#include "director.h" #include // Para SDL_Init, SDL_Quit, SDL_INIT_E... #include // Para AUDIO_S16 #include // Para SDL_BLENDMODE_BLEND #include // Para SDL_GetError #include // Para SDL_CONTROLLER_BUTTON_B, SDL_C... #include // Para SDL_SetHint, SDL_HINT_RENDER_D... #include // Para SDL_SCANCODE_A, SDL_SCANCODE_E... #include // Para Uint32 #include // Para SDL_GetTicks #include // Para errno, EEXIST, EACCES, ENAMETO... #include // Para printf, perror #include // Para strcmp #include // Para mkdir, stat, S_IRWXU #include // Para getuid #include // Para exit, EXIT_FAILURE, srand #include // Para basic_ofstream, basic_ifstream #include // Para basic_ostream, operator<<, cout #include // Para basic_string, operator+, char_... #include // Para vector #include "asset.h" // Para Asset, assetType #include "const.h" // Para SECTION_LOGO, SECTION_TITLE #include "debug.h" // Para Debug #include "gamestate_credits.h" // Para Credits #include "gamestate_demo.h" // Para Demo #include "gamestate_ending.h" // Para Ending #include "gamestate_ending2.h" // Para Ending2 #include "gamestate_game.h" // Para Game #include "gamestate_game_over.h" // Para GameOver #include "gamestate_loading_screen.h" // Para LoadingScreen #include "gamestate_logo.h" // Para Logo #include "gamestate_title.h" // Para Title #include "input.h" // Para Input, inputs_e #include "jail_audio.h" // Para JA_GetMusicState, JA_DeleteMusic #include "resource.h" // Para Resource #include "screen.h" // Para Screen, FILTER_NEAREST, FILTER... #include "utils.h" // Para options_t, section_t, op_notif... #ifndef _WIN32 #include #endif // Constructor Director::Director(int argc, const char *argv[]) { std::cout << "Game start" << std::endl; section = new section_t(); section->name = SECTION_LOGO; section->subsection = SUBSECTION_LOGO_TO_INTRO; #ifdef DEBUG section->name = SECTION_TITLE; #endif // Crea e inicializa las opciones del programa initOptions(); // Comprueba los parametros del programa checkProgramArguments(argc, argv); // Crea la carpeta del sistema donde guardar datos createSystemFolder("jailgames"); #ifndef DEBUG createSystemFolder("jailgames/jaildoctors_dilemma"); #else createSystemFolder("jailgames/jaildoctors_dilemma_debug"); #endif // Crea el objeto que controla los ficheros de recursos asset = new Asset(executablePath); asset->setVerbose(options->console); // Si falta algún fichero no inicia el programa if (!setFileList()) { exit(EXIT_FAILURE); } // Inicializa variables desde el fichero de configuración loadConfig(); // Inicializa SDL initSDL(); // Inicializa JailAudio initJailAudio(); // Crea los objetos resource = new Resource(renderer, asset, options); input = new Input(asset->get("gamecontrollerdb.txt")); initInput(); screen = new Screen(window, renderer, asset, options); screen->setBorderColor(borderColor); debug = new Debug(renderer, screen, asset); music = JA_LoadMusic(asset->get("title.ogg").c_str()); } Director::~Director() { // Guarda las opciones de configuración saveConfig(); // Libera la memoria delete section; delete options; delete asset; delete input; delete screen; delete debug; delete resource; JA_DeleteMusic(music); SDL_DestroyRenderer(renderer); SDL_DestroyWindow(window); SDL_Quit(); std::cout << "\nBye!" << std::endl; } // Crea e inicializa las opciones del programa void Director::initOptions() { // Crea el puntero a la estructura de opciones options = new options_t; // Version del archivo de configuración options->configVersion = "v1.06.1"; // Opciones de control options->keys = ctrl_cursor; // Opciones de video options->gameWidth = GAMECANVAS_WIDTH; options->gameHeight = GAMECANVAS_HEIGHT; options->videoMode = 0; options->windowSize = 3; options->filter = FILTER_NEAREST; options->shaders = false; options->vSync = true; options->integerScale = true; options->keepAspect = true; options->borderEnabled = true; options->borderWidth = 32; options->borderHeight = 24; options->palette = p_zxspectrum; #ifdef GAME_CONSOLE options->windowSize = 2; #endif // Estos valores no se guardan en el fichero de configuraci´ón options->console = false; #ifdef DEBUG options->console = true; #endif options->cheat.infiniteLives = false; options->cheat.invincible = false; options->cheat.jailEnabled = false; options->cheat.altSkin = false; options->stats.rooms = 0; options->stats.items = 0; // Opciones de las notificaciones options->notifications.posV = pos_top; options->notifications.posH = pos_left; options->notifications.sound = true; options->notifications.color = {48, 48, 48}; } // Comprueba los parametros del programa void Director::checkProgramArguments(int argc, const char *argv[]) { // Establece la ruta del programa executablePath = argv[0]; // Comprueba el resto de parametros for (int i = 1; i < argc; ++i) { if (strcmp(argv[i], "--console") == 0) { options->console = true; } else if (strcmp(argv[i], "--infiniteLives") == 0) { options->cheat.infiniteLives = true; } else if (strcmp(argv[i], "--invincible") == 0) { options->cheat.invincible = true; } else if (strcmp(argv[i], "--jailEnabled") == 0) { options->cheat.jailEnabled = true; } else if (strcmp(argv[i], "--altSkin") == 0) { options->cheat.altSkin = true; } } } // Carga el fichero de configuración bool Director::loadConfig() { // Indicador de éxito en la carga bool success = true; // Versión actual del fichero const std::string configVersion = options->configVersion; options->configVersion = ""; // Variables para manejar el fichero std::string line; std::ifstream file(asset->get("config.txt")); // Si el fichero se puede abrir if (file.good()) { // Procesa el fichero linea a linea if (options->console) { std::cout << "Reading file config.txt\n"; } while (std::getline(file, line)) { // Comprueba que la linea no sea un comentario if (line.substr(0, 1) != "#") { // Encuentra la posición del caracter '=' int pos = line.find("="); // Procesa las dos subcadenas if (!setOptions(options, line.substr(0, pos), line.substr(pos + 1, line.length()))) { if (options->console) { std::cout << "Warning: file config.txt\n"; std::cout << "unknown parameter " << line.substr(0, pos).c_str() << std::endl; } success = false; } } } // Cierra el fichero if (options->console) { std::cout << "Closing file config.txt\n\n"; } file.close(); } // El fichero no existe else { // Crea el fichero con los valores por defecto saveConfig(); } // Si la versión de fichero no coincide, crea un fichero nuevo con los valores por defecto if (configVersion != options->configVersion) { initOptions(); saveConfig(); } // Normaliza los valores const bool a = options->videoMode == 0; const bool b = options->videoMode == SDL_WINDOW_FULLSCREEN; const bool c = options->videoMode == SDL_WINDOW_FULLSCREEN_DESKTOP; if (!