Files
volcano_2022/source/prog.cpp

507 lines
13 KiB
C++

#include "prog.h"
// Constructor
Prog::Prog(std::string path)
{
// Crea el objeto que controla los ficheros de recursos
asset = new Asset(path.substr(0, path.find_last_of("\\/")));
// Si falta algún fichero no inicia el programa
if (!setFileList())
{
section.name = SECTION_PROG_QUIT;
}
else
{
section.name = SECTION_PROG_GAME;
section.subsection = 0;
}
// Inicializa variables desde el fichero de configuración
loadConfig();
// Inicializa SDL
initSDL();
// Inicializa JailAudio
initJailAudio();
// Crea los objetos
input = new Input(asset->get("gamecontrollerdb.txt"));
initInput();
screen = new Screen(window, renderer, options, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
screen->setBorderColor(borderColor);
screen->setVideoMode(options->fullScreenMode);
debug = new Debug(renderer, screen, asset);
}
Prog::~Prog()
{
// Guarda las opciones de configuración
saveConfig();
delete options;
delete asset;
delete input;
delete screen;
delete debug;
SDL_DestroyRenderer(renderer);
SDL_DestroyWindow(window);
SDL_Quit();
}
// Carga el fichero de configuración
bool Prog::loadConfig()
{
// Crea el puntero a la estructura de opciones e inicializa valores
options = new options_t;
options->fullScreenMode = 0;
options->windowSize = 3;
options->filter = FILTER_NEAREST;
options->vSync = true;
options->integerScale = true;
options->keepAspect = true;
options->borderEnabled = false;
options->borderSize = 0.1f;
// Indicador de éxito en la carga
bool success = true;
// 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
printf("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())))
{
printf("Warning: file %s\n, unknown parameter \"%s\"\n", "config.txt", line.substr(0, pos).c_str());
success = false;
}
}
}
// Cierra el fichero
printf("Closing file config.txt\n\n");
file.close();
}
// El fichero no existe
else
{ // Crea el fichero con los valores por defecto
saveConfig();
}
// Aplica opciones
if (options->borderEnabled)
{
const int incWidth = GAMECANVAS_WIDTH * options->borderSize;
const int incHeight = GAMECANVAS_HEIGHT * options->borderSize;
options->screenWidth = (GAMECANVAS_WIDTH + incWidth) * options->windowSize;
options->screenHeight = (GAMECANVAS_HEIGHT + incHeight) * options->windowSize;
}
else
{
options->screenWidth = GAMECANVAS_WIDTH * options->windowSize;
options->screenHeight = GAMECANVAS_HEIGHT * options->windowSize;
}
return success;
}
// Guarda el fichero de configuración
bool Prog::saveConfig()
{
bool success = true;
// Crea y abre el fichero de texto
std::ofstream file(asset->get("config.txt"));
// Escribe en el fichero
if (options->fullScreenMode == 0)
{
file << "fullScreenMode=0\n";
}
else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN)
{
file << "fullScreenMode=SDL_WINDOW_FULLSCREEN\n";
}
else if (options->fullScreenMode == SDL_WINDOW_FULLSCREEN_DESKTOP)
{
file << "fullScreenMode=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_LINEAL\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 << "borderSize=" + std::to_string(options->borderSize) + "\n";
// Cierra el fichero
file.close();
return success;
}
// Asigna variables a partir de dos cadenas
bool Prog::setOptions(options_t *options, std::string var, std::string value)
{
// Indicador de éxito en la asignación
bool success = true;
if (var == "fullScreenMode")
{
if (value == "SDL_WINDOW_FULLSCREEN_DESKTOP")
{
options->fullScreenMode = SDL_WINDOW_FULLSCREEN_DESKTOP;
}
else if (value == "SDL_WINDOW_FULLSCREEN")
{
options->fullScreenMode = SDL_WINDOW_FULLSCREEN;
}
else
{
options->fullScreenMode = 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_LINEAL")
{
options->filter = FILTER_LINEAL;
}
else
{
options->filter = FILTER_NEAREST;
}
}
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 == "borderSize")
{
options->borderSize = std::stof(value);
