[Add] New memory management.

[Clean] Source code was messy, so I have given it a good clean.
This commit is contained in:
Rtch90 2012-06-02 21:54:35 +01:00
parent d16472c28e
commit 896b966530
45 changed files with 2291 additions and 2011 deletions

View File

@ -12,7 +12,6 @@ HEADERS += ../src/Libs/wglext.h \
../src/libUnuk/Engine/WorldManager.h \
../src/libUnuk/Engine/ParticleEmitter.h \
../src/libUnuk/Engine/NPC.h \
../src/libUnuk/Engine/MemManager.h \
../src/libUnuk/Engine/MemClass.h \
../src/libUnuk/Engine/Collision.h \
../src/libUnuk/Engine/Character.h \
@ -49,11 +48,11 @@ HEADERS += ../src/Libs/wglext.h \
../src/libUnuk/System/MathBox.h \
../src/libUnuk/Engine/Pathfinding.h \
../src/libUnuk/UI/SavegameMenu.h \
../src/libUnuk/Engine/Spells.h
../src/libUnuk/Engine/Spells.h \
../src/libUnuk/Engine/MemManager.h
SOURCES += ../src/libUnuk/Engine/WorldManager.cpp \
../src/libUnuk/Engine/ParticleEmitter.cpp \
../src/libUnuk/Engine/NPC.cpp \
../src/libUnuk/Engine/MemManager.cpp \
../src/libUnuk/Engine/Collision.cpp \
../src/libUnuk/Engine/Character.cpp \
../src/libUnuk/Sprite/TextureManager.cpp \
@ -86,4 +85,5 @@ SOURCES += ../src/libUnuk/Engine/WorldManager.cpp \
../src/libUnuk/UI/Bar.cpp \
../src/libUnuk/System/Vec2.cpp \
../src/libUnuk/UI/SavegameMenu.cpp \
../src/libUnuk/Engine/Spells.cpp
../src/libUnuk/Engine/Spells.cpp \
../src/libUnuk/Engine/MemManager.cpp