(a || b || c)) { options->videoMode = 0; } if (options->windowSize < 1 || options->windowSize > 4) { options->windowSize = 3; } // Aplica opciones // if (options->borderEnabled) //{ // const int incWidth = GAMECANVAS_WIDTH * options->borderSize; // const int incHeight = GAMECANVAS_HEIGHT * options->borderSize; // options->gameWidth = GAMECANVAS_WIDTH + incWidth; // options->gameHeight = GAMECANVAS_HEIGHT + incHeight; //} // else //{ // options->gameWidth = GAMECANVAS_WIDTH; // options->gameHeight = GAMECANVAS_HEIGHT; //} return success; } // Guarda el fichero de configuración bool Director::saveConfig() { bool success = true; // Crea y abre el fichero de texto std::ofstream file(asset->get("config.txt")); if (file.good()) { if (options->console) { std::cout << asset->get("config.txt") << " open for writing" << std::endl; } } else { if (options->console) { std::cout << asset->get("config.txt") << " can't be opened" << std::endl; } } // Escribe en el fichero file << "## VERSION\n"; file << "configVersion=" + options->configVersion + "\n"; file << "\n## CONTROL OPTIONS\n"; file << "## keys = CURSOR | OPQA | WASD\n"; if (options->keys == ctrl_cursor) { file << "keys=CURSOR\n"; } else if (options->keys == ctrl_opqa) { file << "keys=OPQA\n"; } else if (options->keys == ctrl_wasd) { file << "keys=WASD\n"; } file << "\n## VISUAL OPTIONS\n"; if (options->videoMode == 0) { file << "videoMode=0\n"; } else if (options->videoMode == SDL_WINDOW_FULLSCREEN) { file << "videoMode=SDL_WINDOW_FULLSCREEN\n"; } else if (options->videoMode == SDL_WINDOW_FULLSCREEN_DESKTOP) { file << "videoMode=SDL_WINDOW_FULLSCREEN_DESKTOP\n"; } file << "windowSize=" + std::to_string(options->windowSize) + "\n"; if (options->filter == FILTER_NEAREST) { file << "filter=FILTER_NEAREST\n"; } else { file << "filter=FILTER_LINEAR\n"; } file << "shaders=" + boolToString(options->shaders) + "\n"; file << "vSync=" + boolToString(options->vSync) + "\n"; file << "integerScale=" + boolToString(options->integerScale) + "\n"; file << "keepAspect=" + boolToString(options->keepAspect) + "\n"; file << "borderEnabled=" + boolToString(options->borderEnabled) + "\n"; file << "borderWidth=" + std::to_string(options->borderWidth) + "\n"; file << "borderHeight=" + std::to_string(options->borderHeight) + "\n"; file << "palette=" + std::to_string(options->palette) + "\n"; file << "\n## NOTIFICATION OPTIONS\n"; file << "## notifications.posV = pos_top | pos_bottom\n"; if (options->notifications.posV == pos_top) { file << "notifications.posV=pos_top\n"; } else { file << "notifications.posV=pos_bottom\n"; } file << "## notifications.posH = pos_left | pos_middle | pos_right\n"; if (options->notifications.posH == pos_left) { file << "notifications.posH=pos_left\n"; } else if (options->notifications.posH == pos_middle) { file << "notifications.posH=pos_middle\n"; } else { file << "notifications.posH=pos_right\n"; } file << "notifications.sound=" + boolToString(options->notifications.sound) + "\n"; // Cierra el fichero file.close(); return success; } // Crea la carpeta del sistema donde guardar datos void Director::createSystemFolder(const 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) + "/.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(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 recursos void Director::loadResources(section_t *section) { if (options->console) { std::cout << "** LOAD RESOURCES" << std::endl; } if (section->name == SECTION_LOGO) { std::vector textureList; textureList.push_back("jailgames.png"); textureList.push_back("since_1998.png"); resource->loadTextures(textureList); } else if (section->name == SECTION_LOADING_SCREEN) { std::vector textureList; textureList.push_back("loading_screen_bn.png"); textureList.push_back("loading_screen_color.png"); textureList.push_back("loading_screen_bn_zxarne.png"); textureList.push_back("loading_screen_color_zxarne.png"); resource->loadTextures(textureList); } else if (section->name == SECTION_TITLE) { std::vector textureList; textureList.push_back("loading_screen_color.png"); textureList.push_back("loading_screen_color_zxarne.png"); textureList.push_back("smb2.png"); textureList.push_back("subatomic.png"); textureList.push_back("notify.png"); textureList.push_back("title_logo.png"); resource->loadTextures(textureList); // Offsets std::vector offsetsList; offsetsList.push_back("smb2.txt"); offsetsList.push_back("subatomic.txt"); resource->loadOffsets(offsetsList); } else if (section->name == SECTION_CREDITS) { // Texturas std::vector textureList; textureList.push_back("shine.png"); textureList.push_back("smb2.png"); resource->loadTextures(textureList); // Animaciones std::vector animationList; animationList.push_back("shine.ani"); resource->loadAnimations(animationList); // Offsets std::vector offsetsList; offsetsList.push_back("smb2.txt"); resource->loadOffsets(offsetsList); } else if (section->name == SECTION_ENDING) { // Texturas std::vector textureList; textureList.push_back("ending1.png"); textureList.push_back("ending1_zxarne.png"); textureList.push_back("ending2.png"); textureList.push_back("ending2_zxarne.png"); textureList.push_back("ending3.png"); textureList.push_back("ending3_zxarne.png"); textureList.push_back("ending4.png"); textureList.push_back("ending4_zxarne.png"); textureList.push_back("ending5.png"); textureList.push_back("ending5_zxarne.png"); textureList.push_back("smb2.png"); resource->loadTextures(textureList); // Offsets std::vector offsetsList; offsetsList.push_back("smb2.txt"); resource->loadOffsets(offsetsList); } else if (section->name == SECTION_ENDING2) { // Texturas std::vector textureList; // Texto textureList.push_back("smb2.png"); // Enemigos textureList.push_back("abad.png"); textureList.push_back("abad_bell.png"); textureList.push_back("amstrad_cs.png"); textureList.push_back("flying_arounder.png"); textureList.push_back("stopped_arounder.png"); textureList.push_back("walking_arounder.png"); textureList.push_back("arounders_door.png"); textureList.push_back("arounders_machine.png"); textureList.push_back("bat.png"); textureList.push_back("batman_bell.png"); textureList.push_back("batman_fire.png"); textureList.push_back("batman.png"); textureList.push_back("bell.png"); textureList.push_back("bin.png"); textureList.push_back("bird.png"); textureList.push_back("breakout.png"); textureList.push_back("bry.png"); textureList.push_back("chip.png"); textureList.push_back("code.png"); textureList.push_back("congo.png"); textureList.push_back("crosshair.png"); textureList.push_back("demon.png"); textureList.push_back("heavy.png"); textureList.push_back("dimallas.png"); textureList.push_back("floppy.png"); textureList.push_back("dong.png"); textureList.push_back("guitar.png"); textureList.push_back("jailbattle_alien.png"); textureList.push_back("jailbattle_human.png"); textureList.push_back("jailer_#1.png"); textureList.push_back("jailer_#2.png"); textureList.push_back("jailer_#3.png"); textureList.push_back("jeannine.png"); textureList.push_back("lamp.png"); textureList.push_back("lord_abad.png"); textureList.push_back("robot.png"); textureList.push_back("matatunos.png"); textureList.push_back("mummy.png"); textureList.push_back("paco.png"); textureList.push_back("elsa.png"); textureList.push_back("qvoid.png"); textureList.push_back("sam.png"); textureList.push_back("sigmasua.png"); textureList.push_back("spider.png"); textureList.push_back("spark.png"); textureList.push_back("tree_thing.png"); textureList.push_back("tuno.png"); textureList.push_back("tv_panel.png"); textureList.push_back("tv.png"); textureList.push_back("shock.png"); textureList.push_back("upv_student.png"); textureList.push_back("wave.png"); textureList.push_back("z80.png"); // Player