage_change.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/title.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/clock.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/powerball.wav", t_sound);
|
|
asset->add(prefix + "/data/sound/notify.wav", t_sound);
|
|
|
|
// Shaders
|
|
asset->add(prefix + "/data/shaders/crtpi.glsl", t_data);
|
|
|
|
// Texturas
|
|
asset->add(prefix + "/data/gfx/balloon/balloon1.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/balloon/balloon1.ani", t_animation);
|
|
asset->add(prefix + "/data/gfx/balloon/balloon2.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/balloon/balloon2.ani", t_animation);
|
|
asset->add(prefix + "/data/gfx/balloon/balloon3.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/balloon/balloon3.ani", t_animation);
|
|
asset->add(prefix + "/data/gfx/balloon/balloon4.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/balloon/balloon4.ani", t_animation);
|
|
|
|
asset->add(prefix + "/data/gfx/balloon/explosion1.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/balloon/explosion1.ani", t_animation);
|
|
asset->add(prefix + "/data/gfx/balloon/explosion2.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/balloon/explosion2.ani", t_animation);
|
|
asset->add(prefix + "/data/gfx/balloon/explosion3.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/balloon/explosion3.ani", t_animation);
|
|
asset->add(prefix + "/data/gfx/balloon/explosion4.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/balloon/explosion4.ani", t_animation);
|
|
|
|
asset->add(prefix + "/data/gfx/balloon/powerball.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/balloon/powerball.ani", t_animation);
|
|
|
|
asset->add(prefix + "/data/gfx/bullet/bullet.png", t_bitmap);
|
|
|
|
asset->add(prefix + "/data/gfx/game/game_buildings.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/game/game_clouds1.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/game/game_clouds2.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/game/game_grass.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/game/game_power_meter.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/game/game_sky_colors.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/game/game_text.png", t_bitmap);
|
|
|
|
asset->add(prefix + "/data/gfx/intro/intro.png", t_bitmap);
|
|
|
|
asset->add(prefix + "/data/gfx/logo/logo_jailgames.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/logo/logo_jailgames_mini.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/logo/logo_since_1998.png", t_bitmap);
|
|
|
|
asset->add(prefix + "/data/gfx/item/item_points1_disk.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/item/item_points1_disk.ani", t_animation);
|
|
asset->add(prefix + "/data/gfx/item/item_points2_gavina.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/item/item_points2_gavina.ani", t_animation);
|
|
asset->add(prefix + "/data/gfx/item/item_points3_pacmar.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/item/item_points3_pacmar.ani", t_animation);
|
|
asset->add(prefix + "/data/gfx/item/item_clock.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/item/item_clock.ani", t_animation);
|
|
asset->add(prefix + "/data/gfx/item/item_coffee.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/item/item_coffee.ani", t_animation);
|
|
asset->add(prefix + "/data/gfx/item/item_coffee_machine.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/item/item_coffee_machine.ani", t_animation);
|
|
|
|
asset->add(prefix + "/data/gfx/title/title_bg_tile.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/title/title_coffee.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/title/title_crisis.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/title/title_arcade_edition.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/title/title_dust.png", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/title/title_dust.ani", t_animation);
|
|
|
|
asset->add(prefix + "/data/gfx/player/player1.gif", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/player/player1_pal1.gif", t_palette);
|
|
asset->add(prefix + "/data/gfx/player/player1_pal2.gif", t_palette);
