662 lines
30 KiB
C++
662 lines
30 KiB
C++
// IWYU pragma: no_include <bits/chrono.h>
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#include "director.h"
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#include <SDL3/SDL.h> // Para SDL_Scancode, SDL_GamepadButton, SDL_LogCategory, SDL_LogInfo, SDL_SetLogPriority, SDL_LogPriority, SDL_Quit
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#include <sys/stat.h> // Para mkdir, stat, S_IRWXU
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#include <unistd.h> // Para getuid
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#include <algorithm> // Para min
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#include <cerrno> // Para errno, EEXIST, EACCES, ENAMETOOLONG
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#include <cstdio> // Para printf, perror
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#include <cstdlib> // Para exit, EXIT_FAILURE, size_t, srand, rand, system
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#include <ctime> // Para time
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#include <memory> // Para make_unique, unique_ptr
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#include <span> // Para span
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#include <stdexcept> // Para runtime_error
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#include <string> // Para operator+, allocator, char_traits, operator==, string, basic_string
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#include <vector> // Para vector
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#include "asset.h" // Para Asset, AssetType
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#include "audio.h" // Para Audio
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#include "input.h" // Para Input, InputAction
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#include "lang.h" // Para setLanguage
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#include "manage_hiscore_table.h" // Para ManageHiScoreTable
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#include "options.h" // Para GamepadOptions, controllers, loadFromFile, saveToFile, SettingsOptions, settings, getPlayerWhoUsesKeyboard, setKeyboardToPlayer
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#include "param.h" // Para loadParamsFromFile
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#include "resource.h" // Para Resource
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#include "screen.h" // Para Screen
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#include "section.hpp" // Para Name, Options, name, options, AttractMode, attract_mode
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#include "sections/credits.h" // Para Credits
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#include "sections/game.h" // Para Game, GAME_MODE_DEMO_OFF, GAME_MODE_DEMO_ON
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#include "sections/hiscore_table.h" // Para HiScoreTable
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#include "sections/instructions.h" // Para Instructions
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#include "sections/intro.h" // Para Intro
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#include "sections/logo.h" // Para Logo
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#include "sections/title.h" // Para Title
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#include "ui/notifier.h" // Para Notifier
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#include "ui/service_menu.h" // Para ServiceMenu
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#include "utils.h" // Para Overrides, overrides, getPath
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#ifndef _WIN32
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#include <pwd.h> // Para getpwuid, passwd
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#endif
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// Constructor
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Director::Director(int argc, std::span<char *> argv) {
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#ifdef RECORDING
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_1P;
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#elif _DEBUG
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Section::name = Section::Name::GAME;
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Section::options = Section::Options::GAME_PLAY_1P;
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#else // NORMAL GAME
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Section::name = Section::Name::LOGO;
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Section::options = Section::Options::NONE;
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#endif
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Section::attract_mode = Section::AttractMode::TITLE_TO_DEMO;
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// Establece el nivel de prioridad de la categoría de registro
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SDL_SetLogPriority(SDL_LOG_CATEGORY_APPLICATION, SDL_LOG_PRIORITY_INFO);
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SDL_SetLogPriority(SDL_LOG_CATEGORY_TEST, SDL_LOG_PRIORITY_ERROR);
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "Game start");
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// Inicia la semilla aleatoria usando el tiempo actual en segundos
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std::srand(static_cast<unsigned int>(std::time(nullptr)));