textureList.push_back("player.png"); resource->loadTextures(textureList); // Animaciones std::vector animationList; // Enemigos animationList.push_back("abad.ani"); animationList.push_back("abad_bell.ani"); animationList.push_back("amstrad_cs.ani"); animationList.push_back("flying_arounder.ani"); animationList.push_back("stopped_arounder.ani"); animationList.push_back("walking_arounder.ani"); animationList.push_back("arounders_door.ani"); animationList.push_back("arounders_machine.ani"); animationList.push_back("bat.ani"); animationList.push_back("batman_bell.ani"); animationList.push_back("batman_fire.ani"); animationList.push_back("batman.ani"); animationList.push_back("bell.ani"); animationList.push_back("bin.ani"); animationList.push_back("bird.ani"); animationList.push_back("breakout.ani"); animationList.push_back("bry.ani"); animationList.push_back("chip.ani"); animationList.push_back("code.ani"); animationList.push_back("congo.ani"); animationList.push_back("crosshair.ani"); animationList.push_back("demon.ani"); animationList.push_back("heavy.ani"); animationList.push_back("dimallas.ani"); animationList.push_back("floppy.ani"); animationList.push_back("dong.ani"); animationList.push_back("guitar.ani"); animationList.push_back("jailbattle_alien.ani"); animationList.push_back("jailbattle_human.ani"); animationList.push_back("jailer_#1.ani"); animationList.push_back("jailer_#2.ani"); animationList.push_back("jailer_#3.ani"); animationList.push_back("jeannine.ani"); animationList.push_back("lamp.ani"); animationList.push_back("lord_abad.ani"); animationList.push_back("robot.ani"); animationList.push_back("matatunos.ani"); animationList.push_back("mummy.ani"); animationList.push_back("paco.ani"); animationList.push_back("elsa.ani"); animationList.push_back("qvoid.ani"); animationList.push_back("sam.ani"); animationList.push_back("sigmasua.ani"); animationList.push_back("spider.ani"); animationList.push_back("spark.ani"); animationList.push_back("tree_thing.ani"); animationList.push_back("tuno.ani"); animationList.push_back("tv_panel.ani"); animationList.push_back("tv.ani"); animationList.push_back("shock.ani"); animationList.push_back("upv_student.ani"); animationList.push_back("wave.ani"); animationList.push_back("z80.ani"); // Player animationList.push_back("player.ani"); resource->loadAnimations(animationList); // Offsets std::vector offsetsList; offsetsList.push_back("smb2.txt"); resource->loadOffsets(offsetsList); } else if (section->name == SECTION_GAME_OVER) { // Texturas std::vector textureList; textureList.push_back("smb2.png"); textureList.push_back("player_game_over.png"); textureList.push_back("tv.png"); resource->loadTextures(textureList); // Animaciones std::vector animationList; animationList.push_back("player_game_over.ani"); animationList.push_back("tv.ani"); resource->loadAnimations(animationList); // Offsets std::vector offsetsList; offsetsList.push_back("smb2.txt"); resource->loadOffsets(offsetsList); } else if (section->name == SECTION_GAME || section->name == SECTION_DEMO) { // Texturas std::vector textureList; // Jugador if (options->cheat.altSkin) { textureList.push_back("player2.png"); } else { textureList.push_back("player.png"); } // Tilesets textureList.push_back("standard.png"); textureList.push_back("standard_zxarne.png"); // Enemigos textureList.push_back("abad_bell.png"); textureList.push_back("abad.png"); textureList.push_back("aerojailer.png"); textureList.push_back("amstrad_cs.png"); textureList.push_back("flying_arounder.png"); textureList.push_back("stopped_arounder.png"); textureList.push_back("walking_arounder.png"); textureList.push_back("arounder.png"); textureList.push_back("arounders_door.png"); textureList.push_back("arounders_machine.png"); textureList.push_back("bat.png"); textureList.push_back("batman_bell.png"); textureList.push_back("batman_fire.png"); textureList.push_back("batman.png"); textureList.push_back("bell.png"); textureList.push_back("bin.png"); textureList.push_back("bird.png"); textureList.push_back("breakout.png"); textureList.push_back("bry.png"); textureList.push_back("chip.png"); textureList.push_back("code.png"); textureList.push_back("congo.png"); textureList.push_back("crosshair.png"); textureList.push_back("demon.png"); textureList.push_back("dimallas.png"); textureList.push_back("floppy.png"); textureList.push_back("dong.png"); textureList.push_back("guitar.png"); textureList.push_back("heavy.png"); textureList.push_back("jailer_#1.png"); textureList.push_back("jailer_#2.png"); textureList.push_back("jailer_#3.png"); textureList.push_back("jailbattle_alien.png"); textureList.push_back("jailbattle_human.png"); textureList.push_back("jeannine.png"); textureList.push_back("lamp.png"); textureList.push_back("lord_abad.png"); textureList.push_back("matatunos.png"); textureList.push_back("mummy.png"); textureList.push_back("paco.png"); textureList.push_back("pepe_rosita_job.png"); textureList.push_back("elsa.png"); textureList.push_back("qvoid.png"); textureList.push_back("robot.png"); textureList.push_back("sam.png"); textureList.push_back("shock.png"); textureList.push_back("shooting_star.png"); textureList.push_back("sigmasua.png"); textureList.push_back("spark.png"); textureList.push_back("spider.png"); textureList.push_back("tree_thing.png"); textureList.push_back("tuno.png"); textureList.push_back("tv_panel.png"); textureList.push_back("tv.png"); textureList.push_back("upv_student.png"); textureList.push_back("wave.png"); textureList.push_back("z80.png"); // Items textureList.push_back("items.png"); // Texto textureList.push_back("smb2.png"); textureList.push_back("debug.png"); resource->loadTextures(textureList); // Animaciones std::vector animationList; // Jugador if (options->cheat.altSkin) { animationList.push_back("player2.ani"); } else { animationList.push_back("player.ani"); } // Enemigos