View File

@ -5,470 +5,472 @@
#include "../libUnuk/UI/EventHistory.h"
Game::Game(void) {
Debug::logger->message("Creating characters..");
_player = new Player(&_map);
_map.SetPlayer(_player);
Debug::logger->message("Creating characters..");
_player = new Player(&_map);
_map.SetPlayer(_player);
_runGameReturnValue = gameMainMenu;
_runGameReturnValue = gameMainMenu;
}
Game::~Game(void) {
Debug::logger->message("\n----- Cleaning Up ------");
// cleaning _player up caused a nice seg fault. I'll look later.
//delete _player;
Debug::logger->message("\n----- Cleaning Up ------");
// cleaning _player up caused a nice seg fault. I'll look later.
//delete _player;
}
void Game::New(const string& savegameIDArg) {
_saveGameID = savegameIDArg;
NewSavegame(savegameIDArg);
_saveGameID = savegameIDArg;
NewSavegame(savegameIDArg);
int spawnX;
int spawnY;
_map.FindSpawnPoint(spawnX, spawnY, 40, 45);
int spawnX;
int spawnY;
_map.FindSpawnPoint(spawnX, spawnY, 40, 45);
_player->SetXY((float)spawnX, (float)spawnY);
_player->SetXY((float)spawnX, (float)spawnY);
}
void Game::Load(const string& savegameIDArg) {
_saveGameID = savegameIDArg;
LoadSavegame(savegameIDArg);
_saveGameID = savegameIDArg;
LoadSavegame(savegameIDArg);
int spawnX;
int spawnY;
_map.FindSpawnPoint(spawnX, spawnY, 40, 45);
int spawnX;
int spawnY;
_map.FindSpawnPoint(spawnX, spawnY, 40, 45);
_player->SetXY((float)spawnX, (float)spawnY);
_player->SetXY((float)spawnX, (float)spawnY);
}
gameNavVal_t Game::Run(void) {
_player->LoadSprites("../Data/Media/Images/Characters/Reniesta.png", 40, 45);
_player->LoadSprites("../Data/Media/Images/Characters/Reniesta.png", 40, 45);
int fps = 0;
int frame = 0;
int nextGameTick = SDL_GetTicks();
int fps = 0;
int frame = 0;
int nextGameTick = SDL_GetTicks();
Timer frameTimer;
frameTimer.Start();
Timer frameTimer;
frameTimer.Start();
Timer fpsCalc;
fpsCalc.Start();
Timer fpsCalc;
fpsCalc.Start();
Timer renderTimer;
Timer updateTimer;
Timer renderTimer;
Timer updateTimer;
stringstream playerHealth;
_playerHealth.SetXY(15, 27);
_playerHealth.SetTextBlended("Player Health - XX", vsmall, COLOUR_WHITE);
stringstream playerHealth;
_playerHealth.SetXY(15, 27);
_playerHealth.SetTextBlended("Player Health - XX", vsmall, COLOUR_WHITE);
stringstream playerExp;
_playerExp.SetXY(15, 57);
_playerExp.SetTextBlended("Player Level XX (XX/XX)", vsmall, COLOUR_WHITE);
stringstream playerExp;
_playerExp.SetXY(15, 57);
_playerExp.SetTextBlended("Player Level XX (XX/XX)", vsmall, COLOUR_WHITE);
_gameRenderTime.SetXY(10, 90);
_gameRenderTime.SetTextBlended("Render - XX", vsmall, COLOUR_BLACK);
_gameRenderTime.SetXY(10, 90);
_gameRenderTime.SetTextBlended("Render - XX", vsmall, COLOUR_BLACK);
_gameUpdateTime.SetXY(10, 110);
_gameUpdateTime.SetTextBlended("Update - XX", vsmall, COLOUR_BLACK);
_gameUpdateTime.SetXY(10, 110);
_gameUpdateTime.SetTextBlended("Update - XX", vsmall, COLOUR_BLACK);
stringstream playerXYString;
_playerXY.SetXY(10, 130);
_playerXY.SetTextBlended("Player coords - XX XX", vsmall, COLOUR_BLACK);
stringstream playerXYString;
_playerXY.SetXY(10, 130);
_playerXY.SetTextBlended("Player coords - XX XX", vsmall, COLOUR_BLACK);
_playerHealthBar.SetBackgroundRGB(0, 0, 0);
_playerHealthBar.SetForegroundRGB(255, 0, 0);
_playerHealthBar.SetXY(10, 20);
_playerHealthBar.SetWidthHeight(200, 25);
_playerHealthBar.SetBackgroundRGB(0, 0, 0);
_playerHealthBar.SetForegroundRGB(255, 0, 0);
_playerHealthBar.SetXY(10, 20);
_playerHealthBar.SetWidthHeight(200, 25);
_playerExpBar.SetBackgroundRGB(0, 0, 0);
_playerExpBar.SetForegroundRGB(0, 0, 255);
_playerExpBar.SetXY(10, 50);
_playerExpBar.SetWidthHeight(200, 25);
_playerExpBar.SetProgress(0.0f);
_playerExpBar.SetBackgroundRGB(0, 0, 0);
_playerExpBar.SetForegroundRGB(0, 0, 255);
_playerExpBar.SetXY(10, 50);
_playerExpBar.SetWidthHeight(200, 25);
_playerExpBar.SetProgress(0.0f);
eventHistory = new EventHistory();
eventHistory = new EventHistory();
_gameRunning = true;
while(_gameRunning) {
bool stillRunning = true;
_gameRunning = true;
while(_gameRunning) {
bool stillRunning = true;
updateTimer.Start();
while((int)SDL_GetTicks() > nextGameTick) {
HandleInput();
if (!_gameRunning) {
stillRunning = false;
break;
}
updateTimer.Start();
while((int)SDL_GetTicks() > nextGameTick) {
HandleInput();
if (!_gameRunning) {
stillRunning = false;
break;
}
UpdateGame();
UpdateGame();
nextGameTick += SKIP_TICKS;
}
updateTimer.Pause();
nextGameTick += SKIP_TICKS;
}
updateTimer.Pause();
if (!stillRunning) {
break;
}
if (!stillRunning) {
break;
}
renderTimer.Start();
Render();
renderTimer.Pause();
renderTimer.Start();
Render();
renderTimer.Pause();
// Calculate and display our FPS.
if(fpsCalc.GetTicks() >= 1000) {
fps = frame / (fpsCalc.GetTicks() / 1000);
// Calculate and display our FPS.
if(fpsCalc.GetTicks() >= 1000) {
fps = frame / (fpsCalc.GetTicks() / 1000);
stringstream caption;
caption << "Unuk - FPS: " << fps;
stringstream caption;
caption << "Unuk - FPS: " << fps;
SDL_WM_SetCaption(caption.str().c_str(), NULL);
SDL_WM_SetCaption(caption.str().c_str(), NULL);
fpsCalc.Start();
frame = 0;
fpsCalc.Start();
frame = 0;
playerHealth.str("");
playerHealth << "Player Health - " << _player->GetHealth();
_playerHealth.SetTextBlended(playerHealth.str(), vsmall, COLOUR_WHITE);
playerHealth.str("");
playerHealth << "Player Health - " << _player->GetHealth();
_playerHealth.SetTextBlended(playerHealth.str(), vsmall, COLOUR_WHITE);
_playerHealthBar.SetProgress((float)_player->GetHealth() / 100.0f);
_playerHealthBar.SetProgress((float)_player->GetHealth() / 100.0f);
playerExp.str("");
playerExp << "Player Level " << _player->GetLevel() << " (" << _player->GetExp() << "/" << Player::EXP_TABLE[_player->GetLevel() - 1] << ")";
_playerExp.SetTextBlended(playerExp.str(), vsmall, COLOUR_WHITE);
playerExp.str("");
playerExp << "Player Level " << _player->GetLevel() << " (" << _player->GetExp() << "/" << Player::EXP_TABLE[_player->GetLevel() - 1] << ")";
_playerExp.SetTextBlended(playerExp.str(), vsmall, COLOUR_WHITE);
_playerExpBar.SetProgress((float)_player->GetExp() / (float)Player::EXP_TABLE[_player->GetLevel() - 1]);
_playerExpBar.SetProgress((float)_player->GetExp() / (float)Player::EXP_TABLE[_player->GetLevel() - 1]);
// Check to see if we are allowed to display debug info.
if(debugEnabled) {
_gameUpdateTime.SetTextBlended("Update - " + updateTimer.GetTicksStr(), vsmall, COLOUR_BLACK);
_gameRenderTime.SetTextBlended("Render - " + renderTimer.GetTicksStr(), vsmall, COLOUR_BLACK);
// Check to see if we are allowed to display debug info.
if(debugEnabled) {
_gameUpdateTime.SetTextBlended("Update - " + updateTimer.GetTicksStr(), vsmall, COLOUR_BLACK);
_gameRenderTime.SetTextBlended("Render - " + renderTimer.GetTicksStr(), vsmall, COLOUR_BLACK);
playerXYString.str("");
playerXYString << "Player coords: x" << _player->GetX() << ", y" << _player->GetY();
_playerXY.SetTextBlended(playerXYString.str(), vsmall, COLOUR_BLACK);
}
}
// Restrict the fps.
if(1000 / MAX_FPS > frameTimer.GetTicks()) {
// SDL_Delay does not accept a float so for higher framerate
// limits there's an innacuracy. This is as much as 3fps
// at a limit of 60fps.
SDL_Delay((1000 / MAX_FPS) - frameTimer.GetTicks());
}
frameTimer.Start();
frame++;
}
playerXYString.str("");
playerXYString << "Player coords: x" << _player->GetX() << ", y" << _player->GetY();
_playerXY.SetTextBlended(playerXYString.str(), vsmall, COLOUR_BLACK);
}
}
// Restrict the fps.