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// Comprueba los parametros del programa
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checkProgramArguments(argc, argv);
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// Crea la carpeta del sistema donde guardar los datos persistentes
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createSystemFolder("jailgames");
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createSystemFolder("jailgames/coffee_crisis_arcade_edition");
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init();
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}
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Director::~Director() {
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close();
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SDL_LogInfo(SDL_LOG_CATEGORY_APPLICATION, "\nBye!");
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}
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// Inicializa todo
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void Director::init() {
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// Configuración inicial de recursos
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Asset::init(executable_path_); // Inicializa el sistema de gestión de archivos
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setFileList(); // Crea el índice de archivos
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Options::setFile(Asset::get()->get("config.txt")); // Establece el fichero de configuración
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Options::loadFromFile(); // Carga el archivo de configuración
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loadParams(); // Carga los parámetros del programa
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loadScoreFile(); // Carga el archivo de puntuaciones
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// Inicialización de subsistemas principales
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Lang::setLanguage(Options::settings.language); // Carga el archivo de idioma
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Screen::init(); // Inicializa la pantalla y el sistema de renderizado
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Audio::init(); // Activa el sistema de audio
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Resource::init(); // Inicializa el sistema de gestión de recursos
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Input::init(Asset::get()->get("gamecontrollerdb.txt")); // Carga configuración de controles
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bindInputs(); // Asigna los controles a la entrada del sistema
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ServiceMenu::init(); // Inicializa el menú de servicio
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Notifier::init(std::string(), Resource::get()->getText("8bithud")); // Inicialización del sistema de notificaciones
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Screen::get()->getSingletons(); // Obtiene los punteros al resto de singletones
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}
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// Cierra todo y libera recursos del sistema y de los singletons
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void Director::close() {
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// Guarda las opciones actuales en el archivo de configuración
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Options::saveToFile();
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// Libera los singletons y recursos en orden inverso al de inicialización
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Notifier::destroy(); // Libera el sistema de notificaciones
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ServiceMenu::destroy(); // Libera el sistema de menú de servicio
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Input::destroy(); // Libera el sistema de entrada
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Resource::destroy(); // Libera el sistema de recursos gráficos y de texto
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Audio::destroy(); // Libera el sistema de audio
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Screen::destroy(); // Libera el sistema de pantalla y renderizado
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Asset::destroy(); // Libera el gestor de archivos
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// Libera todos los recursos de SDL
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SDL_Quit();
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// Apaga el sistema
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shutdownSystem(Section::options == Section::Options::SHUTDOWN);
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}
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// Carga los parametros
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void Director::loadParams() {
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// Carga los parametros para configurar el juego
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#ifdef ANBERNIC
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const std::string paramFilePath = asset->get("param_320x240.txt");
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#else
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const std::string PARAM_FILE_PATH = overrides.param_file == "--320x240" ? Asset::get()->get("param_320x240.txt") : Asset::get()->get("param_320x256.txt");
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#endif
