8c6bea897c
migrat a resources.pack
439 lines
16 KiB
C++
439 lines
16 KiB
C++
#include "core/system/director.hpp"
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#include <SDL3/SDL.h>
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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 <cerrno> // Para errno, EEXIST, EACCES, ENAMETOO...
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#include <cstdio> // Para printf, perror
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#include <cstdlib> // Para exit, EXIT_FAILURE, srand
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#include <iostream> // Para basic_ostream, operator<<, cout
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#include <memory> // Para make_unique, unique_ptr
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#include <string> // Para operator+, allocator, char_traits
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#include "core/audio/audio.hpp" // Para Audio
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#include "core/input/input.hpp" // Para Input, InputAction
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#include "core/rendering/screen.hpp" // Para Screen
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#include "core/resources/asset.hpp" // Para Asset, AssetType
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#include "core/resources/resource.hpp" // Para Resource
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#include "core/resources/resource_helper.hpp" // Para ResourceHelper
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#include "core/resources/resource_loader.hpp" // Para ResourceLoader
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#include "core/system/debug.hpp" // Para Debug
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#include "game/gameplay/cheevos.hpp" // Para Cheevos
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#include "game/options.hpp" // Para Options, options, OptionsVideo
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#include "game/scene_manager.hpp" // Para SceneManager
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#include "game/scenes/credits.hpp" // Para Credits
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#include "game/scenes/ending.hpp" // Para Ending
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#include "game/scenes/ending2.hpp" // Para Ending2
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#include "game/scenes/game.hpp" // Para Game, GameMode
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#include "game/scenes/game_over.hpp" // Para GameOver
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#include "game/scenes/loading_screen.hpp" // Para LoadingScreen
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#include "game/scenes/logo.hpp" // Para Logo
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#include "game/scenes/title.hpp" // Para Title
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#include "game/ui/notifier.hpp" // Para Notifier
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#include "utils/defines.hpp" // Para WINDOW_CAPTION
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#ifndef _WIN32
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#include <pwd.h>
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#endif
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// Constructor
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Director::Director(std::vector<std::string> const& args) {
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std::cout << "Game start" << '\n';
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// Crea e inicializa las opciones del programa
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Options::init();
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// Comprueba los parametros del programa
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executable_path_ = getPath(checkProgramArguments(args));
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// Crea la carpeta del sistema donde guardar datos
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createSystemFolder("jailgames");
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createSystemFolder("jailgames/jaildoctors_dilemma");
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// Determinar el prefijo de ruta según la plataforma
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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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// Preparar ruta al pack (en macOS bundle está en Contents/Resources/)
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std::string pack_path = executable_path_ + PREFIX + "/resources.pack";
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#ifdef RELEASE_BUILD
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// ============================================================
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// RELEASE BUILD: Pack-first architecture
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// ============================================================
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std::cout << "\n** RELEASE MODE: Pack-first initialization\n";
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// 1. Initialize resource pack system (required, no fallback)
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std::cout << "Initializing resource pack: " << pack_path << '\n';
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if (!jdd::ResourceHelper::initializeResourceSystem(pack_path, false)) {
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std::cerr << "ERROR: Failed to load resources.pack (required in release builds)\n";
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exit(EXIT_FAILURE);
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}
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// 2. Validate pack integrity
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std::cout << "Validating pack integrity..." << '\n';
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if (!jdd::ResourceLoader::get().validatePack()) {
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std::cerr << "ERROR: Pack validation failed\n";
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exit(EXIT_FAILURE);
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}
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// 3. Load assets.txt from pack
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std::cout << "Loading assets configuration from pack..." << '\n';
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std::string assets_config = jdd::ResourceLoader::get().loadAssetsConfig();
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if (assets_config.empty()) {
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std::cerr << "ERROR: Failed to load assets.txt from pack\n";
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exit(EXIT_FAILURE);
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}
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// 4. Initialize Asset system with config from pack
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// NOTE: In release, don't use executable_path or PREFIX - paths in pack are relative
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// Pass empty string to avoid issues when running from different directories
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Asset::init(""); // Empty executable_path in release
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Asset::get()->loadFromString(assets_config, "", system_folder_); // Empty PREFIX for pack
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std::cout << "Asset system initialized from pack\n";
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#else
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// ============================================================
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// DEVELOPMENT BUILD: Filesystem-first architecture
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// ============================================================