if(1000 / MAX_FPS > frameTimer.GetTicks()) {
// SDL_Delay does not accept a float so for higher framerate
// limits there's an innacuracy. This is as much as 3fps
// at a limit of 60fps.
SDL_Delay((1000 / MAX_FPS) - frameTimer.GetTicks());
}
frameTimer.Start();
frame++;
}
delete eventHistory;
delete eventHistory;
return _runGameReturnValue;
return _runGameReturnValue;
}
void Game::HandleInput(void) {
if(_ingameMenu.GetStatus() == false) {
while(SDL_PollEvent(&event)) {
_player->HandleInput();
if(_ingameMenu.GetStatus() == false) {
while(SDL_PollEvent(&event)) {
_player->HandleInput();
if(event.key.type == SDL_KEYDOWN) {
if(event.key.keysym.sym == SDLK_ESCAPE)
_ingameMenu.SetStatus(true);
if(event.key.keysym.sym == SDLK_p)
debugEnabled = !debugEnabled;
if(event.key.keysym.sym == SDLK_0)
eventHistory->LogEvent("Item gained.");
}
else if(event.type == SDL_QUIT) {
_gameRunning = false;
_runGameReturnValue = gameQuitGame;
break;
}
}
} else {
switch(_ingameMenu.HandleInput()) {
case ingameMenuNothing:
break;
case ingameMenuResume:
_ingameMenu.SetStatus(false);
break;
case ingameMenuSaveGame:
SaveSavegame();
_ingameMenu.SetStatus(false);
Debug::logger->message("Game Saved!");
break;
case ingameMenuLoadGame:
LoadSavegame(_saveGameID);
_ingameMenu.SetStatus(false);
Debug::logger->message("Game Loaded!");
break;
case ingameMenuOptions:
break;
case ingameMenuMainMenu:
SDL_FillRect(screen, NULL, 0);
_gameRunning = false;
break;
}
if(event.key.type == SDL_KEYDOWN) {
if(event.key.keysym.sym == SDLK_ESCAPE)
_ingameMenu.SetStatus(true);
if(event.key.keysym.sym == SDLK_p)
debugEnabled = !debugEnabled;
if(event.key.keysym.sym == SDLK_0)
eventHistory->LogEvent("Item gained.");
}
else if(event.type == SDL_QUIT) {
_gameRunning = false;
_runGameReturnValue = gameQuitGame;
break;
}
}
} else {
switch(_ingameMenu.HandleInput()) {
case ingameMenuNothing:
break;
case ingameMenuResume:
_ingameMenu.SetStatus(false);
break;
case ingameMenuSaveGame:
SaveSavegame();
_ingameMenu.SetStatus(false);
Debug::logger->message("Game Saved!");
break;
case ingameMenuLoadGame:
LoadSavegame(_saveGameID);
_ingameMenu.SetStatus(false);
Debug::logger->message("Game Loaded!");
break;
case ingameMenuOptions:
break;
case ingameMenuMainMenu:
SDL_FillRect(screen, NULL, 0);
_gameRunning = false;
break;
}
if(event.type == SDL_QUIT) {
_gameRunning = false;
_ingameMenu.SetStatus(false);
_runGameReturnValue = gameQuitGame;
}
}
if(event.type == SDL_QUIT) {
_gameRunning = false;
_ingameMenu.SetStatus(false);
_runGameReturnValue = gameQuitGame;
}
}
}
void Game::UpdateGame(void) {
if(_ingameMenu.GetStatus() == false) {
_map.Update();
_player->Update();
UpdateInput();
if(_ingameMenu.GetStatus() == false) {
_map.Update();
_player->Update();
if(gameOver) {
gameOver = false;
_map.New();
_player->SetHealth(100);
_player->SetLevelLiteral(1);
_player->SetExpLiteral(0);
New(_saveGameID);
}
} else {
// :D
}
} else {
// :D
}
}
void Game::Render(void) {
//SDL_FillRect(screen, NULL, 0); // You might want to clear the buffer! --konom | I don't want a blacked out ingame menu, save it for MainMenu. --Allanis
if(_ingameMenu.GetStatus() == false) {
_map.Render();
_player->Render();
//SDL_FillRect(screen, NULL, 0);
if(_ingameMenu.GetStatus() == false) {
_map.Render();
_player->Render();
_playerHealthBar.DrawLiteral();
_playerHealth.RenderLiteral();
_playerHealthBar.DrawLiteral();
_playerHealth.RenderLiteral();
_playerExpBar.DrawLiteral();
_playerExp.RenderLiteral();
_playerExpBar.DrawLiteral();
_playerExp.RenderLiteral();
if(debugEnabled) {
_gameRenderTime.RenderLiteral();
_gameUpdateTime.RenderLiteral();
_playerXY.RenderLiteral();
_npcHealth.RenderLiteral();
}
if(debugEnabled) {
_gameRenderTime.RenderLiteral();
_gameUpdateTime.RenderLiteral();
_playerXY.RenderLiteral();
_npcHealth.RenderLiteral();
}
eventHistory->Render();
eventHistory->Render();
} else {
_ingameMenu.Render();
}
SDL_Flip(screen);
} else {
_ingameMenu.Render();
}
SDL_Flip(screen);
}
void Game::NewSavegame(const string savegameIDArg) {
string saveFilename = "../Save/" + savegameIDArg;
string saveFilename = "../Save/" + savegameIDArg;
_map.New();
_map.Save(_saveGameID);
_map.New();
_map.Save(_saveGameID);
TiXmlDocument doc;
TiXmlDocument doc;
TiXmlDeclaration* decl = new TiXmlDeclaration("1.0", "", "");
TiXmlDeclaration* decl = new TiXmlDeclaration("1.0", "", "");
TiXmlElement* saveElement = new TiXmlElement("save");
TiXmlElement* saveElement = new TiXmlElement("save");
TiXmlElement* nameElement = new TiXmlElement("name");
TiXmlText* nameText = new TiXmlText("Allanis"); //TODO: replace with _player->GetName() when it works. --konom
nameElement->LinkEndChild(nameText);
TiXmlElement* nameElement = new TiXmlElement("name");
TiXmlText* nameText = new TiXmlText("Allanis"); //TODO: replace with _player->GetName() when it works.
nameElement->LinkEndChild(nameText);
int spawnX;
int spawnY;
_map.FindSpawnPoint(spawnX, spawnY, 40, 45);
int spawnX;
int spawnY;
_map.FindSpawnPoint(spawnX, spawnY, 40, 45);
_player->SetXY(spawnX, spawnY);
_player->SetXY(spawnX, spawnY);
std::stringstream xString;
xString << spawnX;
std::stringstream xString;
xString << spawnX;
TiXmlElement* xElement = new TiXmlElement("x");
TiXmlText* xText = new TiXmlText(xString.str().c_str());
xElement->LinkEndChild(xText);
TiXmlElement* xElement = new TiXmlElement("x");
TiXmlText* xText = new TiXmlText(xString.str().c_str());
xElement->LinkEndChild(xText);
std::stringstream yString;
yString << spawnY;
std::stringstream yString;
yString << spawnY;
TiXmlElement* yElement = new TiXmlElement("y");
TiXmlText* yText = new TiXmlText(yString.str().c_str());
yElement->LinkEndChild(yText);
TiXmlElement* yElement = new TiXmlElement("y");
TiXmlText* yText = new TiXmlText(yString.str().c_str());
yElement->LinkEndChild(yText);
_player->SetLevelLiteral(1);
_player->SetLevelLiteral(1);
TiXmlElement* levelElement = new TiXmlElement("level");
TiXmlText* levelText = new TiXmlText("1");
levelElement->LinkEndChild(levelText);
TiXmlElement* levelElement = new TiXmlElement("level");
TiXmlText* levelText = new TiXmlText("1");
levelElement->LinkEndChild(levelText);
_player->SetExpLiteral(0);
_player->SetExpLiteral(0);
TiXmlElement* expElement = new TiXmlElement("exp");
TiXmlText* expText = new TiXmlText("0");
expElement->LinkEndChild(expText);
TiXmlElement* expElement = new TiXmlElement("exp");
TiXmlText* expText = new TiXmlText("0");
expElement->LinkEndChild(expText);
TiXmlElement* healthElement = new TiXmlElement("health");
TiXmlText* healthText = new TiXmlText("100");
healthElement->LinkEndChild(healthText);
TiXmlElement* healthElement = new TiXmlElement("health");
TiXmlText* healthText = new TiXmlText("100");
healthElement->LinkEndChild(healthText);
TiXmlElement* mapElement = new TiXmlElement("map");
TiXmlText* mapText = new TiXmlText("map"); //TODO: replace with actual map name.
mapElement->LinkEndChild(mapText);
TiXmlElement* mapElement = new TiXmlElement("map");
TiXmlText* mapText = new TiXmlText("map"); //TODO: replace with actual map name.
mapElement->LinkEndChild(mapText);
saveElement->LinkEndChild(nameElement);
saveElement->LinkEndChild(xElement);
saveElement->LinkEndChild(yElement);
saveElement->LinkEndChild(levelElement);
saveElement->LinkEndChild(expElement);
saveElement->LinkEndChild(healthElement);
saveElement->LinkEndChild(mapElement);
saveElement->LinkEndChild(nameElement);
saveElement->LinkEndChild(xElement);
saveElement->LinkEndChild(yElement);