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loadParamsFromFile(PARAM_FILE_PATH);
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}
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// Carga el fichero de puntuaciones
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void Director::loadScoreFile() {
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auto manager = std::make_unique<ManageHiScoreTable>(Options::settings.hi_score_table);
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#ifdef _DEBUG
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manager->clear();
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#else
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if (overrides.clear_hi_score_table) {
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manager->clear();
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} else {
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manager->loadFromFile(Asset::get()->get("score.bin"));
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}
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#endif
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}
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// Asigna los botones y teclas al objeto Input
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void Director::bindInputs() {
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// Teclado - Movimiento del jugador
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Input::get()->bindKey(Input::Action::UP, SDL_SCANCODE_UP);
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Input::get()->bindKey(Input::Action::DOWN, SDL_SCANCODE_DOWN);
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Input::get()->bindKey(Input::Action::LEFT, SDL_SCANCODE_LEFT);
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Input::get()->bindKey(Input::Action::RIGHT, SDL_SCANCODE_RIGHT);
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// Teclado - Disparo del jugador
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Input::get()->bindKey(Input::Action::FIRE_LEFT, SDL_SCANCODE_Q);
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Input::get()->bindKey(Input::Action::FIRE_CENTER, SDL_SCANCODE_W);
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Input::get()->bindKey(Input::Action::FIRE_RIGHT, SDL_SCANCODE_E);
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// Teclado - Interfaz
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Input::get()->bindKey(Input::Action::START, SDL_SCANCODE_RETURN);
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// Teclado - Menu de servicio
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Input::get()->bindKey(Input::Action::SERVICE, SDL_SCANCODE_0);
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Input::get()->bindKey(Input::Action::SM_SELECT, SDL_SCANCODE_RETURN);
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Input::get()->bindKey(Input::Action::SM_BACK, SDL_SCANCODE_BACKSPACE);
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// Teclado - Control del programa
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Input::get()->bindKey(Input::Action::EXIT, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(Input::Action::PAUSE, SDL_SCANCODE_P);
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Input::get()->bindKey(Input::Action::BACK, SDL_SCANCODE_BACKSPACE);
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Input::get()->bindKey(Input::Action::WINDOW_DEC_SIZE, SDL_SCANCODE_F1);
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Input::get()->bindKey(Input::Action::WINDOW_INC_SIZE, SDL_SCANCODE_F2);
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Input::get()->bindKey(Input::Action::WINDOW_FULLSCREEN, SDL_SCANCODE_F3);
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Input::get()->bindKey(Input::Action::TOGGLE_VIDEO_SHADERS, SDL_SCANCODE_F4);
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Input::get()->bindKey(Input::Action::TOGGLE_VIDEO_INTEGER_SCALE, SDL_SCANCODE_F5);
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Input::get()->bindKey(Input::Action::TOGGLE_VIDEO_VSYNC, SDL_SCANCODE_F6);
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Input::get()->bindKey(Input::Action::TOGGLE_AUDIO, SDL_SCANCODE_F7);
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Input::get()->bindKey(Input::Action::TOGGLE_AUTO_FIRE, SDL_SCANCODE_F8);
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Input::get()->bindKey(Input::Action::CHANGE_LANG, SDL_SCANCODE_F9);
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Input::get()->bindKey(Input::Action::RESET, SDL_SCANCODE_F10);
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Input::get()->bindKey(Input::Action::SHOW_INFO, SDL_SCANCODE_F12);
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// Asigna botones a inputs
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const int NUM_GAMEPADS = Input::get()->getNumControllers();
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for (int i = 0; i < NUM_GAMEPADS; ++i) {
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// Mando - Movimiento del jugador
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Input::get()->bindGameControllerButton(i, Input::Action::UP, SDL_GAMEPAD_BUTTON_DPAD_UP);
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Input::get()->bindGameControllerButton(i, Input::Action::DOWN, SDL_GAMEPAD_BUTTON_DPAD_DOWN);
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Input::get()->bindGameControllerButton(i, Input::Action::LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(i, Input::Action::RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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// Mando - Disparo del jugador