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std::cout << "\n** DEVELOPMENT MODE: Filesystem-first initialization\n";
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// 1. Initialize Asset system from filesystem
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Asset::init(executable_path_);
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// 2. Load and verify assets from disk
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if (!setFileList()) {
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exit(EXIT_FAILURE);
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}
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// 3. Initialize resource pack system (optional, with fallback)
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std::cout << "Initializing resource pack (development mode): " << pack_path << '\n';
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jdd::ResourceHelper::initializeResourceSystem(pack_path, true);
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#endif
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// Carga las opciones desde un fichero
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Options::loadFromFile(Asset::get()->get("config.txt"));
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// Inicializa JailAudio
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Audio::init();
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// Crea los objetos
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Screen::init();
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SDL_HideCursor();
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// Initialize resources (works for both release and development)
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Resource::init();
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Notifier::init("", "8bithud");
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Screen::get()->setNotificationsEnabled(true);
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// Special handling for gamecontrollerdb.txt - SDL needs filesystem path
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#ifdef RELEASE_BUILD
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// In release, construct the path manually (not from Asset which has empty executable_path)
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std::string gamecontroller_db = executable_path_ + PREFIX + "/gamecontrollerdb.txt";
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Input::init(gamecontroller_db);
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#else
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// In development, use Asset as normal
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Input::init(Asset::get()->get("gamecontrollerdb.txt"));
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#endif
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initInput();
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Debug::init();
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// Special handling for cheevos.bin - also needs filesystem path
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#ifdef RELEASE_BUILD
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std::string cheevos_path = system_folder_ + "/cheevos.bin";
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Cheevos::init(cheevos_path);
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#else
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Cheevos::init(Asset::get()->get("cheevos.bin"));
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#endif
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}
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Director::~Director() {
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// Guarda las opciones a un fichero
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Options::saveToFile(Asset::get()->get("config.txt"));
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// Destruye los singletones
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Cheevos::destroy();
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Debug::destroy();
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Input::destroy();
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Notifier::destroy();
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Resource::destroy();
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jdd::ResourceHelper::shutdownResourceSystem(); // Shutdown resource pack system
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Audio::destroy();
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Screen::destroy();
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Asset::destroy();
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SDL_Quit();
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std::cout << "\nBye!" << '\n';
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}
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// Comprueba los parametros del programa
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auto Director::checkProgramArguments(std::vector<std::string> const& args) -> std::string {
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// Iterar sobre los argumentos del programa (saltando args[0] que es el ejecutable)
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for (std::size_t i = 1; i < args.size(); ++i) {
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const std::string& argument = args[i];
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if (argument == "--console") {
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Options::console = true;
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} else if (argument == "--infiniteLives") {
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Options::cheats.infinite_lives = Options::Cheat::State::ENABLED;
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} else if (argument == "--invincible") {
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Options::cheats.invincible = Options::Cheat::State::ENABLED;
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} else if (argument == "--jailEnabled") {
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Options::cheats.jail_is_open = Options::Cheat::State::ENABLED;
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} else if (argument == "--altSkin") {
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Options::cheats.alternate_skin = Options::Cheat::State::ENABLED;
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}
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}
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return args[0];
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}
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// Crea la carpeta del sistema donde guardar datos
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void Director::createSystemFolder(const std::string& folder) {
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#ifdef _WIN32
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system_folder_ = std::string(getenv("APPDATA")) + "/" + folder;
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#elif __APPLE__
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struct passwd* pw = getpwuid(getuid());
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const char* homedir = pw->pw_dir;
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system_folder_ = std::string(homedir) + "/Library/Application Support" + "/" + folder;
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#elif __linux__
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struct passwd* pw = getpwuid(getuid());
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const char* homedir = pw->pw_dir;
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system_folder_ = std::string(homedir) + "/.config/" + folder;
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{
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// Intenta crear ".config", per si no existeix
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std::string config_base_folder = std::string(homedir) + "/.config";
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int ret = mkdir(config_base_folder.c_str(), S_IRWXU);