saveElement->LinkEndChild(levelElement);
saveElement->LinkEndChild(expElement);
saveElement->LinkEndChild(healthElement);
saveElement->LinkEndChild(mapElement);
doc.LinkEndChild(decl);
doc.LinkEndChild(saveElement);
doc.LinkEndChild(decl);
doc.LinkEndChild(saveElement);
doc.SaveFile(saveFilename.c_str());
doc.SaveFile(saveFilename.c_str());
}
void Game::LoadSavegame(const string savegameIDArg) {
_saveGameID = savegameIDArg;
string saveFilename = "../Save/" + _saveGameID;
_saveGameID = savegameIDArg;
string saveFilename = "../Save/" + _saveGameID;
// Converting to XML ftw!
TiXmlDocument mapFile(saveFilename.c_str());
// Converting to XML ftw!
TiXmlDocument mapFile(saveFilename.c_str());
// Create new save if can't load file.
if(!mapFile.LoadFile()) {
New(savegameIDArg);
return;
}
// Create new save if can't load file.
if(!mapFile.LoadFile()) {
New(savegameIDArg);
return;
}
TiXmlElement* rootElem = NULL;
TiXmlElement* dataElem = NULL;
TiXmlElement* rootElem = NULL;
TiXmlElement* dataElem = NULL;
// <save> - Grab a save file.
rootElem = mapFile.FirstChildElement("save");
assert(rootElem != NULL);
if(rootElem) {
// <name> - Parse the player name.
dataElem = rootElem->FirstChildElement("name");
assert(dataElem != NULL);
// <save> - Grab a save file.
rootElem = mapFile.FirstChildElement("save");
assert(rootElem != NULL);
if(rootElem) {
// <name> - Parse the player name.
dataElem = rootElem->FirstChildElement("name");
assert(dataElem != NULL);
// Overloaded new/delete operator takes this out of scope..
// TODO: Fix.
//_player->SetName(dataElem->GetText());
// </name>
// Overloaded new/delete operator takes this out of scope..
// TODO: Fix.
//_player->SetName(dataElem->GetText());
// </name>
/*
// <x> - Parse the player x coord.
dataElem = dataElem->NextSiblingElement("x");
assert(dataElem != NULL);
int playerX = atoi(dataElem->GetText());
// </x>
/*
// <x> - Parse the player x coord.
dataElem = dataElem->NextSiblingElement("x");
assert(dataElem != NULL);
int playerX = atoi(dataElem->GetText());
// </x>
// <y> - Parse the player y coord.
dataElem = dataElem->NextSiblingElement("y");
assert(dataElem != NULL);
int playerY = atoi(dataElem->GetText());
// </y>
_player->SetXY((float)playerX, (float)playerY);
// <y> - Parse the player y coord.
dataElem = dataElem->NextSiblingElement("y");
assert(dataElem != NULL);
int playerY = atoi(dataElem->GetText());
// </y>
_player->SetXY((float)playerX, (float)playerY);
*/
// <level> - Parse the player level.
dataElem = dataElem->NextSiblingElement("level");
assert(dataElem != NULL);
int playerLevel = atoi(dataElem->GetText());
// </level>
// <level> - Parse the player level.
dataElem = dataElem->NextSiblingElement("level");
assert(dataElem != NULL);
int playerLevel = atoi(dataElem->GetText());
// </level>
_player->SetLevelLiteral(playerLevel);
_player->SetLevelLiteral(playerLevel);
// <exp> - Parse the player exp.
dataElem = dataElem->NextSiblingElement("exp");
assert(dataElem != NULL);
int playerExp = atoi(dataElem->GetText());
// </exp>
// <exp> - Parse the player exp.
dataElem = dataElem->NextSiblingElement("exp");
assert(dataElem != NULL);
int playerExp = atoi(dataElem->GetText());
// </exp>
_player->SetExpLiteral(playerExp);
_player->SetExpLiteral(playerExp);
// <health> - Parse the player health.
dataElem = dataElem->NextSiblingElement("health");
assert(dataElem != NULL);
int playerHealth = atoi(dataElem->GetText());
// </health>
// <health> - Parse the player health.
dataElem = dataElem->NextSiblingElement("health");
assert(dataElem != NULL);
int playerHealth = atoi(dataElem->GetText());
// </health>
_player->SetHealthLiteral(playerHealth);
}
// <save>
_player->SetHealthLiteral(playerHealth);
}
// <save>
// </save>
// </save>
_map.Load(_saveGameID);
_map.Load(_saveGameID);
}
void Game::SaveSavegame(void) {
string saveFilename = "../Save/" + _saveGameID;
string saveFilename = "../Save/" + _saveGameID;
TiXmlDocument doc;
TiXmlDocument doc;
TiXmlDeclaration* decl = new TiXmlDeclaration("1.0", "", "");
TiXmlDeclaration* decl = new TiXmlDeclaration("1.0", "", "");
TiXmlElement* saveElement = new TiXmlElement("save");
TiXmlElement* saveElement = new TiXmlElement("save");
TiXmlElement* nameElement = new TiXmlElement("name");
TiXmlText* nameText = new TiXmlText("Allanis"); //TODO: replace with _player->GetName() when it works. --konom
nameElement->LinkEndChild(nameText);
TiXmlElement* nameElement = new TiXmlElement("name");
TiXmlText* nameText = new TiXmlText("Allanis"); //TODO: replace with _player->GetName() when it works. --konom
nameElement->LinkEndChild(nameText);
/*
std::stringstream xString;
xString << _player->GetX();
/*
std::stringstream xString;
xString << _player->GetX();
TiXmlElement* xElement = new TiXmlElement("x");
TiXmlText* xText = new TiXmlText(xString.str().c_str());
xElement->LinkEndChild(xText);
TiXmlElement* xElement = new TiXmlElement("x");
TiXmlText* xText = new TiXmlText(xString.str().c_str());
xElement->LinkEndChild(xText);
std::stringstream yString;
yString << _player->GetY();
std::stringstream yString;
yString << _player->GetY();
TiXmlElement* yElement = new TiXmlElement("y");
TiXmlText* yText = new TiXmlText(yString.str().c_str());
yElement->LinkEndChild(yText);
TiXmlElement* yElement = new TiXmlElement("y");
TiXmlText* yText = new TiXmlText(yString.str().c_str());
yElement->LinkEndChild(yText);
*/
std::stringstream levelString;
levelString << _player->GetLevel();
std::stringstream levelString;
levelString << _player->GetLevel();
TiXmlElement* levelElement = new TiXmlElement("level");
TiXmlText* levelText = new TiXmlText(levelString.str().c_str());
levelElement->LinkEndChild(levelText);
TiXmlElement* levelElement = new TiXmlElement("level");
TiXmlText* levelText = new TiXmlText(levelString.str().c_str());
levelElement->LinkEndChild(levelText);
std::stringstream expString;
expString << _player->GetExp();
std::stringstream expString;
expString << _player->GetExp();
TiXmlElement* expElement = new TiXmlElement("exp");
TiXmlText* expText = new TiXmlText(expString.str().c_str());
expElement->LinkEndChild(expText);
TiXmlElement* expElement = new TiXmlElement("exp");
TiXmlText* expText = new TiXmlText(expString.str().c_str());
expElement->LinkEndChild(expText);
std::stringstream healthString;
healthString << _player->GetHealth();
std::stringstream healthString;
healthString << _player->GetHealth();
TiXmlElement* healthElement = new TiXmlElement("health");
TiXmlText* healthText = new TiXmlText(healthString.str().c_str());
healthElement->LinkEndChild(healthText);
TiXmlElement* healthElement = new TiXmlElement("health");
TiXmlText* healthText = new TiXmlText(healthString.str().c_str());
healthElement->LinkEndChild(healthText);
saveElement->LinkEndChild(nameElement);
//saveElement->LinkEndChild(xElement);
//saveElement->LinkEndChild(yElement);
saveElement->LinkEndChild(levelElement);
saveElement->LinkEndChild(expElement);
saveElement->LinkEndChild(healthElement);
saveElement->LinkEndChild(nameElement);
//saveElement->LinkEndChild(xElement);
//saveElement->LinkEndChild(yElement);
saveElement->LinkEndChild(levelElement);
saveElement->LinkEndChild(expElement);
saveElement->LinkEndChild(healthElement);
doc.LinkEndChild(decl);
doc.LinkEndChild(saveElement);
doc.LinkEndChild(decl);
doc.LinkEndChild(saveElement);
doc.SaveFile(saveFilename.c_str());
doc.SaveFile(saveFilename.c_str());
_map.Save(_saveGameID);
_map.Save(_saveGameID);
}

