463 lines
13 KiB
C++
463 lines
13 KiB
C++
#include <iostream>
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#include <fstream>
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#include <algorithm>
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#include <boost/filesystem.hpp>
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#include "Model.h"
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#include "Physics.h"
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#include "PhysicsBase.h"
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#include "EntityFactory.h"
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#include "AsteroidsEvents.h"
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#include "AsteroidEntity.h"
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#include <assert.h>
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namespace asteroids {
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static Model* ModelInstance = NULL;
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/*
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* Inherited Module functions
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*/
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int Model::OnInit (int argc, char* argv[]) {
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int result = Engine::ModelBase::OnInit (argc, argv);
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Engine::LogMessage ("Model Initialization!");
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ModelInstance = this;
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mGameState = GameStatePaused;
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mLastGameState = GameStatePaused;
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/// \TODO use <optional> or similar for initialization of mCurrentLevelIndex
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mCurrentLevelIndex = 99999;
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if (InitLevelList() == 0)
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Engine::LogError ("No levels found!");
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// First we reset the highscore list
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mHighscoreList.clear();
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// then we try to load values from the file
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LoadHighscoreList();
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// if we have less than the usual number of entries we add default values
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if (mHighscoreList.size() < 10) {
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AddHighscoreEntry ("Imperator", 1000000);
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AddHighscoreEntry ("Darth Vader", 800000);
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AddHighscoreEntry ("Luke Skywalker", 600000);
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AddHighscoreEntry ("Han Solo", 400000);
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AddHighscoreEntry ("Princess Leia", 200000);
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AddHighscoreEntry ("C3PO", 100000);
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AddHighscoreEntry ("R2-D2", 50000);
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AddHighscoreEntry ("Chewy", 10000);
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AddHighscoreEntry ("Mr. Ewok", 5000);
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AddHighscoreEntry ("Jabba the Hutt", 1000);
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}
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// Reset the newest highscore entry index which may be used for highlighting
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// the newest entry.
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mNewestHighscoreEntryIndex = std::numeric_limits<unsigned int>::max();
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// initialize event handlers and register them
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Engine::RegisterListener (this, EventGameOver);
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Engine::RegisterListener (this, EventShipExplode);
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mPlayerName = "Player";
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Engine::PlayMusic (Engine::GetResourceFullPath("/data/sounds/intro_music.ogg"));
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Engine::RegisterListener (this, EventAccelerateStart);
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Engine::RegisterListener (this, EventAccelerateStop);
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return result;
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}
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bool Model::OnReceiveEvent (const Engine::EventBasePtr &event) {
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switch (event->mEventType) {
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case EventAccelerateStart:
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Engine::PlaySoundLoop(Engine::GetResourceFullPath("/data/sounds/thrust.wav"), -1);
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break;
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case EventAccelerateStop:
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Engine::HaltSoundLoop(Engine::GetResourceFullPath("/data/sounds/thrust.wav"));
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break;
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case EventShipExplode:
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OnShipExplode();
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break;
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case EventGameOver:
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return OnGameOver();
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break;
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default: Engine::LogWarning ("Received Event with type %d but don't know what to do with it!", event->mEventType);
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break;
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}
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return false;
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}
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/*
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* Module specific functions
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*/
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void Model::Process () {
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if (mLastGameState == mGameState) {
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if (mGameState == GameStateRunning) {
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Engine::ModelBase::Process();
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}
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return;
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}
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// when we are here we know that something has changed so we need to take
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// some action.
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Engine::LogDebug ("Switching from %s->%s", GetStringGameState(mLastGameState), GetStringGameState(mGameState));
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// ... and we have to set the last game state to the current gamestate
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// otherwise we end up in an infinite loop of performing the switching
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// action.