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Input::get()->bindGameControllerButton(i, Input::Action::FIRE_LEFT, SDL_GAMEPAD_BUTTON_WEST);
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Input::get()->bindGameControllerButton(i, Input::Action::FIRE_CENTER, SDL_GAMEPAD_BUTTON_NORTH);
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Input::get()->bindGameControllerButton(i, Input::Action::FIRE_RIGHT, SDL_GAMEPAD_BUTTON_EAST);
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// Mando - Interfaz
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Input::get()->bindGameControllerButton(i, Input::Action::START, SDL_GAMEPAD_BUTTON_START);
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Input::get()->bindGameControllerButton(i, Input::Action::SERVICE, SDL_GAMEPAD_BUTTON_BACK);
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}
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// Mapea las asignaciones a los botones desde el archivo de configuración, si se da el caso
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const size_t MAX_CONTROLLERS = std::min(2, NUM_GAMEPADS);
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for (size_t i = 0; i < MAX_CONTROLLERS; ++i) {
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for (auto &controller : Options::controllers) {
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if (Input::get()->getControllerName(i) == controller.name) {
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for (size_t j = 0; j < controller.inputs.size(); ++j) {
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Input::get()->bindGameControllerButton(i, controller.inputs.at(j), controller.buttons.at(j));
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}
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}
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}
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}
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// Asigna botones a inputs desde otros inputs
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for (int i = 0; i < NUM_GAMEPADS; ++i) {
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// Mando - Menu de servicio
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Input::get()->bindGameControllerButton(i, Input::Action::SM_SELECT, Input::Action::FIRE_LEFT);
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Input::get()->bindGameControllerButton(i, Input::Action::SM_BACK, Input::Action::FIRE_CENTER);
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}
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// Guarda las asignaciones de botones en las opciones de los dos primeros mandos
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for (size_t i = 0; i < MAX_CONTROLLERS; ++i) {
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// Variables asociadas al mando
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Options::controllers.at(i).index = i;
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Options::controllers.at(i).name = Input::get()->getControllerName(i);
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Options::controllers.at(i).plugged = true;
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// Asignaciones de botones
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for (size_t j = 0; j < Options::controllers.at(i).inputs.size(); ++j) {
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Options::controllers.at(i).buttons.at(j) = Input::get()->getControllerBinding(i, Options::controllers.at(i).inputs.at(j));
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}
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}
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// Asegura que algún jugador tenga el teclado asignado
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if (Options::getPlayerWhoUsesKeyboard() == 0) {
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Options::setKeyboardToPlayer(1);
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}
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}
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// Crea el indice de ficheros
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void Director::setFileList() {
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#ifdef MACOS_BUNDLE
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const std::string prefix = "/../Resources";
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#else
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const std::string PREFIX;
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#endif
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// Ficheros de configuración
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Asset::get()->add(system_folder_ + "/config.txt", AssetType::DATA, false, true);
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Asset::get()->add(system_folder_ + "/score.bin", AssetType::DATA, false, true);
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Asset::get()->add(PREFIX + "/data/config/param_320x240.txt", AssetType::DATA);
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Asset::get()->add(PREFIX + "/data/config/param_320x256.txt", AssetType::DATA);
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Asset::get()->add(PREFIX + "/data/config/demo1.bin", AssetType::DEMODATA);
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Asset::get()->add(PREFIX + "/data/config/demo2.bin", AssetType::DEMODATA);