View File

@ -23,46 +23,46 @@ enum gameNavVal_t { gameMainMenu, gameQuitGame };
class Game {
public:
Game(void);
~Game(void);
Game(void);
~Game(void);
void New(const string& savegameIDArg);
void Load(const string& savegameIDArg);
void New(const string& savegameIDArg);
void Load(const string& savegameIDArg);
gameNavVal_t Run(void);
gameNavVal_t Run(void);
private:
void HandleInput(void);
void UpdateGame(void);
void Render(void);
void HandleInput(void);
void UpdateGame(void);
void Render(void);
void NewSavegame(const string savegameIDArg);
void LoadSavegame(const string savegameIDArg);
void SaveSavegame(void);
void NewSavegame(const string savegameIDArg);
void LoadSavegame(const string savegameIDArg);
void SaveSavegame(void);
static const int MAX_FPS = 200;
static const int GAME_UPDATES_PER_SECOND = 60;
static const int SKIP_TICKS = 1000 / GAME_UPDATES_PER_SECOND;
static const int MAX_FPS = 200;
static const int GAME_UPDATES_PER_SECOND = 60;
static const int SKIP_TICKS = 1000 / GAME_UPDATES_PER_SECOND;
bool _gameRunning;
bool _gameRunning;
gameNavVal_t _runGameReturnValue;
gameNavVal_t _runGameReturnValue;
string _saveGameID;
string _mapID;
string _saveGameID;
string _mapID;
Text _gameUpdateTime;
Text _gameRenderTime;
Text _playerXY;
Text _npcHealth;
Text _gameUpdateTime;
Text _gameRenderTime;
Text _playerXY;
Text _npcHealth;
IngameMenu _ingameMenu;
LevelGen _map;
IngameMenu _ingameMenu;
LevelGen _map;
Player* _player;
Player* _player;
Text _playerHealth;
Text _playerExp;
Bar _playerHealthBar;
Bar _playerExpBar;
Text _playerHealth;
Text _playerExp;
Bar _playerHealthBar;
Bar _playerExpBar;
};

View File

@ -1,39 +1,40 @@
#include "Player.h"
#include "Globals.h"
#include "../libUnuk/UI/EventHistory.h"
#include "../libUnuk/System/Input.h"
// Pixels * 60 / sec.
const float Player::PLAYER_SPEED = Character::CHARACTER_SPEED + 0.5f;
const float Player::PLAYER_SPEED = Character::CHARACTER_SPEED + 1.0f;
// Amount of Exp needed every level
const int Player::EXP_TABLE[MAX_LEVEL] = {
10,
30,
90,
150,
300,
512,
1000,
2000,
3500,
5000,
6500,
8500,
10250,
12000,
15000,
25000,
50000,
65000,
80000,
100000
10,
30,
90,
150,
300,
512,
1000,
2000,
3500,
5000,
6500,
8500,
10250,
12000,
15000,
25000,
50000,
65000,
80000,
100000
};
Player::Player(LevelGen *mapArg) : Character(mapArg) {
_level = 1;
_exp = 0;
_lastTileX = 0;
_lastTileY = 0;
_level = 1;
_exp = 0;
_lastTileX = 0;
_lastTileY = 0;
}
Player::~Player(void) {
@ -41,108 +42,108 @@ Player::~Player(void) {
}
void Player::HandleInput(void) {
if(event.key.type == SDL_KEYDOWN) {
switch(event.key.keysym.sym) {
case SDLK_w:
case SDLK_UP:
yVel -= PLAYER_SPEED;
xVel = 0;
directionFacing = FACING_UP;
break;
case SDLK_s:
case SDLK_DOWN:
yVel += PLAYER_SPEED;
xVel = 0;
directionFacing = FACING_DOWN;
break;
case SDLK_a:
case SDLK_LEFT:
xVel -= PLAYER_SPEED;
yVel = 0;
directionFacing = FACING_LEFT;
break;
case SDLK_d:
case SDLK_RIGHT:
xVel += PLAYER_SPEED;
yVel = 0;
directionFacing = FACING_RIGHT;
break;
case SDLK_SPACE:
attacking = true;
attackTimer.Start();
map->GetWorld().OnPlayerAttack(this);
break;
default:
break;
}
}
else if(event.key.type == SDL_KEYUP) {
switch(event.key.keysym.sym) {
case SDLK_w: case SDLK_UP: yVel = 0; break;
case SDLK_s: case SDLK_DOWN: yVel = 0; break;
case SDLK_a: case SDLK_LEFT: xVel = 0; break;
case SDLK_d: case SDLK_RIGHT: xVel = 0; break;
default: break;
}
}
else if(event.type == SDL_MOUSEBUTTONDOWN) {
if(event.button.button == SDL_BUTTON_LEFT) {
attacking = true;
attackTimer.Start();
map->GetWorld().OnPlayerAttack(this);
}
}
if(event.key.type == SDL_KEYDOWN) {
switch(event.key.keysym.sym) {
case SDLK_w:
case SDLK_UP:
yVel -= PLAYER_SPEED;
xVel = 0;
directionFacing = FACING_UP;
break;
case SDLK_s:
case SDLK_DOWN:
yVel += PLAYER_SPEED;
xVel = 0;
directionFacing = FACING_DOWN;
break;
case SDLK_a:
case SDLK_LEFT:
xVel -= PLAYER_SPEED;
yVel = 0;
directionFacing = FACING_LEFT;
break;
case SDLK_d:
case SDLK_RIGHT:
xVel += PLAYER_SPEED;
yVel = 0;
directionFacing = FACING_RIGHT;
break;
case SDLK_SPACE:
attacking = true;
attackTimer.Start();
map->GetWorld().OnPlayerAttack(this);
break;
default:
break;
}
}
else if(event.key.type == SDL_KEYUP) {
switch(event.key.keysym.sym) {
case SDLK_w: case SDLK_UP: yVel = 0; break;
case SDLK_s: case SDLK_DOWN: yVel = 0; break;
case SDLK_a: case SDLK_LEFT: xVel = 0; break;
case SDLK_d: case SDLK_RIGHT: xVel = 0; break;
default: break;
}
}
else if(event.type == SDL_MOUSEBUTTONDOWN) {
if(event.button.button == SDL_BUTTON_LEFT) {
attacking = true;
attackTimer.Start();
map->GetWorld().OnPlayerAttack(this);
}
}
}
void Player::Update(void) {
Move();
//AddSpeachBubble("Woot, My name is Allanis, welcome to my home. Just testing some more text to see if this works..");
Move();
//AddSpeachBubble("Woot, My name is Allanis, welcome to my home. Just testing some more text to see if this works..");
// For now The camera will be static.
//SetCamera();
// For now The camera will be static.
//SetCamera();
tileX = x / AStarTile::FAKE_SIZE;
tileY = y / AStarTile::FAKE_SIZE;
if(tileX != _lastTileX || tileY != _lastTileY) {
_lastTileX = tileX;
_lastTileY = tileY;
if(tileX != _lastTileX || tileY != _lastTileY) {
_lastTileX = tileX;
_lastTileY = tileY;
map->GetWorld().OnPlayerMove(this);
}
map->GetWorld().OnPlayerMove(this);
}
_healthBar.SetProgress((float)GetHealth() / 100.0f);
_healthBar.SetProgress((float)GetHealth() / 100.0f);
}
void Player::SetName(string nameArg) {
_name = nameArg;
_name = nameArg;
}
void Player::Move() {
map->MoveIfPossible(this, xVel, yVel, true);
Character::HealthBarScroll();
map->MoveIfPossible(this, xVel, yVel, true);
Character::HealthBarScroll();
}
void Player::SetLevel(int level) {
_level = level;
_exp = _exp - EXP_TABLE[level - 1];
if(_exp < 0) {
_exp = 0;
}
if(_level == MAX_LEVEL) {
eventHistory->LogEvent("YOU BEAT IT! I'M SO PROUD!");
eventHistory->LogEvent("*Sheds Tear*");
}
_level = level;
_exp = _exp - EXP_TABLE[level - 1];
if(_exp < 0) {
_exp = 0;
}
if(_level == MAX_LEVEL) {
eventHistory->LogEvent("YOU BEAT IT! I'M SO PROUD!");
eventHistory->LogEvent("*Sheds Tear*");
}
}
void Player::SetExp(int exp) {
std::stringstream evtMsg;
evtMsg << "Gained " << (exp - _exp) << " Experience Points.";
eventHistory->LogEvent(evtMsg.str());
std::stringstream evtMsg;
evtMsg << "Gained " << (exp - _exp) << " Experience Points.";
eventHistory->LogEvent(evtMsg.str());
_exp = exp;
if(_level != MAX_LEVEL && _exp >= EXP_TABLE[_level - 1]) {
eventHistory->LogEvent("Player leveled up!");
SetLevel(_level + 1);
}
_exp = exp;
if(_level != MAX_LEVEL && _exp >= EXP_TABLE[_level - 1]) {
eventHistory->LogEvent("Player leveled up!");
SetLevel(_level + 1);
}
}