animationList.push_back("abad_bell.ani"); animationList.push_back("abad.ani"); animationList.push_back("aerojailer.ani"); animationList.push_back("amstrad_cs.ani"); animationList.push_back("flying_arounder.ani"); animationList.push_back("stopped_arounder.ani"); animationList.push_back("walking_arounder.ani"); animationList.push_back("arounder.ani"); animationList.push_back("arounders_door.ani"); animationList.push_back("arounders_machine.ani"); animationList.push_back("bat.ani"); animationList.push_back("batman_bell.ani"); animationList.push_back("batman_fire.ani"); animationList.push_back("batman.ani"); animationList.push_back("bell.ani"); animationList.push_back("bin.ani"); animationList.push_back("bird.ani"); animationList.push_back("breakout.ani"); animationList.push_back("bry.ani"); animationList.push_back("chip.ani"); animationList.push_back("code.ani"); animationList.push_back("congo.ani"); animationList.push_back("crosshair.ani"); animationList.push_back("demon.ani"); animationList.push_back("dimallas.ani"); animationList.push_back("floppy.ani"); animationList.push_back("dong.ani"); animationList.push_back("guitar.ani"); animationList.push_back("heavy.ani"); animationList.push_back("jailer_#1.ani"); animationList.push_back("jailer_#2.ani"); animationList.push_back("jailer_#3.ani"); animationList.push_back("jailbattle_alien.ani"); animationList.push_back("jailbattle_human.ani"); animationList.push_back("jeannine.ani"); animationList.push_back("lamp.ani"); animationList.push_back("lord_abad.ani"); animationList.push_back("matatunos.ani"); animationList.push_back("mummy.ani"); animationList.push_back("paco.ani"); animationList.push_back("pepe_rosita_job.ani"); animationList.push_back("elsa.ani"); animationList.push_back("qvoid.ani"); animationList.push_back("robot.ani"); animationList.push_back("sam.ani"); animationList.push_back("shock.ani"); animationList.push_back("shooting_star.ani"); animationList.push_back("sigmasua.ani"); animationList.push_back("spark.ani"); animationList.push_back("spider.ani"); animationList.push_back("tree_thing.ani"); animationList.push_back("tuno.ani"); animationList.push_back("tv_panel.ani"); animationList.push_back("tv.ani"); animationList.push_back("upv_student.ani"); animationList.push_back("wave.ani"); animationList.push_back("z80.ani"); resource->loadAnimations(animationList); // Offsets std::vector offsetsList; offsetsList.push_back("smb2.txt"); offsetsList.push_back("debug.txt"); resource->loadOffsets(offsetsList); // TileMaps std::vector tileMapList; tileMapList.push_back("01.tmx"); tileMapList.push_back("02.tmx"); tileMapList.push_back("03.tmx"); tileMapList.push_back("04.tmx"); tileMapList.push_back("05.tmx"); tileMapList.push_back("06.tmx"); tileMapList.push_back("07.tmx"); tileMapList.push_back("08.tmx"); tileMapList.push_back("09.tmx"); tileMapList.push_back("10.tmx"); tileMapList.push_back("11.tmx"); tileMapList.push_back("12.tmx"); tileMapList.push_back("13.tmx"); tileMapList.push_back("14.tmx"); tileMapList.push_back("15.tmx"); tileMapList.push_back("16.tmx"); tileMapList.push_back("17.tmx"); tileMapList.push_back("18.tmx"); tileMapList.push_back("19.tmx"); tileMapList.push_back("20.tmx"); tileMapList.push_back("21.tmx"); tileMapList.push_back("22.tmx"); tileMapList.push_back("23.tmx"); tileMapList.push_back("24.tmx"); tileMapList.push_back("25.tmx"); tileMapList.push_back("26.tmx"); tileMapList.push_back("27.tmx"); tileMapList.push_back("28.tmx"); tileMapList.push_back("29.tmx"); tileMapList.push_back("30.tmx"); tileMapList.push_back("31.tmx"); tileMapList.push_back("32.tmx"); tileMapList.push_back("33.tmx"); tileMapList.push_back("34.tmx"); tileMapList.push_back("35.tmx"); tileMapList.push_back("36.tmx"); tileMapList.push_back("37.tmx"); tileMapList.push_back("38.tmx"); tileMapList.push_back("39.tmx"); tileMapList.push_back("40.tmx"); tileMapList.push_back("41.tmx"); tileMapList.push_back("42.tmx"); tileMapList.push_back("43.tmx"); tileMapList.push_back("44.tmx"); tileMapList.push_back("45.tmx"); tileMapList.push_back("46.tmx"); tileMapList.push_back("47.tmx"); tileMapList.push_back("48.tmx"); tileMapList.push_back("49.tmx"); tileMapList.push_back("50.tmx"); tileMapList.push_back("51.tmx"); tileMapList.push_back("52.tmx"); tileMapList.push_back("53.tmx"); tileMapList.push_back("54.tmx"); tileMapList.push_back("55.tmx"); tileMapList.push_back("56.tmx"); tileMapList.push_back("57.tmx"); tileMapList.push_back("58.tmx"); tileMapList.push_back("59.tmx"); tileMapList.push_back("60.tmx"); resource->loadTileMaps(tileMapList); // Habitaciones std::vector roomList; roomList.push_back("01.room"); roomList.push_back("02.room"); roomList.push_back("03.room"); roomList.push_back("04.room"); roomList.push_back("05.room"); roomList.push_back("06.room"); roomList.push_back("07.room"); roomList.push_back("08.room"); roomList.push_back("09.room"); roomList.push_back("10.room"); roomList.push_back("11.room"); roomList.push_back("12.room"); roomList.push_back("13.room"); roomList.push_back("14.room"); roomList.push_back("15.room"); roomList.push_back("16.room"); roomList.push_back("17.room"); roomList.push_back("18.room"); roomList.push_back("19.room"); roomList.push_back("20.room"); roomList.push_back("21.room"); roomList.push_back("22.room"); roomList.push_back("23.room"); roomList.push_back("24.room"); roomList.push_back("25.room"); roomList.push_back("26.room"); roomList.push_back("27.room"); roomList.push_back("28.room"); roomList.push_back("29.room"); roomList.push_back("30.room"); roomList.push_back("31.room"); roomList.push_back("32.room"); roomList.push_back("33.room"); roomList.push_back("34.room"); roomList.push_back("35.room"); roomList.push_back("36.room"); roomList.push_back("37.room"); roomList.push_back("38.room"); roomList.push_back("39.room"); roomList.push_back("40.room"); roomList.push_back("41.room"); roomList.push_back("42.room"); roomList.push_back("43.room"); roomList.push_back("44.room"); roomList.push_back("45.room"); roomList.push_back("46.room"); roomList.push_back("47.room"); roomList.push_back("48.room"); roomList.push_back("49.room"); roomList.push_back("50.room"); roomList.push_back("51.room"); roomList.push_back("52.room"); roomList.push_back("53.room"); roomList.push_back("54.room"); roomList.push_back("55.room"); roomList.push_back("56.room"); roomList.push_back("57.room"); roomList.push_back("58.room"); roomList.push_back("59.room"); roomList.push_back("60.room"); resource->loadRooms(roomList); } if (options->console) { std::cout << "** RESOURCES LOADED" << std::endl; } } // Asigna variables a partir de dos cadenas bool Director::setOptions(options_t *options, std::string var, std::string value) { // Indicador de éxito en la asignación bool success = true; if (var == "configVersion") { options->configVersion = value; } else if (var == "keys") { if (value == "OPQA") { options->keys = ctrl_opqa; } else if (value == "WASD") { options->keys = ctrl_wasd; } else { options->keys = ctrl_cursor; } } else if (var == "videoMode") { if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP") { options->videoMode = SDL_WINDOW_FULLSCREEN_DESKTOP; } else if (value == "SDL_WINDOW_FULLSCREEN") { options->videoMode = SDL_WINDOW_FULLSCREEN; } else { options->videoMode = 0; } } else if (var == "windowSize") { options->windowSize = std::stoi(value); if ((options->windowSize < 1) || (options->windowSize > 4)) { options->windowSize = 3; } } else if (var == "filter") { if (value == "FILTER_LINEAR") { options->filter = FILTER_LINEAR; } else { options->filter = FILTER_NEAREST; } } else if (var == "shaders") { options->shaders = stringToBool(value); } else if (var == "vSync") { options->vSync = stringToBool(value); } else if (var == "integerScale") { options->integerScale = stringToBool(value); } else if (var == "keepAspect") { options->keepAspect = stringToBool(value); } else if (var == "borderEnabled") { options->borderEnabled = stringToBool(value); } else if (var == "borderWidth") { options->borderWidth = std::stoi(value); } else if (var == "borderHeight") { options->borderHeight = std::stoi(value); } else if (var == "palette") { const int pal = std::stoi(value); if (pal == 0) { options->palette = p_zxspectrum; } else if (pal == 1) { options->palette = p_zxarne; } } else if (var == "notifications.posH") { if (value == "pos_left") { options->notifications.posH = pos_left; } else if (value == "pos_middle") { options->notifications.posH = pos_middle; } else { options->notifications.posH = pos_right; } } else if (var == "notifications.posV") { if (value == "pos_top") { options->notifications.posV = pos_top; } else { options->notifications.posV = pos_bottom; } } else if (var == "notifications.sound") { options->notifications.sound = stringToBool(value); } else if (var == "" || var.substr(0, 1) == "#") { } else { success = false; } return success; } // Inicia las variables necesarias para arrancar el programa void Director::initInput() { // Establece si ha de mostrar mensajes input->setVerbose(options->console); // Busca si hay un mando conectado input->discoverGameController(); // Teclado - Movimiento if (options->keys == ctrl_cursor) { input->bindKey(input_jump, SDL_SCANCODE_UP); input->bindKey(input_left, SDL_SCANCODE_LEFT); input->bindKey(input_right, SDL_SCANCODE_RIGHT); input->bindKey(input_up, SDL_SCANCODE_UP); input->bindKey(input_down, SDL_SCANCODE_DOWN); } else if (options->keys == ctrl_opqa) { input->bindKey(input_jump, SDL_SCANCODE_Q); input->bindKey(input_left, SDL_SCANCODE_O); input->bindKey(input_right, SDL_SCANCODE_P); input->bindKey(input_up, SDL_SCANCODE_Q); input->bindKey(input_down, SDL_SCANCODE_A); } else if (options->keys == ctrl_wasd) { input->bindKey(input_jump, SDL_SCANCODE_W); input->bindKey(input_left, SDL_SCANCODE_A); input->bindKey(input_right, SDL_SCANCODE_D); input->bindKey(input_up, SDL_SCANCODE_W); input->bindKey(input_down, SDL_SCANCODE_S); } // Teclado - Otros input->bindKey(input_accept, SDL_SCANCODE_RETURN); input->bindKey(input_cancel, SDL_SCANCODE_ESCAPE); input->bindKey(input_pause, SDL_SCANCODE_H); input->bindKey(input_exit, SDL_SCANCODE_ESCAPE); input->bindKey(input_window_dec_size, SDL_SCANCODE_F1); input->bindKey(input_window_inc_size, SDL_SCANCODE_F2); input->bindKey(input_toggle_videomode, SDL_SCANCODE_F3); input->bindKey(input_toggle_shaders, SDL_SCANCODE_F4); input->bindKey(input_toggle_palette, SDL_SCANCODE_F5); input->bindKey(input_toggle_music, SDL_SCANCODE_M); input->bindKey(input_toggle_border, SDL_SCANCODE_B); // Mando - Movimiento input->bindGameControllerButton(input_jump, SDL_CONTROLLER_BUTTON_B); input->bindGameControllerButton(input_left, SDL_CONTROLLER_BUTTON_DPAD_LEFT); input->bindGameControllerButton(input_right, SDL_CONTROLLER_BUTTON_DPAD_RIGHT); // Mando - Otros input->bindGameControllerButton(input_accept, SDL_CONTROLLER_BUTTON_B); input->bindGameControllerButton(input_cancel, SDL_CONTROLLER_BUTTON_A); #ifdef GAME_CONSOLE input->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_BACK); input->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_START); #else input->bindGameControllerButton(input_pause, SDL_CONTROLLER_BUTTON_START); input->bindGameControllerButton(input_exit, SDL_CONTROLLER_BUTTON_BACK); #endif input->bindGameControllerButton(input_toggle_palette, SDL_CONTROLLER_BUTTON_LEFTSHOULDER); input->bindGameControllerButton(input_toggle_music, SDL_CONTROLLER_BUTTON_RIGHTSHOULDER); input->bindGameControllerButton(input_toggle_border, SDL_CONTROLLER_BUTTON_X); } // Inicializa JailAudio void Director::initJailAudio() { JA_Init(48000, AUDIO_S16, 2); } // Arranca SDL y crea la ventana bool Director::initSDL() { // Indicador de éxito bool success = true; // Inicializa SDL if (SDL_Init(SDL_INIT_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(SDL_GetTicks())); // Establece el filtro de la textura a nearest if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str())) { if (options->console) { std::cout << "Warning: Nearest texture filtering not enabled!\n"; } } // Activa el render OpenGL if (!SDL_SetHint(SDL_HINT_RENDER_DRIVER, "opengl")) { std::cout << "Warning: opengl not enabled!\n"; } // Crea la ventana int incW = 0; int incH = 0; if (options->borderEnabled) { incW = options->borderWidth * 2; incH = options->borderHeight * 2; } window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, (options->gameWidth + incW) * options->windowSize, (options->gameHeight + incH) * options->windowSize, 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->vSync) { flags = flags | SDL_RENDERER_PRESENTVSYNC; } 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, options->gameWidth, options->gameHeight); // 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 // Texto asset->add(prefix + "/data/font/smb2.png", t_font); asset->add(prefix + "/data/font/smb2.txt", t_font); asset->add(prefix + "/data/font/debug.png", t_font); asset->add(prefix + "/data/font/debug.txt", t_font); asset->add(prefix + "/data/font/gauntlet.png", t_font); asset->add(prefix + "/data/font/gauntlet.txt", t_font); asset->add(prefix + "/data/font/subatomic.png", t_font); asset->add(prefix + "/data/font/subatomic.txt", t_font); // Shaders asset->add(prefix + "/data/shaders/crtpi_192.glsl", t_data); asset->add(prefix + "/data/shaders/crtpi_240.glsl", t_data); // Datos asset->add(prefix + "/data/input/gamecontrollerdb.txt", t_data); // Ficheros de sistema asset->add(systemFolder + "/config.txt", t_data, false, true); asset->add(systemFolder + "/stats_buffer.csv", t_data, false, true); asset->add(systemFolder + "/stats.csv", t_data, false, true); asset->add(systemFolder + "/cheevos.bin", t_data, false, true); // Notificaciones asset->add(prefix + "/data/notifications/notify.png", t_bitmap); // Habitaciones asset->add(prefix + "/data/room/01.room", t_room); asset->add(prefix + "/data/room/02.room", t_room); asset->add(prefix + "/data/room/03.room", t_room); asset->add(prefix + "/data/room/04.room", t_room); asset->add(prefix + "/data/room/05.room", t_room); asset->add(prefix + "/data/room/06.room", t_room); asset->add(prefix + "/data/room/07.room", t_room); asset->add(prefix + "/data/room/08.room", t_room); asset->add(prefix + "/data/room/09.room", t_room); asset->add(prefix + "/data/room/10.room", t_room); asset->add(prefix + "/data/room/11.room", t_room); asset->add(prefix + "/data/room/12.room", t_room); asset->add(prefix + "/data/room/13.room", t_room); asset->add(prefix + "/data/room/14.room", t_room); asset->add(prefix + "/data/room/15.room", t_room); asset->add(prefix + "/data/room/16.room", t_room); asset->add(prefix + "/data/room/17.room", t_room); asset->add(prefix + "/data/room/18.room", t_room); asset->add(prefix + "/data/room/19.room", t_room); asset->add(prefix + "/data/room/20.room", t_room); asset->add(prefix + "/data/room/21.room", t_room); asset->add(prefix + "/data/room/22.room", t_room); asset->add(prefix + "/data/room/23.room", t_room); asset->add(prefix + "/data/room/24.room", t_room); asset->add(prefix + "/data/room/25.room", t_room); asset->add(prefix + "/data/room/26.room", t_room); asset->add(prefix + "/data/room/27.room", t_room); asset->add(prefix + "/data/room/28.room", t_room); asset->add(prefix + "/data/room/29.room", t_room); asset->add(prefix + "/data/room/30.room", t_room); asset->add(prefix + "/data/room/31.room", t_room); asset->add(prefix + "/data/room/32.room", t_room); asset->add(prefix + "/data/room/33.room", t_room); asset->add(prefix + "/data/room/34.room", t_room); asset->add(prefix + "/data/room/35.room", t_room); asset->add(prefix + "/data/room/36.room", t_room); asset->add(prefix + "/data/room/37.room", t_room); asset->add(prefix + "/data/room/38.room", t_room); asset->add(prefix + "/data/room/39.room", t_room); asset->add(prefix + "/data/room/40.room", t_room); asset->add(prefix + "/data/room/41.room", t_room); asset->add(prefix + "/data/room/42.room", t_room); asset->add(prefix + "/data/room/43.room", t_room); asset->add(prefix + "/data/room/44.room", t_room); asset->add(prefix + "/data/room/45.room", t_room); asset->add(prefix + "/data/room/46.room", t_room); asset->add(prefix + "/data/room/47.room", t_room); asset->add(prefix + "/data/room/48.room", t_room); asset->add(prefix + "/data/room/49.room", t_room); asset->add(prefix + "/data/room/50.room", t_room); asset->add(prefix + "/data/room/51.room", t_room); asset->add(prefix + "/data/room/52.room", t_room); asset->add(prefix + "/data/room/53.room", t_room); asset->add(prefix + "/data/room/54.room", t_room); asset->add(prefix + "/data/room/55.room", t_room); asset->add(prefix + "/data/room/56.room", t_room); asset->add(prefix + "/data/room/57.room", t_room); asset->add(prefix + "/data/room/58.room", t_room); asset->add(prefix + "/data/room/59.room", t_room); asset->add(prefix + "/data/room/60.room", t_room); // Tilemaps asset->add(prefix + "/data/room/01.tmx", t_room); asset->add(prefix + "/data/room/02.tmx", t_room); asset->add(prefix + "/data/room/03.tmx", t_room); asset->add(prefix + "/data/room/04.tmx", t_room); asset->add(prefix + "/data/room/05.tmx", t_room); asset->add(prefix + "/data/room/06.tmx", t_room); asset->add(prefix + "/data/room/07.tmx", t_room); asset->add(prefix + "/data/room/08.tmx", t_room); asset->add(prefix + "/data/room/09.tmx", t_room); asset->add(prefix + "/data/room/10.tmx", t_room); asset->add(prefix + "/data/room/11.tmx", t_room); asset->add(prefix + "/data/room/12.tmx", t_room); asset->add(prefix + "/data/room/13.tmx", t_room); asset->add(prefix + "/data/room/14.tmx", t_room); asset->add(prefix + "/data/room/15.tmx", t_room); asset->add(prefix + "/data/room/16.tmx", t_room); asset->add(prefix + "/data/room/17.tmx", t_room); asset->add(prefix + "/data/room/18.tmx", t_room); asset->add(prefix + "/data/room/19.tmx", t_room); asset->add(prefix + "/data/room/20.tmx", t_room); asset->add(prefix + "/data/room/21.tmx", t_room); asset->add(prefix + "/data/room/22.tmx", t_room); asset->add(prefix + "/data/room/23.tmx", t_room); asset->add(prefix + "/data/room/24.tmx", t_room); asset->add(prefix + "/data/room/25.tmx", t_room); asset->add(prefix + "/data/room/26.tmx", t_room); asset->add(prefix + "/data/room/27.tmx", t_room); asset->add(prefix + "/data/room/28.tmx", t_room); asset->add(prefix + "/data/room/29.tmx", t_room); asset->add(prefix + "/data/room/30.tmx", t_room); asset->add(prefix + "/data/room/31.tmx", t_room); asset->add(prefix + "/data/room/32.tmx", t_room); asset->add(prefix + "/data/room/33.tmx", t_room); asset->add(prefix + "/data/room/34.tmx", t_room); asset->add(prefix + "/data/room/35.tmx", t_room); asset->add(prefix + "/data/room/36.tmx", t_room); asset->add(prefix + "/data/room/37.tmx", t_room); asset->add(prefix + "/data/room/38.tmx", t_room); asset->add(prefix + "/data/room/39.tmx", t_room); asset->add(prefix + "/data/room/40.tmx", t_room); asset->add(prefix + "/data/room/41.tmx", t_room); asset->add(prefix + "/data/room/42.tmx", t_room); asset->add(prefix + "/data/room/43.tmx", t_room); asset->add(prefix + "/data/room/44.tmx", t_room); asset->add(prefix + "/data/room/45.tmx", t_room); asset->add(prefix + "/data/room/46.tmx", t_room); asset->add(prefix + "/data/room/47.tmx", t_room); asset->add(prefix + "/data/room/48.tmx", t_room); asset->add(prefix + "/data/room/49.tmx", t_room); asset->add(prefix + "/data/room/50.tmx", t_room); asset->add(prefix + "/data/room/51.tmx", t_room); asset->add(prefix + "/data/room/52.tmx", t_room); asset->add(prefix + "/data/room/53.tmx", t_room); asset->add(prefix + "/data/room/54.tmx", t_room); asset->add(prefix + "/data/room/55.tmx", t_room); asset->add(prefix + "/data/room/56.tmx", t_room); asset->add(prefix + "/data/room/57.tmx", t_room); asset->add(prefix + "/data/room/58.tmx", t_room); asset->add(prefix + "/data/room/59.tmx", t_room); asset->add(prefix + "/data/room/60.tmx", t_room); // Tilesets asset->add(prefix + "/data/tilesets/standard.png", t_bitmap); asset->add(prefix + "/data/tilesets/standard_zxarne.png", t_bitmap); // Enemigos asset->add(prefix + "/data/enemies/abad_bell.ani", t_data); asset->add(prefix + "/data/enemies/abad_bell.png", t_bitmap); asset->add(prefix + "/data/enemies/abad.ani", t_data); asset->add(prefix + "/data/enemies/abad.png", t_bitmap); asset->add(prefix + "/data/enemies/amstrad_cs.ani", t_data); asset->add(prefix + "/data/enemies/amstrad_cs.png", t_bitmap); asset->add(prefix + "/data/enemies/flying_arounder.ani", t_data); asset->add(prefix + "/data/enemies/flying_arounder.png", t_bitmap); asset->add(prefix + "/data/enemies/stopped_arounder.ani", t_data); asset->add(prefix + "/data/enemies/stopped_arounder.png", t_bitmap); asset->add(prefix + "/data/enemies/walking_arounder.ani", t_data); asset->add(prefix + "/data/enemies/walking_arounder.png", t_bitmap); asset->add(prefix + "/data/enemies/arounders_door.ani", t_data); asset->add(prefix + "/data/enemies/arounders_door.png", t_bitmap); asset->add(prefix + "/data/enemies/arounders_machine.ani", t_data); asset->add(prefix + "/data/enemies/arounders_machine.png", t_bitmap); asset->add(prefix + "/data/enemies/bat.ani", t_data); asset->add(prefix + "/data/enemies/bat.png", t_bitmap); asset->add(prefix + "/data/enemies/batman_bell.ani", t_data); asset->add(prefix + "/data/enemies/batman_bell.png", t_bitmap); asset->add(prefix + "/data/enemies/batman_fire.ani", t_data); asset->add(prefix + "/data/enemies/batman_fire.png", t_bitmap); asset->add(prefix + "/data/enemies/batman.ani", t_data); asset->add(prefix + "/data/enemies/batman.png", t_bitmap); asset->add(prefix + "/data/enemies/bell.ani", t_data); asset->add(prefix + "/data/enemies/bell.png", t_bitmap); asset->add(prefix + "/data/enemies/bin.ani", t_data); asset->add(prefix + "/data/enemies/bin.png", t_bitmap); asset->add(prefix + "/data/enemies/bird.ani", t_data); asset->add(prefix + "/data/enemies/bird.png", t_bitmap); asset->add(prefix + "/data/enemies/breakout.ani", t_data); asset->add(prefix + "/data/enemies/breakout.png", t_bitmap); asset->add(prefix + "/data/enemies/bry.ani", t_data); asset->add(prefix + "/data/enemies/bry.png", t_bitmap); asset->add(prefix + "/data/enemies/chip.ani", t_data); asset->add(prefix + "/data/enemies/chip.png", t_bitmap); asset->add(prefix + "/data/enemies/code.ani", t_data); asset->add(prefix + "/data/enemies/code.png", t_bitmap); asset->add(prefix + "/data/enemies/congo.ani", t_data); asset->add(prefix + "/data/enemies/congo.png", t_bitmap); asset->add(prefix + "/data/enemies/crosshair.ani", t_data); asset->add(prefix + "/data/enemies/crosshair.png", t_bitmap); asset->add(prefix + "/data/enemies/demon.ani", t_data); asset->add(prefix + "/data/enemies/demon.png", t_bitmap); asset->add(prefix + "/data/enemies/dimallas.ani", t_data); asset->add(prefix + "/data/enemies/dimallas.png", t_bitmap); asset->add(prefix + "/data/enemies/floppy.ani", t_data); asset->add(prefix + "/data/enemies/floppy.png", t_bitmap); asset->add(prefix + "/data/enemies/dong.ani", t_data); asset->add(prefix + "/data/enemies/dong.png", t_bitmap); asset->add(prefix + "/data/enemies/guitar.ani", t_data); asset->add(prefix + "/data/enemies/guitar.png", t_bitmap); asset->add(prefix + "/data/enemies/heavy.ani", t_data); asset->add(prefix + "/data/enemies/heavy.png", t_bitmap); asset->add(prefix + "/data/enemies/jailer_#1.ani", t_data); asset->add(prefix + "/data/enemies/jailer_#1.png", t_bitmap); asset->add(prefix + "/data/enemies/jailer_#2.ani", t_data); asset->add(prefix + "/data/enemies/jailer_#2.png", t_bitmap); asset->add(prefix + "/data/enemies/jailer_#3.ani", t_data); asset->add(prefix + "/data/enemies/jailer_#3.png", t_bitmap); asset->add(prefix + "/data/enemies/jailbattle_alien.ani", t_data); asset->add(prefix + "/data/enemies/jailbattle_alien.png", t_bitmap); asset->add(prefix + "/data/enemies/jailbattle_human.ani", t_data); asset->add(prefix + "/data/enemies/jailbattle_human.png", t_bitmap); asset->add(prefix + "/data/enemies/jeannine.ani", t_data); asset->add(prefix + "/data/enemies/jeannine.png", t_bitmap); asset->add(prefix + "/data/enemies/lamp.ani", t_data); asset->add(prefix + "/data/enemies/lamp.png", t_bitmap); asset->add(prefix + "/data/enemies/lord_abad.ani", t_data); asset->add(prefix + "/data/enemies/lord_abad.png", t_bitmap); asset->add(prefix + "/data/enemies/matatunos.ani", t_data); asset->add(prefix + "/data/enemies/matatunos.png", t_bitmap); asset->add(prefix + "/data/enemies/mummy.ani", t_data); asset->add(prefix + "/data/enemies/mummy.png", t_bitmap); asset->add(prefix + "/data/enemies/paco.ani", t_data); asset->add(prefix + "/data/enemies/paco.png", t_bitmap); asset->add(prefix + "/data/enemies/elsa.ani", t_data); asset->add(prefix + "/data/enemies/elsa.png", t_bitmap); asset->add(prefix + "/data/enemies/qvoid.ani", t_data); asset->add(prefix + "/data/enemies/qvoid.png", t_bitmap); asset->add(prefix + "/data/enemies/robot.ani", t_data); asset->add(prefix + "/data/enemies/robot.png", t_bitmap); asset->add(prefix + "/data/enemies/sam.ani", t_data); asset->add(prefix + "/data/enemies/sam.png", t_bitmap); asset->add(prefix + "/data/enemies/shock.ani", t_data); asset->add(prefix + "/data/enemies/shock.png", t_bitmap); asset->add(prefix + "/data/enemies/sigmasua.ani", t_data); asset->add(prefix + "/data/enemies/sigmasua.png", t_bitmap); asset->add(prefix + "/data/enemies/spark.ani", t_data); asset->add(prefix + "/data/enemies/spark.png", t_bitmap); asset->add(prefix + "/data/enemies/special/aerojailer.ani", t_data); asset->add(prefix + "/data/enemies/special/aerojailer.png", t_bitmap); asset->add(prefix + "/data/enemies/special/arounder.ani", t_data); asset->add(prefix + "/data/enemies/special/arounder.png", t_bitmap); asset->add(prefix + "/data/enemies/special/pepe_rosita_job.ani", t_data); asset->add(prefix + "/data/enemies/special/pepe_rosita_job.png", t_bitmap); asset->add(prefix + "/data/enemies/special/shooting_star.ani", t_data); asset->add(prefix + "/data/enemies/special/shooting_star.png", t_bitmap); asset->add(prefix + "/data/enemies/spider.ani", t_data); asset->add(prefix + "/data/enemies/spider.png", t_bitmap); asset->add(prefix + "/data/enemies/tree_thing.ani", t_data); asset->add(prefix + "/data/enemies/tree_thing.png", t_bitmap); asset->add(prefix + "/data/enemies/tuno.ani", t_data); asset->add(prefix + "/data/enemies/tuno.png", t_bitmap); asset->add(prefix + "/data/enemies/tv_panel.ani", t_data); asset->add(prefix + "/data/enemies/tv_panel.png", t_bitmap); asset->add(prefix + "/data/enemies/tv.ani", t_data); asset->add(prefix + "/data/enemies/tv.png", t_bitmap); asset->add(prefix + "/data/enemies/upv_student.ani", t_data); asset->add(prefix + "/data/enemies/upv_student.png", t_bitmap); asset->add(prefix + "/data/enemies/wave.ani", t_data); asset->add(prefix + "/data/enemies/wave.png", t_bitmap); asset->add(prefix + "/data/enemies/z80.ani", t_data); asset->add(prefix + "/data/enemies/z80.png", t_bitmap); // Jugador asset->add(prefix + "/data/player/player.png", t_bitmap); asset->add(prefix + "/data/player/player.ani", t_data); asset->add(prefix + "/data/player/player2.png", t_bitmap); asset->add(prefix + "/data/player/player2.ani", t_data); asset->add(prefix + "/data/player/player_game_over.png", t_bitmap); asset->add(prefix + "/data/player/player_game_over.ani", t_data); // Items asset->add(prefix + "/data/items/items.png", t_bitmap); // Musicas