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mLastGameState = mGameState;
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}
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unsigned int Model::InitLevelList () {
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std::string level_dir_name = Engine::GetResourceFullPath("/data/levels/");
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Engine::LogDebug ("Searching for levels in %s", level_dir_name.c_str());
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mLevelList.clear();
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boost::filesystem::path level_dir(level_dir_name);
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if (!boost::filesystem::exists(level_dir)) {
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Engine::LogError ("Could not init level list: \todo %s does not exist!");
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}
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if (!boost::filesystem::is_directory(level_dir)) {
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Engine::LogError ("Could not init level list: \todo %s is not a directory!");
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}
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boost::filesystem::directory_iterator end_iter;
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for (boost::filesystem::directory_iterator dir_iter(level_dir);
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dir_iter != end_iter;
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++dir_iter) {
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if (boost::filesystem::is_regular_file (dir_iter->status())) {
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std::string level_relative_path (level_dir_name);
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level_relative_path += dir_iter->path().filename();
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mLevelList.push_back (level_relative_path);
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Engine::LogDebug ("Found level %s", mLevelList[mLevelList.size()-1].c_str());
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}
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}
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std::sort(mLevelList.begin(), mLevelList.end());
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return mLevelList.size();
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}
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void Model::LoadHighscoreList () {
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Engine::LogDebug ("Loading highscore file");
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boost::filesystem::path highscore_file(Engine::GetUserDirFullPath("/highscore.dat"));
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// if the file does not exist, we create it and write standard values into
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// it.
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if (!boost::filesystem::exists(highscore_file))
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return;
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if (!boost::filesystem::is_regular_file(highscore_file)) {
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Engine::LogError ("Could not load highscore file: %s is not a regular file!", highscore_file.filename().c_str());
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}
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std::ifstream score_stream (highscore_file.filename().c_str());
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while (!score_stream.eof()) {
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std::string name;
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unsigned int points;
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std::string line;
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getline (score_stream, line);
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std::string::size_type delimiter = line.find ('\t');
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if (delimiter == std::string::npos)
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break;
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name = line.substr(0, delimiter);
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std::istringstream points_stream(line.substr(delimiter + 1, line.size()));
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points_stream >> points;
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Engine::LogDebug ("Read Highscore Entry Name: %s Points: %d", name.c_str(), points);
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AddHighscoreEntry (name, points);
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}
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}
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void Model::SaveHighscoreList () {
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std::ofstream highscore_file (Engine::GetUserDirFullPath("/highscore.dat").c_str());
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std::list<HighscoreEntry>::iterator iter = mHighscoreList.begin();
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while (iter != mHighscoreList.end()) {
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highscore_file << iter->name << "\t" << iter->points << std::endl;
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iter++;
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}
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highscore_file.close();
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}
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bool highscore_cmp (Model::HighscoreEntry a, Model::HighscoreEntry b) {
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return a.points > b.points;
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}
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/** \brief Addes an entry to the highscore list and takes care that the list stays valid
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*
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* \TODO Re-think usage of mNewestHighscoreEntryIndex variable in this function
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*/
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unsigned int Model::AddHighscoreEntry(const std::string &name, const unsigned int points) {
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HighscoreEntry entry;
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entry.name = name;
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entry.points = points;
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unsigned int counter = 0;
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std::list<HighscoreEntry>::iterator iter = mHighscoreList.begin();
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while (iter != mHighscoreList.end()) {
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if (points >= iter->points) {
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mHighscoreList.insert (iter, entry);
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mNewestHighscoreEntryIndex = counter;
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break;
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}
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iter++;
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counter ++;
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}
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if (mHighscoreList.size() < 10) {
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mHighscoreList.push_back(entry);
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mNewestHighscoreEntryIndex = mHighscoreList.size();