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Asset::get()->add(PREFIX + "/data/config/gamecontrollerdb.txt", AssetType::DATA);
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Asset::get()->add(PREFIX + "/data/config/formations.txt", AssetType::DATA);
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Asset::get()->add(PREFIX + "/data/config/pools.txt", AssetType::DATA);
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// Musicas
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Asset::get()->add(PREFIX + "/data/music/intro.ogg", AssetType::MUSIC);
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Asset::get()->add(PREFIX + "/data/music/playing.ogg", AssetType::MUSIC);
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Asset::get()->add(PREFIX + "/data/music/title.ogg", AssetType::MUSIC);
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Asset::get()->add(PREFIX + "/data/music/credits.ogg", AssetType::MUSIC);
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// Sonidos
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Asset::get()->add(PREFIX + "/data/sound/balloon_pop0.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_pop1.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_pop2.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_pop3.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_bounce0.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_bounce1.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_bounce2.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/balloon_bounce3.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/bullet.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/clock.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/coffee_out.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/continue_clock.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/debian_drop.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/debian_pickup.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/hi_score_achieved.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/item_drop.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/item_pickup.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/jump.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/logo.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/notify.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/player_collision.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/power_ball_explosion.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/service_menu_adjust.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/service_menu_move.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/service_menu_select.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/stage_change.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/tabe_hit.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/tabe.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/title.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/voice_aw_aw_aw.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/voice_coffee.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/voice_get_ready.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/voice_no.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/voice_power_up.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/voice_thankyou.wav", AssetType::SOUND);
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Asset::get()->add(PREFIX + "/data/sound/walk.wav", AssetType::SOUND);
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// Shaders
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Asset::get()->add(PREFIX + "/data/shaders/crtpi_256.glsl", AssetType::DATA);
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Asset::get()->add(PREFIX + "/data/shaders/crtpi_240.glsl", AssetType::DATA);
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// Texturas - Balloons
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon0.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon0.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon1.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon1.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon2.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon2.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon3.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/balloon3.ani", AssetType::ANIMATION);
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// Texturas - Explosiones
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion0.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion0.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion1.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion1.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion2.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion2.ani", AssetType::ANIMATION);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion3.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/explosion3.ani", AssetType::ANIMATION);
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// Texturas - Power Ball
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Asset::get()->add(PREFIX + "/data/gfx/balloon/powerball.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/balloon/powerball.ani", AssetType::ANIMATION);
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// Texturas - Bala
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Asset::get()->add(PREFIX + "/data/gfx/bullet/bullet.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/bullet/bullet.ani", AssetType::ANIMATION);
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// Texturas - Tabe