asset->add(prefix + "/data/music/title.ogg", t_music); asset->add(prefix + "/data/music/game.ogg", t_music); asset->add(prefix + "/data/music/loading_sound1.ogg", t_music); asset->add(prefix + "/data/music/loading_sound2.ogg", t_music); asset->add(prefix + "/data/music/loading_sound3.ogg", t_music); asset->add(prefix + "/data/music/ending1.ogg", t_music); asset->add(prefix + "/data/music/ending2.ogg", t_music); asset->add(prefix + "/data/music/game_over.ogg", t_music); // Efectos de sonido asset->add(prefix + "/data/sound/item.wav", t_sound); asset->add(prefix + "/data/sound/death.wav", t_sound); asset->add(prefix + "/data/sound/jump1.wav", t_sound); asset->add(prefix + "/data/sound/jump2.wav", t_sound); asset->add(prefix + "/data/sound/jump3.wav", t_sound); asset->add(prefix + "/data/sound/jump4.wav", t_sound); asset->add(prefix + "/data/sound/jump5.wav", t_sound); asset->add(prefix + "/data/sound/jump6.wav", t_sound); asset->add(prefix + "/data/sound/jump7.wav", t_sound); asset->add(prefix + "/data/sound/jump8.wav", t_sound); asset->add(prefix + "/data/sound/jump9.wav", t_sound); asset->add(prefix + "/data/sound/jump10.wav", t_sound); asset->add(prefix + "/data/sound/jump11.wav", t_sound); asset->add(prefix + "/data/sound/jump12.wav", t_sound); asset->add(prefix + "/data/sound/jump13.wav", t_sound); asset->add(prefix + "/data/sound/jump14.wav", t_sound); asset->add(prefix + "/data/sound/jump15.wav", t_sound); asset->add(prefix + "/data/sound/jump16.wav", t_sound); asset->add(prefix + "/data/sound/jump17.wav", t_sound); asset->add(prefix + "/data/sound/jump18.wav", t_sound); asset->add(prefix + "/data/sound/jump19.wav", t_sound); asset->add(prefix + "/data/sound/jump20.wav", t_sound); asset->add(prefix + "/data/sound/jump21.wav", t_sound); asset->add(prefix + "/data/sound/jump22.wav", t_sound); asset->add(prefix + "/data/sound/jump23.wav", t_sound); asset->add(prefix + "/data/sound/jump24.wav", t_sound); asset->add(prefix + "/data/sound/notify.wav", t_sound); // Logo asset->add(prefix + "/data/logo/jailgames.png", t_bitmap); asset->add(prefix + "/data/logo/since_1998.png", t_bitmap); // Intro asset->add(prefix + "/data/title/loading_screen_bn.png", t_bitmap); asset->add(prefix + "/data/title/loading_screen_color.png", t_bitmap); asset->add(prefix + "/data/title/loading_screen_bn_zxarne.png", t_bitmap); asset->add(prefix + "/data/title/loading_screen_color_zxarne.png", t_bitmap); asset->add(prefix + "/data/title/loading_screen_color.gif", t_bitmap); asset->add(prefix + "/data/title/title_logo.png", t_bitmap); // Ending asset->add(prefix + "/data/ending/ending1.png", t_bitmap); asset->add(prefix + "/data/ending/ending1_zxarne.png", t_bitmap); asset->add(prefix + "/data/ending/ending2.png", t_bitmap); asset->add(prefix + "/data/ending/ending2_zxarne.png", t_bitmap); asset->add(prefix + "/data/ending/ending3.png", t_bitmap); asset->add(prefix + "/data/ending/ending3_zxarne.png", t_bitmap); asset->add(prefix + "/data/ending/ending4.png", t_bitmap); asset->add(prefix + "/data/ending/ending4_zxarne.png", t_bitmap); asset->add(prefix + "/data/ending/ending5.png", t_bitmap); asset->add(prefix + "/data/ending/ending5_zxarne.png", t_bitmap); // Credits asset->add(prefix + "/data/credits/shine.png", t_bitmap); asset->add(prefix + "/data/credits/shine.ani", t_bitmap); return asset->check(); } // Ejecuta la seccion de juego con el logo void Director::runLogo() { if (options->console) { std::cout << "\n* SECTION: LOGO" << std::endl; } loadResources(section); logo = new Logo(renderer, screen, resource, asset, input, options, section); logo->run(); delete logo; resource->free(); } // Ejecuta la seccion de juego de la pantalla de carga void Director::runLoadingScreen() { if (options->console) { std::cout << "\n* SECTION: INTRO" << std::endl; } loadResources(section); loadingScreen = new LoadingScreen(renderer, screen, resource, asset, input, options, section); loadingScreen->run(); delete loadingScreen; resource->free(); } // Ejecuta la seccion de juego con el titulo y los menus void Director::runTitle() { if (options->console) { std::cout << "\n* SECTION: TITLE" << std::endl; } if ((JA_GetMusicState() == JA_MUSIC_INVALID) || (JA_GetMusicState() == JA_MUSIC_STOPPED)) { JA_PlayMusic(music); } loadResources(section); title = new Title(renderer, screen, resource, asset, input, options, section); title->run(); delete title; resource->free(); } // Ejecuta la seccion de los creditos del juego void Director::runCredits() { if (options->console) { std::cout << "\n* SECTION: CREDITS" << std::endl; } loadResources(section); credits = new Credits(renderer, screen, resource, asset, input, options, section); credits->run(); delete credits; resource->free(); } // Ejecuta la seccion de la demo, donde se ven pantallas del juego void Director::runDemo() { if (options->console) { std::cout << "\n* SECTION: DEMO" << std::endl; } loadResources(section); demo = new Demo(renderer, screen, resource, asset, input, options, section, debug); demo->run(); delete demo; resource->free(); } // Ejecuta la seccion del final del juego void Director::runEnding() { if (options->console) { std::cout << "\n* SECTION: ENDING" << std::endl; } loadResources(section); ending = new Ending(renderer, screen, resource, asset, input, options, section); ending->run(); delete ending; resource->free(); } // Ejecuta la seccion del final del juego void Director::runEnding2() { if (options->console) { std::cout << "\n* SECTION: ENDING2" << std::endl; } loadResources(section); ending2 = new Ending2(renderer, screen, resource, asset, input, options, section); ending2->run(); delete ending2; resource->free(); } // Ejecuta la seccion del final de la partida void Director::runGameOver() { if (options->console) { std::cout << "\n* SECTION: GAME OVER" << std::endl; } loadResources(section); gameOver = new GameOver(renderer, screen, resource, asset, input, options, section); gameOver->run(); delete gameOver; resource->free(); } // Ejecuta la seccion de juego donde se juega void Director::runGame() { if (options->console) { std::cout << "\n* SECTION: GAME" << std::endl; } JA_StopMusic(); loadResources(section); game = new Game(renderer, screen, resource, asset, options, input, section, debug); game->run(); delete game; resource->free(); } int Director::run() { // Bucle principal while (section->name != SECTION_QUIT) { switch (section->name) { case SECTION_LOGO: runLogo(); break; case SECTION_LOADING_SCREEN: runLoadingScreen(); break; case SECTION_TITLE: runTitle(); break; case SECTION_CREDITS: runCredits(); break; case SECTION_DEMO: runDemo(); break; case SECTION_GAME: runGame(); break; case SECTION_GAME_OVER: runGameOver(); break; case SECTION_ENDING: runEnding(); break; case SECTION_ENDING2: runEnding2(); break; } } return 0; }