View File

@ -8,41 +8,41 @@
class Player : public Character {
public:
Player(LevelGen* mapArg);
~Player(void);
Player(LevelGen* mapArg);
~Player(void);
void HandleInput(void);
void Update(void);
void HandleInput(void);
void Update(void);
void SetName(string nameArg);
string GetName(void) { return _name; }
void SetName(string nameArg);
string GetName(void) { return _name; }
void SetLevel(int level);
int GetLevel(void) { return _level; }
void SetLevel(int level);
int GetLevel(void) { return _level; }
void SetExp(int exp);
int GetExp(void) { return _exp; }
void SetExp(int exp);
int GetExp(void) { return _exp; }
void SetLevelLiteral(int level) { _level = level; }
void SetExpLiteral(int exp) { _exp = exp; }
void SetHealthLiteral(int health) { _health = health; }
void SetLevelLiteral(int level) { _level = level; }
void SetExpLiteral(int exp) { _exp = exp; }
void SetHealthLiteral(int health) { _health = health; }
void SetXY(float xArg, float yArg) { x = xArg, y = yArg; _lastTileX = xArg / TILE_WIDTH; _lastTileY = yArg / TILE_HEIGHT; }
void SetXY(float xArg, float yArg) { x = xArg, y = yArg; _lastTileX = xArg / TILE_WIDTH; _lastTileY = yArg / TILE_HEIGHT; }
static const int MAX_LEVEL = 20;
static const int EXP_TABLE[MAX_LEVEL];
static const int MAX_LEVEL = 20;
static const int EXP_TABLE[MAX_LEVEL];
protected:
void Move(void);
void CheckTileCollisions(void);
void Move(void);
void CheckTileCollisions(void);
private:
static const float PLAYER_SPEED;
static const float PLAYER_SPEED;
string _name;
int _level;
int _exp;
string _name;
int _level;
int _exp;
int _lastTileX;
int _lastTileY;
int _lastTileX;
int _lastTileY;
};

View File

@ -9,7 +9,9 @@
#include "../libUnuk/UI/SavegameMenu.h"
#include "../libUnuk/Engine/NPC.h"
#include "../libUnuk/System/Debug.h"
#include "../libUnuk/System/Input.h"
#include "../libUnuk/Engine/MemClass.h"
#include "Constants.h"
#include "Globals.h"
#include "Game.h"
@ -34,24 +36,24 @@ static gameNavVal_t RunGame(bool load) {
} else if(savegameMenuRet == savegameMenuCancel) {
return gameMainMenu;
}
std::stringstream saveFilename;
saveFilename << "save_" << savegameMenu.GetSelection();
Debug::logger->message("Entering game state..");
Game* game = new Game;
if(load) {
game->Load(saveFilename.str());
} else {
game->New(saveFilename.str());
}
Debug::logger->message("Entering game state..");
Game* game = new Game;
gameNavVal_t ret = game->Run();
if(load) {
game->Load(saveFilename.str());
} else {
game->New(saveFilename.str());
}
delete game;
gameNavVal_t ret = game->Run();
return ret;
delete game;
return ret;
}
#if !defined(_WIN32) || defined(_DEBUG)
@ -60,93 +62,100 @@ int main() {
int WINAPI WinMain(HINSTANCE,HINSTANCE,LPSTR,int) {
#endif
Debug::openLog(true);
Debug::logger->message("\n----- Engine Loading -----");
Debug::openLog(true);
Debug::logger->message("\n----- Engine Loading -----");
if(SDL_Init(SDL_INIT_VIDEO == -1)) {
system("zenity --error --text=\"Could not load SDL\"");
Debug::logger->message("Error: Could not load SDL");
return 1;
} else
Debug::logger->message("SDL loaded..");
if(SDL_Init(SDL_INIT_VIDEO == -1)) {
system("zenity --error --text=\"Could not load SDL\"");
Debug::logger->message("Error: Could not load SDL");
return 1;
} else
Debug::logger->message("SDL loaded..");
if(TTF_Init() == -1) {
system("zenity --error --text=\"Could not load SDL_TTF\"");
Debug::logger->message("Error: Could not load SDL_TTF");
return 1;
} else
Debug::logger->message("SDL_TTF loaded..");
if(TTF_Init() == -1) {
system("zenity --error --text=\"Could not load SDL_TTF\"");
Debug::logger->message("Error: Could not load SDL_TTF");
return 1;
} else
Debug::logger->message("SDL_TTF loaded..");
screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32, SDL_HWSURFACE);
Debug::logger->message("Video mode set..");
screen = SDL_SetVideoMode(SCREEN_WIDTH, SCREEN_HEIGHT, 32, SDL_HWSURFACE);
Debug::logger->message("Video mode set..");
SDL_WM_SetCaption("fps - 00", NULL);
SDL_WM_SetCaption("fps - 00", NULL);
srand((unsigned int)time(NULL));
srand((unsigned int)time(NULL));
camera.x = 0;
camera.y = 0;
camera.w = SCREEN_WIDTH;
camera.h = SCREEN_HEIGHT;
camera.x = 0;
camera.y = 0;
camera.w = SCREEN_WIDTH;
camera.h = SCREEN_HEIGHT;
errorTexture = LoadImage("../Data/Media/error.png");
errorTexture = LoadImage("../Data/Media/error.png");
Text::LoadFonts();
Text::LoadFonts();
Debug::logger->message("Creating mainmenu..");
MainMenu* menu = new MainMenu;
Debug::logger->message("Creating mainmenu..");
MainMenu* menu = new MainMenu;
Debug::logger->message("\n----- Engine Initialization Complete -----");
Debug::logger->message("\n----- Logic -----");
// Initiate input.
Debug::logger->message("Setting up I/O..");
CreateInput();
bool menuRunning = true;
while(menuRunning) {
switch(menu->Run()) {
case mainMenuNewGame:
delete menu;
switch(RunGame(false)) {
case gameMainMenu:
menu = new MainMenu;
break;
case gameQuitGame:
menuRunning = false;
break;
}
break;
case mainMenuLoadGame:
delete menu;
switch(RunGame(true)) {
case gameMainMenu:
menu = new MainMenu;
break;
case gameQuitGame:
menuRunning = false;
break;
}
break;
case mainMenuOptions:
break;
case mainMenuExitGame:
menuRunning = false;
delete menu;
break;
}
}
//stringstream caption;
//caption << "Unuk - FPS: " << fps;
Debug::logger->message("\n----- Engine Initialization Complete -----");
Debug::logger->message("\n----- Logic -----");
//SDL_WM_SetCaption(caption.str().c_str(), NULL);
bool menuRunning = true;
while(menuRunning) {
switch(menu->Run()) {
case mainMenuNewGame:
delete menu;
switch(RunGame(false)) {
case gameMainMenu:
menu = new MainMenu;
break;
case gameQuitGame:
menuRunning = false;
break;
}
break;
case mainMenuLoadGame:
delete menu;
switch(RunGame(true)) {
case gameMainMenu:
menu = new MainMenu;
break;
case gameQuitGame:
menuRunning = false;
break;
}
break;
case mainMenuOptions:
break;
case mainMenuExitGame:
menuRunning = false;
delete menu;
break;
}
}
// Clean up after ourselves.
Text::FreeFonts();
//stringstream caption;
//caption << "Unuk - FPS: " << fps;
SDL_FreeSurface(screen);
SDL_FreeSurface(errorTexture);
//SDL_WM_SetCaption(caption.str().c_str(), NULL);
SDL_Quit();
TTF_Quit();
// Clean up after ourselves.
Text::FreeFonts();
return 0;
SDL_FreeSurface(screen);
SDL_FreeSurface(errorTexture);
DestroyInput();
SDL_Quit();
TTF_Quit();
return 0;
}