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Asset::get()->add(PREFIX + "/data/gfx/tabe/tabe.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/tabe/tabe.ani", AssetType::ANIMATION);
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// Texturas - Juego
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Asset::get()->add(PREFIX + "/data/gfx/game/game_buildings.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/game/game_clouds1.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/game/game_clouds2.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/game/game_grass.png", AssetType::BITMAP);
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Asset::get()->add(PREFIX + "/data/gfx/game/game_power_meter.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/game/game_sky_colors.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/game/game_sun.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/game/game_moon.png", AssetType::BITMAP);
|
|
|
|
// Texturas - Intro
|
|
Asset::get()->add(PREFIX + "/data/gfx/intro/intro1.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/intro/intro2.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/intro/intro3.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/intro/intro4.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/intro/intro5.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/intro/intro6.png", AssetType::BITMAP);
|
|
|
|
// Texturas - Logo
|
|
Asset::get()->add(PREFIX + "/data/gfx/logo/logo_jailgames.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/logo/logo_jailgames_mini.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/logo/logo_since_1998.png", AssetType::BITMAP);
|
|
|
|
// Texturas - Items
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_points1_disk.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_points1_disk.ani", AssetType::ANIMATION);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_points2_gavina.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_points2_gavina.ani", AssetType::ANIMATION);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_points3_pacmar.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_points3_pacmar.ani", AssetType::ANIMATION);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_clock.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_clock.ani", AssetType::ANIMATION);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_coffee.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_coffee.ani", AssetType::ANIMATION);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_debian.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_debian.ani", AssetType::ANIMATION);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_coffee_machine.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/item/item_coffee_machine.ani", AssetType::ANIMATION);
|
|
|
|
// Texturas - Titulo
|
|
Asset::get()->add(PREFIX + "/data/gfx/title/title_bg_tile.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/title/title_coffee.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/title/title_crisis.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/title/title_arcade_edition.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/title/title_dust.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/title/title_dust.ani", AssetType::ANIMATION);
|
|
|
|
// Texturas - Jugador 1
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/player1.gif", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/player1_coffee1.pal", AssetType::PALETTE);
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/player1_coffee2.pal", AssetType::PALETTE);
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/player1_invencible.pal", AssetType::PALETTE);
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/player1_power.png", AssetType::BITMAP);
|
|
|
|
// Texturas - Jugador 2
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/player2.gif", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/player2_coffee1.pal", AssetType::PALETTE);
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/player2_coffee2.pal", AssetType::PALETTE);
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/player2_invencible.pal", AssetType::PALETTE);
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/player2_power.png", AssetType::BITMAP);
|
|
|
|
// Animaciones del jugador
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/player.ani", AssetType::ANIMATION);
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/player_power.ani", AssetType::ANIMATION);
|
|
|
|
// Texturas - Golpe del jugador
|
|
Asset::get()->add(PREFIX + "/data/gfx/player/hit.png", AssetType::BITMAP);
|
|
|
|
// Fuentes de texto
|
|
Asset::get()->add(PREFIX + "/data/font/8bithud.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/font/8bithud.txt", AssetType::FONT);
|
|
Asset::get()->add(PREFIX + "/data/font/aseprite.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/font/aseprite.txt", AssetType::FONT);
|
|
Asset::get()->add(PREFIX + "/data/font/smb2.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/font/smb2_grad.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/font/smb2.txt", AssetType::FONT);
|
|
Asset::get()->add(PREFIX + "/data/font/04b_25.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/font/04b_25.txt", AssetType::FONT);
|
|
Asset::get()->add(PREFIX + "/data/font/04b_25_2x.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/font/04b_25_2x.txt", AssetType::FONT);
|
|
Asset::get()->add(PREFIX + "/data/font/04b_25_metal.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/font/04b_25_grey.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/font/04b_25_flat.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/font/04b_25_reversed.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/font/04b_25_flat_2x.png", AssetType::BITMAP);