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if (ret == -1 && errno != EEXIST) {
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printf("ERROR CREATING CONFIG BASE FOLDER.");
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exit(EXIT_FAILURE);
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}
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}
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#endif
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struct stat st = {.st_dev = 0};
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if (stat(system_folder_.c_str(), &st) == -1) {
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errno = 0;
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#ifdef _WIN32
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int ret = mkdir(system_folder_.c_str());
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#else
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int ret = mkdir(system_folder_.c_str(), S_IRWXU);
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#endif
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if (ret == -1) {
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switch (errno) {
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case EACCES:
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printf("the parent directory does not allow write");
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exit(EXIT_FAILURE);
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case EEXIST:
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printf("pathname already exists");
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exit(EXIT_FAILURE);
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case ENAMETOOLONG:
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printf("pathname is too long");
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exit(EXIT_FAILURE);
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default:
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perror("mkdir");
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exit(EXIT_FAILURE);
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}
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}
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}
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}
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// Inicia las variables necesarias para arrancar el programa
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void Director::initInput() {
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// Busca si hay un mando conectado
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Input::get()->discoverGameControllers();
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// Teclado - Movimiento
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if (Options::keys == Options::ControlScheme::CURSOR) {
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Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_UP);
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Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_LEFT);
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Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_RIGHT);
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Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_UP);
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Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_DOWN);
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} else if (Options::keys == Options::ControlScheme::OPQA) {
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Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_Q);
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Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_O);
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Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_P);
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Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_Q);
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Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_A);
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} else if (Options::keys == Options::ControlScheme::WASD) {
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Input::get()->bindKey(InputAction::JUMP, SDL_SCANCODE_W);
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Input::get()->bindKey(InputAction::LEFT, SDL_SCANCODE_A);
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Input::get()->bindKey(InputAction::RIGHT, SDL_SCANCODE_D);
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Input::get()->bindKey(InputAction::UP, SDL_SCANCODE_W);
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Input::get()->bindKey(InputAction::DOWN, SDL_SCANCODE_S);
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}
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// Teclado - Otros
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Input::get()->bindKey(InputAction::ACCEPT, SDL_SCANCODE_RETURN);
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Input::get()->bindKey(InputAction::CANCEL, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(InputAction::PAUSE, SDL_SCANCODE_H);
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Input::get()->bindKey(InputAction::EXIT, SDL_SCANCODE_ESCAPE);
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Input::get()->bindKey(InputAction::WINDOW_DEC_ZOOM, SDL_SCANCODE_F1);
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Input::get()->bindKey(InputAction::WINDOW_INC_ZOOM, SDL_SCANCODE_F2);
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Input::get()->bindKey(InputAction::TOGGLE_VIDEOMODE, SDL_SCANCODE_F3);
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Input::get()->bindKey(InputAction::TOGGLE_SHADERS, SDL_SCANCODE_F4);
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Input::get()->bindKey(InputAction::NEXT_PALETTE, SDL_SCANCODE_F5);
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Input::get()->bindKey(InputAction::PREVIOUS_PALETTE, SDL_SCANCODE_F6);
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Input::get()->bindKey(InputAction::TOGGLE_INTEGER_SCALE, SDL_SCANCODE_F7);
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Input::get()->bindKey(InputAction::SHOW_DEBUG_INFO, SDL_SCANCODE_F12);
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Input::get()->bindKey(InputAction::TOGGLE_MUSIC, SDL_SCANCODE_M);
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Input::get()->bindKey(InputAction::TOGGLE_BORDER, SDL_SCANCODE_B);
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// MANDO
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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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// Movimiento
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Input::get()->bindGameControllerButton(i, InputAction::JUMP, SDL_GAMEPAD_BUTTON_SOUTH);
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Input::get()->bindGameControllerButton(i, InputAction::LEFT, SDL_GAMEPAD_BUTTON_DPAD_LEFT);
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Input::get()->bindGameControllerButton(i, InputAction::RIGHT, SDL_GAMEPAD_BUTTON_DPAD_RIGHT);
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// Otros
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Input::get()->bindGameControllerButton(i, InputAction::ACCEPT, SDL_GAMEPAD_BUTTON_SOUTH);
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Input::get()->bindGameControllerButton(i, InputAction::CANCEL, SDL_GAMEPAD_BUTTON_EAST);
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#ifdef GAME_CONSOLE
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Input::get()->bindGameControllerButton(i, InputAction::input_pause, SDL_GAMEPAD_BUTTON_BACK);
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Input::get()->bindGameControllerButton(i, InputAction::input_exit, SDL_GAMEPAD_BUTTON_START);
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#else
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Input::get()->bindGameControllerButton(i, InputAction::PAUSE, SDL_GAMEPAD_BUTTON_START);