|
|
asset->add(prefix + "/data/gfx/player/player1_pal3.gif", t_palette);
|
|
|
|
asset->add(prefix + "/data/gfx/player/player2.gif", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/player/player2_pal1.gif", t_palette);
|
|
asset->add(prefix + "/data/gfx/player/player2_pal2.gif", t_palette);
|
|
asset->add(prefix + "/data/gfx/player/player2_pal3.gif", t_palette);
|
|
|
|
asset->add(prefix + "/data/gfx/player/player.ani", t_animation);
|
|
|
|
asset->add(prefix + "/data/gfx/player/player_power.gif", t_bitmap);
|
|
asset->add(prefix + "/data/gfx/player/player_power_pal.gif", t_palette);
|
|
asset->add(prefix + "/data/gfx/player/player_power.ani", t_animation);
|
|
|
|
// Fuentes de texto
|
|
asset->add(prefix + "/data/font/8bithud.png", t_font);
|
|
asset->add(prefix + "/data/font/8bithud.txt", t_font);
|
|
asset->add(prefix + "/data/font/nokia.png", t_font);
|
|
asset->add(prefix + "/data/font/nokia_big2.png", t_font);
|
|
asset->add(prefix + "/data/font/nokia.txt", t_font);
|
|
asset->add(prefix + "/data/font/nokia2.png", t_font);
|
|
asset->add(prefix + "/data/font/nokia2.txt", t_font);
|
|
asset->add(prefix + "/data/font/nokia_big2.txt", t_font);
|
|
asset->add(prefix + "/data/font/smb2_big.png", t_font);
|
|
asset->add(prefix + "/data/font/smb2_big.txt", t_font);
|
|
asset->add(prefix + "/data/font/smb2.gif", t_font);
|
|
asset->add(prefix + "/data/font/smb2_pal1.gif", t_palette);
|
|
asset->add(prefix + "/data/font/smb2.txt", t_font);
|
|
|
|
// Textos
|
|
asset->add(prefix + "/data/lang/es_ES.txt", t_lang);
|
|
asset->add(prefix + "/data/lang/en_UK.txt", t_lang);
|
|
asset->add(prefix + "/data/lang/ba_BA.txt", t_lang);
|
|
|
|
return asset->check();
|
|
}
|
|
|
|
// Carga los parametros para configurar el juego
|
|
void Director::loadParams(std::string filepath)
|
|
{
|
|
loadParamsFromFile(filepath);
|
|
|
|
// Modifica las opciones desde el fichero de parametros
|
|
options.video.window.width = options.video.window.size * param.game.width;
|
|
options.video.window.height = options.video.window.size * param.game.height;
|
|
options.video.gameWidth = param.game.width;
|
|
options.video.gameHeight = param.game.height;
|
|
}
|
|
|
|
// Comprueba los parametros del programa
|
|
void Director::checkProgramArguments(int argc, char *argv[])
|
|
{
|
|
// Establece la ruta del programa
|
|
executablePath = argv[0];
|
|
|
|
// Valores por defecto
|
|
paramFileArgument = "";
|
|
|
|
// Comprueba el resto de parametros
|
|
for (int i = 1; i < argc; ++i)
|
|
{
|
|
if (strcmp(argv[i], "--console") == 0)
|
|
{
|
|
options.console = true;
|
|
}
|
|
|
|
if (strcmp(argv[i], "--320x240") == 0)
|
|
{
|
|
paramFileArgument = argv[i];
|
|
}
|
|
}
|
|
}
|
|
|
|
// Crea la carpeta del sistema donde guardar datos
|
|
void Director::createSystemFolder(std::string folder)
|
|
{
|
|
#ifdef _WIN32
|
|
systemFolder = std::string(getenv("APPDATA")) + "/" + folder;
|
|
#elif __APPLE__
|
|
struct passwd *pw = getpwuid(getuid());
|
|
const char *homedir = pw->pw_dir;
|
|
systemFolder = std::string(homedir) + "/Library/Application Support" + "/" + folder;
|
|
#elif __linux__
|
|
struct passwd *pw = getpwuid(getuid());
|
|
const char *homedir = pw->pw_dir;
|
|
systemFolder = std::string(homedir) + "/." + folder;
|
|
#endif
|
|
|
|
struct stat st = {0};
|
|
if (stat(systemFolder.c_str(), &st) == -1)
|
|
{
|
|
errno = 0;
|
|
#ifdef _WIN32
|
|
int ret = mkdir(systemFolder.c_str());
|
|
#else
|
|
int ret = mkdir(systemFolder.c_str(), S_IRWXU);
|
|
#endif
|
|
|
|
if (ret == -1)
|
|
{
|
|
switch (errno)
|
|
{
|
|
case EACCES:
|
|
printf("the parent directory does not allow write");
|
|
exit(EXIT_FAILURE);
|
|
|
|
case EEXIST:
|
|
printf("pathname already exists");
|
|
exit(EXIT_FAILURE);
|
|
|
|
case ENAMETOOLONG:
|
|
printf("pathname is too long");
|
|
exit(EXIT_FAILURE);
|
|
|
|
default:
|
|
perror("mkdir");
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Carga los sonidos del juego
|
|
void Director::loadSounds()
|
|
{
|
|
// Obtiene la lista con las rutas a los ficheros de sonidos
|
|
std::vector<std::string> list = asset->getListByType(t_sound);
|
|
sounds.clear();
|
|
|
|
for (auto l : list)
|
|
{
|