|
|
Asset::get()->add(PREFIX + "/data/font/04b_25_reversed_2x.png", AssetType::BITMAP);
|
|
|
|
// Textos
|
|
Asset::get()->add(PREFIX + "/data/lang/es_ES.json", AssetType::LANG);
|
|
Asset::get()->add(PREFIX + "/data/lang/en_UK.json", AssetType::LANG);
|
|
Asset::get()->add(PREFIX + "/data/lang/ba_BA.json", AssetType::LANG);
|
|
|
|
// Si falta algun fichero, sale del programa
|
|
if (!Asset::get()->check()) {
|
|
throw std::runtime_error("Falta algun fichero");
|
|
}
|
|
}
|
|
|
|
// Comprueba los parametros del programa
|
|
void Director::checkProgramArguments(int argc, std::span<char *> argv) {
|
|
// Establece la ruta del programa
|
|
executable_path_ = getPath(argv[0]);
|
|
|
|
// Comprueba el resto de parámetros
|
|
for (int i = 1; i < argc; ++i) {
|
|
std::string arg = argv[i];
|
|
|
|
if (arg == "--320x240") {
|
|
overrides.param_file = arg;
|
|
} else if (arg == "--clear_score") {
|
|
overrides.clear_hi_score_table = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
// Crea la carpeta del sistema donde guardar datos
|
|
void Director::createSystemFolder(const std::string &folder) {
|
|
#ifdef _WIN32
|
|
system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
|
|
#elif __APPLE__
|
|
struct passwd *pw = getpwuid(getuid());
|
|
const char *homedir = pw->pw_dir;
|
|
system_folder_ = std::string(homedir) + "/Library/Application Support" + "/" + folder;
|
|
#elif __linux__
|
|
struct passwd *pw = getpwuid(getuid());
|
|
const char *homedir = pw->pw_dir;
|
|
system_folder_ = std::string(homedir) + "/.config/" + folder;
|
|
|
|
{
|
|
// Intenta crear ".config", per si no existeix
|
|
std::string config_base_folder = std::string(homedir) + "/.config";
|
|
int ret = mkdir(config_base_folder.c_str(), S_IRWXU);
|
|
if (ret == -1 && errno != EEXIST) {
|
|
printf("ERROR CREATING CONFIG BASE FOLDER.");
|
|
exit(EXIT_FAILURE);
|
|
}
|
|
}
|
|
#endif
|
|
|
|
struct stat st = {0};
|
|
if (stat(system_folder_.c_str(), &st) == -1) {
|
|
errno = 0;
|
|
#ifdef _WIN32
|
|
int ret = mkdir(system_folder_.c_str());
|
|
#else
|
|
int ret = mkdir(system_folder_.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);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Ejecuta la sección con el logo
|
|
void Director::runLogo() {
|
|
auto logo = std::make_unique<Logo>();
|
|
logo->run();
|
|
}
|
|
|
|
// Ejecuta la sección con la secuencia de introducción
|
|
void Director::runIntro() {
|
|
auto intro = std::make_unique<Intro>();
|
|
intro->run();
|
|
}
|
|
|
|
// Ejecuta la sección con el título del juego
|
|
void Director::runTitle() {
|
|
auto title = std::make_unique<Title>();
|
|
title->run();
|
|
}
|
|
|
|
// Ejecuta la sección donde se juega al juego
|
|
void Director::runGame() {
|
|
int player_id = 1;
|
|
|
|
switch (Section::options) {
|
|
case Section::Options::GAME_PLAY_1P:
|
|
player_id = 1;
|
|
break;
|
|
|
|
case Section::Options::GAME_PLAY_2P:
|
|
player_id = 2;
|
|
break;
|
|
|
|
case Section::Options::GAME_PLAY_BOTH:
|
|
player_id = 0;
|
|
break;
|
|
|
|
default:
|
|
player_id = 1;
|
|
break;
|
|
}
|
|
|
|
#ifdef _DEBUG
|
|
constexpr int CURRENT_STAGE = 0;
|
|
#else
|
|
constexpr int CURRENT_STAGE = 0;
|
|
#endif
|
|
auto game = std::make_unique<Game>(player_id, CURRENT_STAGE, GAME_MODE_DEMO_OFF);
|
|
game->run();
|
|
}
|
|
|
|
// Ejecuta la sección donde se muestran las instrucciones
|
|
void Director::runInstructions() {
|
|
auto instructions = std::make_unique<Instructions>();
|
|
instructions->run();
|
|
}
|
|
|
|
// Ejecuta la sección donde se muestran los creditos del programa
|
|
void Director::runCredits() {
|
|
auto credits = std::make_unique<Credits>();
|
|
credits->run();
|
|
}
|
|
|
|
// Ejecuta la sección donde se muestra la tabla de puntuaciones
|
|
void Director::runHiScoreTable() {
|
|
auto hi_score_table = std::make_unique<HiScoreTable>();
|
|
hi_score_table->run();
|
|
}
|
|
|
|
// Ejecuta el juego en modo demo
|
|
void Director::runDemoGame() {
|
|
const auto PLAYER_ID = (rand() % 2) + 1;
|
|
constexpr auto CURRENT_STAGE = 0;
|
|
auto game = std::make_unique<Game>(PLAYER_ID, CURRENT_STAGE, GAME_MODE_DEMO_ON);
|
|
game->run();
|
|
}
|
|
|
|
// Reinicia objetos y vuelve a la sección inicial
|
|
void Director::reset() {
|
|
Options::saveToFile();
|
|
Options::loadFromFile();
|
|
Lang::setLanguage(Options::settings.language);
|
|
Audio::get()->stopMusic();
|
|
Audio::get()->stopAllSounds();
|
|
{
|
|
Resource::get()->reload();
|
|
}
|
|
//Input::get()->discoverGameControllers();
|
|
bindInputs();
|
|
ServiceMenu::get()->reset();
|
|
Section::name = Section::Name::LOGO;
|
|
}
|
|
|
|
auto Director::run() -> int {
|
|
// Bucle principal
|
|
while (Section::name != Section::Name::QUIT) {
|
|
switch (Section::name) {
|
|
case Section::Name::RESET:
|
|
reset();
|
|
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;
|
|
case Section::Name::CREDITS:
|
|
runCredits();
|
|
break;
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
return 0;
|
|
}
|
|
|
|
// Apaga el sistema
|
|
void Director::shutdownSystem(bool should_shutdown) {
|
|
if (should_shutdown) {
|
|
#ifdef _WIN32
|
|
// Apaga el sistema en Windows
|
|
system("shutdown /s /t 5");
|
|
#elif __APPLE__
|
|
// Apaga el sistema en macOS
|
|
system("sudo shutdown -h +0.1");
|
|
#elif __linux__
|
|
// Apaga el sistema en Linux
|
|
system("sleep 5; shutdown -h now");
|
|
#else
|
|
// Sistema operativo no compatible
|
|
#error "Sistema operativo no soportado"
|
|
#endif
|
|
}
|
|
} |