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return mHighscoreList.size();
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}
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while (mHighscoreList.size() > 10) {
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mHighscoreList.pop_back();
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}
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if (counter < 10)
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return counter;
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// if we have all 10 entries then we can save
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// the highscore
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SaveHighscoreList();
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mNewestHighscoreEntryIndex = 99999;
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return 99999;
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}
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int Model::DoLoadLevel (const char* filename) {
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Engine::LogMessage ("Loading level from %s", filename);
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std::fstream level_file (filename, std::ios::in);
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if (!level_file) {
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Engine::LogError ("Unable to open file %s for writing!", filename);
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exit (-1);
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}
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ClearEntities();
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mAsteroids.clear();
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std::string entity_type_str;
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int entity_count = 0;
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while (level_file >> entity_type_str) {
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if (entity_type_str[0] == '#') {
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getline (level_file, entity_type_str);
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Engine::LogDebug ("Read Comment: %s", entity_type_str.c_str());
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continue;
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}
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GameEntityType entity_type = GameEntityTypeUnknown;
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if (entity_type_str == "GameEntityTypeShip")
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entity_type = GameEntityTypeShip;
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else if (entity_type_str == "GameEntityTypeAsteroid")
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entity_type = GameEntityTypeAsteroid;
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else {
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Engine::LogError ("Unknown Entity type: %s", entity_type_str.c_str());
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exit (-1);
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}
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Engine::EntityBase* entity = CreateEntity (entity_type);
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bool is_player;
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level_file >> is_player;
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if (is_player) {
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mPlayerEntityId = entity->mId;
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Engine::LogDebug ("Entity with id '%d' is player", entity->mId);
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}
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level_file >> entity->mPhysicState->mPosition[0];
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level_file >> entity->mPhysicState->mPosition[1];
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level_file >> entity->mPhysicState->mPosition[2];
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level_file >> entity->mPhysicState->mOrientation[0];
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level_file >> entity->mPhysicState->mOrientation[1];
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level_file >> entity->mPhysicState->mOrientation[2];
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level_file >> entity->mPhysicState->mVelocity[0];
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level_file >> entity->mPhysicState->mVelocity[1];
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level_file >> entity->mPhysicState->mVelocity[2];
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level_file >> entity->mPhysicState->mAngleVelocity;
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entity_count ++;
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}
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level_file.close();
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Engine::LogDebug ("%d Entities loaded!", mEntities.size());
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return 0;
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}
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int Model::DoSaveLevel (const char* filename) {
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Engine::LogMessage ("Saving level to %s", filename);
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std::fstream level_file (filename, std::ios::out);
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if (!level_file) {
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Engine::LogError ("Unable to open file %s for writing!", filename);
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exit (-1);
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}
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level_file << "# Format" << std::endl;
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level_file << "# <Type> <player?> <xpos> <ypos> <zpos> <zrot> <yrot> <xrot> <xvel> <yvel> <zvel> <rotvel>" << std::endl;
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std::map<unsigned int, Engine::EntityBase*>::iterator iter = mEntities.begin();
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unsigned int player_id = GetPlayerEntityId();
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for (iter = mEntities.begin(); iter != mEntities.end(); iter++) {
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Engine::EntityBase* game_entity = iter->second;
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level_file << GetStringGameEntityType((GameEntityType)game_entity->mType) << "\t"
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// this stores the player id
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<< (game_entity->mId == player_id) << "\t"
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<< game_entity->mPhysicState->mPosition[0] << "\t"
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<< game_entity->mPhysicState->mPosition[1] << "\t"
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<< game_entity->mPhysicState->mPosition[2] << "\t"
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<< game_entity->mPhysicState->mOrientation[0] << "\t"
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<< game_entity->mPhysicState->mOrientation[1] << "\t"
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<< game_entity->mPhysicState->mOrientation[2] << "\t"
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<< game_entity->mPhysicState->mVelocity[0] << "\t"
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<< game_entity->mPhysicState->mVelocity[1] << "\t"
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<< game_entity->mPhysicState->mVelocity[2] << "\t"