|
const size_t lastIndex = l.find_last_of("/") + 1;
|
|
const std::string name = l.substr(lastIndex, std::string::npos);
|
|
sound_file_t temp;
|
|
temp.name = name; // Añade el nombre del fichero
|
|
temp.file = JA_LoadSound(l.c_str()); // Carga el fichero de audio
|
|
sounds.push_back(temp);
|
|
}
|
|
}
|
|
|
|
// Carga las musicas del juego
|
|
void Director::loadMusics()
|
|
{
|
|
// Obtiene la lista con las rutas a los ficheros musicales
|
|
std::vector<std::string> list = asset->getListByType(t_music);
|
|
musics.clear();
|
|
|
|
for (auto l : list)
|
|
{
|
|
const size_t lastIndex = l.find_last_of("/") + 1;
|
|
const std::string name = l.substr(lastIndex, std::string::npos);
|
|
music_file_t temp;
|
|
temp.name = name; // Añade el nombre del fichero
|
|
temp.file = JA_LoadMusic(l.c_str()); // Carga el fichero de audio
|
|
musics.push_back(temp);
|
|
}
|
|
}
|
|
|
|
// Libera la memoria usada por los sonidos del juego
|
|
void Director::deleteSounds()
|
|
{
|
|
for (auto s : sounds)
|
|
{
|
|
JA_DeleteSound(s.file);
|
|
}
|
|
sounds.clear();
|
|
}
|
|
|
|
// Libera la memoria usada por las músicas del juego
|
|
void Director::deleteMusics()
|
|
{
|
|
for (auto m : musics)
|
|
{
|
|
JA_DeleteMusic(m.file);
|
|
}
|
|
musics.clear();
|
|
}
|
|
|
|
// Ejecuta la sección con el logo
|
|
void Director::runLogo()
|
|
{
|
|
logo = new Logo();
|
|
logo->run();
|
|
delete logo;
|
|
}
|
|
|
|
// Ejecuta la sección con la secuencia de introducción
|
|
void Director::runIntro()
|
|
{
|
|
intro = new Intro(getMusic(musics, "intro.ogg"));
|
|
intro->run();
|
|
delete intro;
|
|
}
|
|
|
|
// Ejecuta la sección con el titulo del juego
|
|
void Director::runTitle()
|
|
{
|
|
title = new Title(getMusic(musics, "title.ogg"));
|
|
title->run();
|
|
delete title;
|
|
}
|
|
|
|
// Ejecuta la sección donde se juega al juego
|
|
void Director::runGame()
|
|
{
|
|
const int playerID = section::options == section::OPTIONS_GAME_PLAY_1P ? 1 : 2;
|
|
const int currentStage = 0;
|
|
game = new Game(playerID, currentStage, GAME_MODE_DEMO_OFF, getMusic(musics, "playing.ogg"));
|
|
game->run();
|
|
delete game;
|
|
}
|
|
|
|
// Ejecuta la sección donde se muestran las instrucciones
|
|
void Director::runInstructions()
|
|
{
|
|
instructions = new Instructions(getMusic(musics, "title.ogg"));
|
|
instructions->run();
|
|
delete instructions;
|
|
}
|
|
|
|
// Ejecuta la sección donde se muestra la tabla de puntuaciones
|
|
void Director::runHiScoreTable()
|
|
{
|
|
hiScoreTable = new HiScoreTable(getMusic(musics, "title.ogg"));
|
|
hiScoreTable->run();
|
|
delete hiScoreTable;
|
|
}
|
|
|
|
// Ejecuta el juego en modo demo
|
|
void Director::runDemoGame()
|
|
{
|
|
const int playerID = (rand() % 2) + 1;
|
|
const int currentStage = 0;
|
|
demoGame = new Game(playerID, currentStage, GAME_MODE_DEMO_ON, nullptr);
|
|
demoGame->run();
|
|
delete demoGame;
|
|
}
|
|
|
|
int Director::run()
|
|
{
|
|
// Bucle principal
|
|
while (section::name != section::NAME_QUIT)
|
|
{
|
|
switch (section::name)
|
|
{
|
|
case section::NAME_INIT:
|
|
section::name = section::NAME_LOGO;
|
|
break;
|
|
|
|
case section::NAME_LOGO:
|
|
runLogo();
|
|
break;
|
|
|
|
case section::NAME_INTRO:
|
|
runIntro();
|
|
break;
|
|
|
|
case section::NAME_TITLE:
|
|
runTitle();
|
|
break;
|
|
|
|
case section::NAME_GAME:
|
|
runGame();
|
|
break;
|
|
|
|
case section::NAME_HI_SCORE_TABLE:
|
|
runHiScoreTable();
|
|
break;
|
|
|
|
case section::NAME_GAME_DEMO:
|
|
runDemoGame();
|
|
break;
|
|
|
|
case section::NAME_INSTRUCTIONS:
|
|
runInstructions();
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
const int returnCode = section::options == section::OPTIONS_QUIT_NORMAL ? 0 : 1;
|
|
return returnCode;
|
|
}
|
|
|
|
// Obtiene una fichero a partir de un lang_e
|
|
std::string Director::getLangFile(lang::lang_e lang)
|
|
{
|
|
switch (lang)
|
|
{
|
|
case lang::ba_BA:
|
|
return asset->get("ba_BA.txt");
|
|
break;
|
|
|
|
case lang::es_ES:
|
|
return asset->get("es_ES.txt");
|
|
break;
|
|
|
|
case lang::en_UK:
|
|
return asset->get("en_UK.txt");
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
|
|
return asset->get("en_UK.txt");
|
|
} |