View File

@ -4,104 +4,104 @@
const float Character::CHARACTER_SPEED = 2.0f;
Character::Character(LevelGen* mapArg) {
map = mapArg;
attacking = false;
directionFacing = FACING_DOWN;
_animationStage = ANIM_NO_FOOT;
_animationTimer.Start();
_leftFoot = false;
_health = 100;
map = mapArg;
attacking = false;
directionFacing = FACING_DOWN;
_animationStage = ANIM_NO_FOOT;
_animationTimer.Start();
_leftFoot = false;
_health = 100;
x = 0;
y = 0;
w = 40;
w = 40;
h = 45;
xVel = 0.0f;
yVel = 0.0f;
_texture = NULL;
yVel = 0.0f;
_healthBar.SetBackgroundRGB(0, 0, 0);
_healthBar.SetForegroundRGB(255, 0, 0);
_texture = NULL;
_showHealthBar = false;
_healthBar.SetBackgroundRGB(0, 0, 0);
_healthBar.SetForegroundRGB(255, 0, 0);
_showHealthBar = false;
}
Character::~Character(void) {
SDL_FreeSurface(_texture);
SDL_FreeSurface(_texture);
}
void Character::LoadSprites(string filename, int wArg, int hArg) {
if(_texture != NULL)
SDL_FreeSurface(_texture);
if(_texture != NULL)
SDL_FreeSurface(_texture);
_texture = LoadImageAlpha(filename.c_str());
_texture = LoadImageAlpha(filename.c_str());
w = (float)wArg;
h = (float)hArg;
w = (float)wArg;
h = (float)hArg;
for(int m_direction = 0; m_direction < 4; m_direction++) {
for(int m_action = 0; m_action < 4; m_action++) {
_sprites[m_direction][m_action].x = (Sint16)(w * m_action);
_sprites[m_direction][m_action].y = (Sint16)(h * m_direction);
_sprites[m_direction][m_action].w = (Sint16)w;
_sprites[m_direction][m_action].h = (Sint16)h;
}
}
for(int m_direction = 0; m_direction < 4; m_direction++) {
for(int m_action = 0; m_action < 4; m_action++) {
_sprites[m_direction][m_action].x = (Sint16)(w * m_action);
_sprites[m_direction][m_action].y = (Sint16)(h * m_direction);
_sprites[m_direction][m_action].w = (Sint16)w;
_sprites[m_direction][m_action].h = (Sint16)h;
}
}
_healthBar.SetWidthHeight((int)w, 10);
_healthBar.SetWidthHeight((int)w, 10);
}
void Character::Render(void) {
if(attacking && attackTimer.GetTicks() < ATTACKING_DISPLAY_LEN) {
ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][ANIM_ATTACK]);
return;
}
else if(attacking)
attacking = false;
if(attacking && attackTimer.GetTicks() < ATTACKING_DISPLAY_LEN) {
ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][ANIM_ATTACK]);
return;
}
else if(attacking)
attacking = false;
if(xVel == 0.0f && yVel == 0.0f)
ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][ANIM_NO_FOOT]);
else {
if(_animationTimer.GetTicks() > ANIMATION_SPEED) {
if(_animationStage == ANIM_NO_FOOT) {
if(_leftFoot == true)
_animationStage = ANIM_RIGHT_FOOT;
else
_animationStage = ANIM_LEFT_FOOT;
}
else if(_animationStage == ANIM_LEFT_FOOT) {
_animationStage = ANIM_NO_FOOT;
_leftFoot = true;
}
else if(_animationStage == ANIM_RIGHT_FOOT) {
_animationStage = ANIM_NO_FOOT;
_leftFoot = false;
}
_animationTimer.Start();
}
ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][_animationStage]);
}
if(xVel == 0.0f && yVel == 0.0f)
ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][ANIM_NO_FOOT]);
else {
if(_animationTimer.GetTicks() > ANIMATION_SPEED) {
if(_animationStage == ANIM_NO_FOOT) {
if(_leftFoot == true)
_animationStage = ANIM_RIGHT_FOOT;
else
_animationStage = ANIM_LEFT_FOOT;
}
else if(_animationStage == ANIM_LEFT_FOOT) {
_animationStage = ANIM_NO_FOOT;
_leftFoot = true;
}
else if(_animationStage == ANIM_RIGHT_FOOT) {
_animationStage = ANIM_NO_FOOT;
_leftFoot = false;
}
_animationTimer.Start();
}
ApplySurface((int)x, (int)y, _texture, screen, &_sprites[directionFacing][_animationStage]);
}
if(_showHealthBar && (_healthBarDuration.GetTicks() >= 5000)) {
_healthBarDuration.Stop();
_showHealthBar = false;
}
if(_showHealthBar && (_healthBarDuration.GetTicks() >= 5000)) {
_healthBarDuration.Stop();
_showHealthBar = false;
}
if(_showHealthBar) {
_healthBar.Draw();
}
if(_showHealthBar) {
_healthBar.Draw();
}
}
void Character::Update(void) {
_healthBar.SetProgress((float)_health / 100.0f);
_healthBar.SetProgress((float)_health / 100.0f);
}
void Character::OnAttack(void) {
_healthBarDuration.Start();
_showHealthBar = true;
_healthBarDuration.Start();
_showHealthBar = true;
}
void Character::HealthBarScroll(void) {
_healthBar.SetXY((int)x, (int)(y - _healthBar.GetHeight() - 5));
_healthBar.SetXY((int)x, (int)(y - _healthBar.GetHeight() - 5));
}