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<< game_entity->mPhysicState->mAngleVelocity << "\t"
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<< std::endl;
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}
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level_file.close();
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return 0;
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}
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void Model::ReloadLevel () {
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Engine::LogDebug ("Reloading level %d", mCurrentLevelIndex + 1);
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if (mCurrentLevelIndex < 0 || mCurrentLevelIndex >= mLevelList.size())
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Engine::LogError ("Invalid level index: %u", mCurrentLevelIndex);
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DoLoadLevel(mLevelList[mCurrentLevelIndex].c_str());
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}
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void Model::ProceedToNextLevel () {
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Engine::LogDebug ("Proceeding to next level %d", mCurrentLevelIndex + 1);
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mCurrentLevelIndex++;
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if (mCurrentLevelIndex == mLevelList.size()) {
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Engine::EventBasePtr gameover_event (new Engine::EventBase());
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gameover_event->mEventType = EventGameOver;
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QueueEvent (gameover_event);
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} else {
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DoLoadLevel(mLevelList[mCurrentLevelIndex].c_str());
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}
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}
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void Model::SetGameState (const unsigned int &state) {
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mLastGameState = mGameState;
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mGameState = state;
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}
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bool Model::OnGameOver() {
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Engine::LogMessage ("Points = %d lowest = %d", mPoints, mHighscoreList.back().points );
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if (mPoints > mHighscoreList.back().points) {
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Engine::LogMessage ("New Highscore!");
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AddHighscoreEntry (mPlayerName, mPoints);
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}
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return false;
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};
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void Model::OnNewGame() {
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ClearEntities();
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mNewestHighscoreEntryIndex = std::numeric_limits<unsigned int>::max();
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mPlayerLives = 3;
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mCurrentLevelIndex = 0;
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mPoints = 0;
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DoLoadLevel (mLevelList[mCurrentLevelIndex].c_str());
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}
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void Model::OnShipExplode () {
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mPlayerLives --;
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if (mPlayerLives == 0) {
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Engine::EventBasePtr gameover_event (new Engine::EventBase());
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gameover_event->mEventType = EventGameOver;
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QueueEvent (gameover_event);
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} else {
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Engine::EventBasePtr playerdied_event (new Engine::EventBase());
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playerdied_event->mEventType = EventPlayerDied;
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QueueEvent (playerdied_event);
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}
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}
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void Model::OnCreateEntity (const int type, const unsigned int id) {
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GameEntityType entity_type = (GameEntityType) type;
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if (entity_type == GameEntityTypeAsteroid) {
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mAsteroids.push_back (id);
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}
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}
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void Model::OnKillEntity (const Engine::EntityBase *entity) {
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GameEntityType entity_type = (GameEntityType) entity->mType;
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if (entity_type == GameEntityTypeAsteroid) {
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Engine::PlaySound(Engine::GetResourceFullPath("/data/sounds/rock_destroyed.wav"));
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unsigned int i;
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const AsteroidEntity *asteroid = static_cast<const AsteroidEntity*>(entity);
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if (GetPlayerEntityId() != Engine::NullEntityId)
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mPoints += 150 + asteroid->mSubAsteroidsCount * 75;
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for (i = 0; i < mAsteroids.size(); i++) {
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if (mAsteroids.at(i) == entity->mId) {
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std::vector<unsigned int>::iterator entity_iter = mAsteroids.begin() + i;
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mAsteroids.erase (entity_iter);
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break;
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}
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}
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if (mAsteroids.size() == 0) {
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Engine::EventBasePtr level_complete_event (new Engine::EventBase());
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level_complete_event->mEventType = EventLevelComplete;
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QueueEvent (level_complete_event);
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}
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}
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}
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float Model::GetWorldWidth () {
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return static_cast<Physics*>(mPhysics)->GetWorldWidth();
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}
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float Model::GetWorldHeight () {
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return static_cast<Physics*>(mPhysics)->GetWorldHeight();
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}
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}
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