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Input::get()->bindGameControllerButton(i, InputAction::EXIT, SDL_GAMEPAD_BUTTON_BACK);
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#endif
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Input::get()->bindGameControllerButton(i, InputAction::NEXT_PALETTE, SDL_GAMEPAD_BUTTON_LEFT_SHOULDER);
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Input::get()->bindGameControllerButton(i, InputAction::TOGGLE_MUSIC, SDL_GAMEPAD_BUTTON_RIGHT_SHOULDER);
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Input::get()->bindGameControllerButton(i, InputAction::TOGGLE_BORDER, SDL_GAMEPAD_BUTTON_NORTH);
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}
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}
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// Crea el indice de ficheros
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auto Director::setFileList() -> bool {
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// Determinar el prefijo de ruta según la plataforma
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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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// Construir ruta al archivo de configuración de assets
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std::string config_path = executable_path_ + PREFIX + "/config/assets.txt";
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// Cargar todos los assets desde el archivo de configuración
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Asset::get()->loadFromFile(config_path, PREFIX, system_folder_);
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// Verificar que todos los assets requeridos existen
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return Asset::get()->check();
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}
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// Ejecuta la seccion de juego con el logo
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void Director::runLogo() {
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auto logo = std::make_unique<Logo>();
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logo->run();
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}
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// Ejecuta la seccion de juego de la pantalla de carga
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void Director::runLoadingScreen() {
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auto loading_screen = std::make_unique<LoadingScreen>();
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loading_screen->run();
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}
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// Ejecuta la seccion de juego con el titulo y los menus
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void Director::runTitle() {
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auto title = std::make_unique<Title>();
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title->run();
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}
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// Ejecuta la seccion de los creditos del juego
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void Director::runCredits() {
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auto credits = std::make_unique<Credits>();
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credits->run();
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}
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// Ejecuta la seccion de la demo, donde se ven pantallas del juego
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void Director::runDemo() {
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auto game = std::make_unique<Game>(Game::Mode::DEMO);
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game->run();
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}
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// Ejecuta la seccion del final del juego
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void Director::runEnding() {
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auto ending = std::make_unique<Ending>();
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ending->run();
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}
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// Ejecuta la seccion del final del juego
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void Director::runEnding2() {
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auto ending2 = std::make_unique<Ending2>();
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ending2->run();
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}
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// Ejecuta la seccion del final de la partida
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void Director::runGameOver() {
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auto game_over = std::make_unique<GameOver>();
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game_over->run();
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}
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// Ejecuta la seccion de juego donde se juega
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void Director::runGame() {
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Audio::get()->stopMusic();
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auto game = std::make_unique<Game>(Game::Mode::GAME);
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game->run();
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}
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auto Director::run() -> int {
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// Bucle principal
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while (SceneManager::current != SceneManager::Scene::QUIT) {
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switch (SceneManager::current) {
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case SceneManager::Scene::LOGO:
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runLogo();
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break;
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case SceneManager::Scene::LOADING_SCREEN:
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runLoadingScreen();
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break;
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case SceneManager::Scene::TITLE:
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runTitle();
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break;
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case SceneManager::Scene::CREDITS:
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runCredits();
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break;
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case SceneManager::Scene::DEMO:
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runDemo();
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break;
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case SceneManager::Scene::GAME:
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runGame();
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break;
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case SceneManager::Scene::GAME_OVER:
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runGameOver();
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break;
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case SceneManager::Scene::ENDING:
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runEnding();
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break;
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case SceneManager::Scene::ENDING2:
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runEnding2();
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break;
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default:
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break;
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}
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}
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return 0;
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} |