if (options->borderSize < 0.0f || options->borderSize > 0.5f)
{
options->borderSize = 0.1f;
}
}
else if (var == "")
{
}
else
{
success = false;
}
return success;
}
// Inicializa JailAudio
void Prog::initJailAudio()
{
JA_Init(44100, AUDIO_S16, 2);
}
// Arranca SDL y crea la ventana
bool Prog::initSDL()
{
// Indicador de éxito
bool success = true;
// Inicializa SDL
if (SDL_Init(SDL_INIT_VIDEO | SDL_INIT_GAMECONTROLLER | SDL_INIT_AUDIO) < 0)
{
printf("SDL could not initialize!\nSDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Inicia el generador de numeros aleatorios
std::srand(static_cast<unsigned int>(SDL_GetTicks()));
// Establece el filtro de la textura
if (!SDL_SetHint(SDL_HINT_RENDER_SCALE_QUALITY, std::to_string(options->filter).c_str()))
{
printf("Warning: Nearest texture filtering not enabled!\n");
}
// Crea la ventana
window = SDL_CreateWindow(WINDOW_CAPTION, SDL_WINDOWPOS_CENTERED, SDL_WINDOWPOS_CENTERED, options->screenWidth, options->screenHeight, SDL_WINDOW_SHOWN | SDL_WINDOW_ALLOW_HIGHDPI);
if (window == NULL)
{
printf("Window could not be created!\nSDL Error: %s\n", SDL_GetError());
success = false;
}
else
{
// Crea un renderizador para la ventana. El vsync se activa en funcion de las opciones
if (options->vSync)
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED | SDL_RENDERER_PRESENTVSYNC);
else
renderer = SDL_CreateRenderer(window, -1, SDL_RENDERER_ACCELERATED);
if (renderer == NULL)
{
printf("Renderer could not be created!\nSDL Error: %s\n", SDL_GetError());
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->screenWidth, options->screenHeight);
// Establece el modo de mezcla
SDL_SetRenderDrawBlendMode(renderer, SDL_BLENDMODE_BLEND);
}
}
}
printf("SDL is running...\n");
return success;
}
// Inicia las variables necesarias para arrancar el programa
void Prog::initInput()
{
// Inicializa los controles
input->bindKey(INPUT_UP, SDL_SCANCODE_UP);
input->bindKey(INPUT_DOWN, SDL_SCANCODE_DOWN);
input->bindKey(INPUT_LEFT, SDL_SCANCODE_LEFT);
input->bindKey(INPUT_RIGHT, SDL_SCANCODE_RIGHT);
input->bindKey(INPUT_ACCEPT, SDL_SCANCODE_RETURN);
input->bindKey(INPUT_CANCEL, SDL_SCANCODE_ESCAPE);
input->bindKey(INPUT_BUTTON_1, SDL_SCANCODE_SPACE);
input->bindKey(INPUT_BUTTON_2, SDL_SCANCODE_D);
input->bindKey(INPUT_BUTTON_3, SDL_SCANCODE_R);
input->bindKey(INPUT_BUTTON_PAUSE, SDL_SCANCODE_ESCAPE);
input->bindKey(INPUT_BUTTON_ESCAPE, SDL_SCANCODE_ESCAPE);
input->bindGameControllerButton(INPUT_UP, SDL_CONTROLLER_BUTTON_DPAD_UP);
input->bindGameControllerButton(INPUT_DOWN, SDL_CONTROLLER_BUTTON_DPAD_DOWN);
input->bindGameControllerButton(INPUT_LEFT, SDL_CONTROLLER_BUTTON_DPAD_LEFT);
input->bindGameControllerButton(INPUT_RIGHT, SDL_CONTROLLER_BUTTON_DPAD_RIGHT);
input->bindGameControllerButton(INPUT_ACCEPT, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(INPUT_CANCEL, SDL_CONTROLLER_BUTTON_A);
input->bindGameControllerButton(INPUT_BUTTON_1, SDL_CONTROLLER_BUTTON_B);
input->bindGameControllerButton(INPUT_BUTTON_PAUSE, SDL_CONTROLLER_BUTTON_GUIDE);
input->bindGameControllerButton(INPUT_BUTTON_ESCAPE, SDL_CONTROLLER_BUTTON_GUIDE);
}
// Crea el indice de ficheros de recursos
bool Prog::setFileList()
{
// Ficheros del mapa
asset->add("/data/map/01.map", data);
asset->add("/data/map/01.tmx", data);
asset->add("/data/map/01.ene", data);
asset->add("/data/map/02.map", data);
asset->add("/data/map/02.tmx", data);
asset->add("/data/map/02.ene", data);
asset->add("/data/map/03.map", data);
asset->add("/data/map/03.tmx", data);
asset->add("/data/map/03.ene", data);
asset->add("/data/map/04.map", data);
asset->add("/data/map/04.tmx", data);
asset->add("/data/map/05.map", data);
asset->add("/data/map/05.tmx", data);
asset->add("/data/map/06.map", data);
asset->add("/data/map/06.tmx", data);
asset->add("/data/map/07.map", data);
asset->add("/data/map/07.tmx", data);
asset->add("/data/map/08.map", data);
asset->add("/data/map/08.tmx", data);
asset->add("/data/map/09.map", data);
asset->add("/data/map/09.tmx", data);
asset->add("/data/map/10.map", data);
asset->add("/data/map/10.tmx", data);
asset->add("/data/map/surface.png", bitmap);
// Ficheros de configuración
asset->add("/data/config/config.txt", data, false);
asset->add("/data/input/gamecontrollerdb.txt", data);
// Ficheros del jugador
asset->add("/data/player/player.png", bitmap);
asset->add("/data/player/player.ani", data);
// Ficheros de sonido
asset->add("/data/sound/sound_player_coin.wav", sound);
asset->add("/data/sound/sound_player_death.wav", sound);
asset->add("/data/sound/sound_drop_enemy.wav", sound);
asset->add("/data/sound/sound_drop_splat.wav", sound);
asset->add("/data/sound/sound_player_jump.wav", sound);
asset->add("/data/sound/sound_menu_logo.wav", sound);
asset->add("/data/sound/sound_menu_start.wav", sound);
asset->add("/data/sound/sound_menu_select.wav", sound);
asset->add("/data/sound/sound_menu_cancel.wav", sound);
asset->add("/data/sound/sound_menu_move.wav", sound);
// Ficheros con musica
asset->add("/data/music/music_title.ogg", music);
asset->add("/data/music/music_surface.ogg", music);
asset->add("/data/music/music_volcano.ogg", music);
// Ficheros de fuentes de texto
asset->add("/data/font/debug.png", font);
asset->add("/data/font/debug.txt", font);
asset->add("/data/font/dogica.png", font);
asset->add("/data/font/dogica.txt", font);
asset->add("/data/font/smb2.png", font);
asset->add("/data/font/smb2.txt", font);
// Ficheros de enemigos
asset->add("/data/actors/enemies/walking_eye.png", bitmap);
asset->add("/data/actors/enemies/walking_eye.ani", data);
asset->add("/data/actors/enemies/bug.png", bitmap);
asset->add("/data/actors/enemies/bug.ani", data);
asset->add("/data/actors/enemies/flying_eye.png", bitmap);
asset->add("/data/actors/enemies/flying_eye.ani", data);
asset->add("/data/actors/enemies/flying_eye_horn.png", bitmap);
asset->add("/data/actors/enemies/flying_eye_horn.ani", data);
asset->add("/data/actors/enemies/manzana.png", bitmap);
asset->add("/data/actors/enemies/manzana.ani", data);
// Ficheros de actores
asset->add("/data/actors/moving_platform.png", bitmap);
asset->add("/data/actors/moving_platform.ani", data);
asset->add("/data/actors/items/diamond.png", bitmap);
asset->add("/data/actors/items/diamond.ani", data);
// Ficheros del logo
asset->add("/data/logo/logo.png", bitmap);
// Ficheros de la intro
asset->add("/data/intro/intro.png", bitmap);
asset->add("/data/intro/intro.ani", data);
// Ficheros de menu
asset->add("/data/menu/title.men", data);
return asset->check();
}
// Obtiene el valor de la variable
Uint8 Prog::getSection()
{
return section.name;
}
// Establece el valor de la variable
void Prog::setSection(section_t section)
{
this->section = section;
}
// Ejecuta la seccion de juego con el logo
void Prog::runLogo()
{
logo = new Logo(renderer, screen, asset);
setSection(logo->run());
delete logo;
}
// Ejecuta la seccion de juego de la introducción
void Prog::runIntro()
{
intro = new Intro(renderer, screen, asset);
setSection(intro->run());
delete intro;
}
// Ejecuta la seccion de juego con el titulo y los menus
void Prog::runTitle()
{
title = new Title(renderer, screen, asset, input);
setSection(title->run());
delete title;
}
// Ejecuta la seccion de juego donde se juega
void Prog::runGame()
{
game = new Game(renderer, screen, asset, input, debug);
setSection(game->run());
delete game;
}
void Prog::run()
{
// Bucle principal
while (!(getSection() == SECTION_PROG_QUIT))
{
switch (getSection())
{
case SECTION_PROG_LOGO:
runLogo();
break;
case SECTION_PROG_INTRO:
runIntro();
break;
case SECTION_PROG_TITLE:
runTitle();
break;
case SECTION_PROG_GAME:
runGame();
break;
}
}
}