View File

@ -20,99 +20,99 @@ class LevelGen;
class Character {
public:
Character(LevelGen* mapArg);
~Character(void);
Character(LevelGen* mapArg);
~Character(void);
void LoadSprites(string filename, int wArg, int hArg);
void LoadSprites(string filename, int wArg, int hArg);
float GetX(void) { return x; }
float GetY(void) { return y; }
float GetWidth(void) { return w; }
float GetHeight(void) { return h; }
float GetX(void) { return x; }
float GetY(void) { return y; }
float GetWidth(void) { return w; }
float GetHeight(void) { return h; }
void SetXY(float xArg, float yArg) { x = xArg, y = yArg; }
void SetXVelocity(float arg) { xVel = arg; }
void SetYVelocity(float arg) { yVel = arg; }
void SetXY(float xArg, float yArg) { x = xArg, y = yArg; }
void SetXVelocity(float arg) { xVel = arg; }
void SetYVelocity(float arg) { yVel = arg; }
void SetHealth(int health) { _health = health; }
int GetHealth(void) { return _health; }
void SetHealth(int health) { _health = health; }
int GetHealth(void) { return _health; }
int GetDirectionFacing(void) { return directionFacing; }
void SetDirectionFacing(int dir) { directionFacing = dir; }
int GetDirectionFacing(void) { return directionFacing; }
void SetDirectionFacing(int dir) { directionFacing = dir; }
void Render(void);
void Update(void);
void Render(void);
void Update(void);
void OnAttack(void);
void OnAttack(void);
// Overload new and delete operators to utilize MemManager.
inline void* operator new(size_t size) {
return gMemManager.Allocate(size);
}
// Overload new and delete operators to utilize MemManager.
// inline void* operator new(size_t size) {
// return gMemManager.Allocate(size);
// }
inline void operator delete(void* object) {
gMemManager.Free(object);
}
// inline void operator delete(void* object) {
// gMemManager.Free(object);
// }
inline void* operator new [](size_t size) {
return gMemManager.Allocate(size);
}
// inline void* operator new [](size_t size) {
// return gMemManager.Allocate(size);
// }
inline void operator delete [](void* object) {
gMemManager.Free(object);
}
// inline void operator delete [](void* object) {
// gMemManager.Free(object);
// }
enum {
FACING_UP,
FACING_RIGHT,
FACING_DOWN,
FACING_LEFT
};
enum {
FACING_UP,
FACING_RIGHT,
FACING_DOWN,
FACING_LEFT
};
protected:
void HealthBarScroll(void);
void HealthBarScroll(void);
float x;
float y;
float w;
float h;
float x;
float y;
float w;
float h;
float xVel;
float yVel;
float xVel;
float yVel;
int tileX;
int tileY;
int tileX;
int tileY;
Timer attackTimer;
bool attacking;
Timer attackTimer;
bool attacking;
int _health;
int _health;
LevelGen* map;
LevelGen* map;
static const float CHARACTER_SPEED;
static const float CHARACTER_SPEED;
int directionFacing;
int directionFacing;
static const int ANIM_LEFT_FOOT = 0;
static const int ANIM_NO_FOOT = 1;
static const int ANIM_RIGHT_FOOT = 2;
static const int ANIM_ATTACK = 3;
static const int ANIM_LEFT_FOOT = 0;
static const int ANIM_NO_FOOT = 1;
static const int ANIM_RIGHT_FOOT = 2;
static const int ANIM_ATTACK = 3;
Bar _healthBar;
Timer _healthBarDuration;
bool _showHealthBar;
Bar _healthBar;
Timer _healthBarDuration;
bool _showHealthBar;
private:
static const int ANIMATION_SPEED = 200;
static const int ATTACKING_DISPLAY_LEN = 150;
static const int ANIMATION_SPEED = 200;
static const int ATTACKING_DISPLAY_LEN = 150;
SDL_Surface* _texture;
SDL_Surface* _texture;
// [direction][action]
SDL_Rect _sprites[4][4];
// [direction][action]
SDL_Rect _sprites[4][4];
Timer _animationTimer;
int _animationStage;
bool _leftFoot;
Timer _animationTimer;
int _animationStage;
bool _leftFoot;
};

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@ -1,32 +0,0 @@
#pragma once
#include "MemManager.h"
extern MemManager gMemManager;
class MemClass {
public:
MemClass(void) : r(0), c(0) {}
MemClass(double a, double b): r(a), c(b) {}
inline void* operator new(size_t size) {
return gMemManager.Allocate(size);
}
inline void operator delete(void* object) {
gMemManager.Free(object);
}
inline void* operator new [](size_t size) {
return gMemManager.Allocate(size);
}
inline void operator delete [](void* object) {
gMemManager.Free(object);
}
private:
// Real part.
double r;
// Complex part.
double c;
};

View File

@ -1,206 +1,535 @@
#include "MemClass.h"
#include <new>
#include <cassert>
#include <cstdio>
#ifdef _WIN32
#include <windows.h>
#endif
#include <malloc.h>
#include <string.h>
#include "MemManager.h"
MemManager gMemManager;
void BitMapEntry::SetBit(int position, bool flag) {
blocksAvailable += flag ? 1 : -1;
int elementNo = position / INT_SIZE;
int bitNo = position % INT_SIZE;
if(flag)
bitMap[elementNo] = bitMap[elementNo] | (1 << bitNo);
else
bitMap[elementNo] = bitMap[elementNo] & ~(1 << bitNo);
// This is rather C'ish, it can't really be helped since using new/delete inside allocation
// routines would be, well, no fun. This also excludes SDL containers.
// Don't use this here..
#ifdef new
#undef new
#endif
// We will dump the report here..
const char logFileName[] = "../Bin/MemLeaks.log";
// Longs are guaranteed to be 2 bits.
typedef unsigned long uint32;
// Identifiers which are placed to allocated buffer (4-byte alignment)
const uint32 memPrefix = 0xBAADF00D;
const uint32 memPostfix = 0xBABE2BED;
const uint32 memNotUsed = 0xDEADC0DE;
// Identifiers for array / non array allocations / deleted allocations.
const uint32 nonArrayAllocation = 0x2BADF00D;
const uint32 arrayAllocation = 0xBAD4ACE2;
const uint32 invalidAllocation = 0x76543210;
// Amount. Be careful, this could be a memory overkill.
const int numberPrefix = 32; // 128 bytes.
const int numberPostfix = 32; // 128 bytes.
void RemoveMessages(void) {
#ifdef _WIN32
MSG msg = { 0 };
while(PeekMessage(&msg, 0, 0, 0, PM_REMOVE)) {
if(msg.message == WM_PAINT)
return;
}
#endif
}
void BitMapEntry::SetMultipleBits(int position, bool flag, int count) {
blocksAvailable += flag ? count : -count;
int elementNo = position / INT_SIZE;
int bitNo = position % INT_SIZE;
struct AllocationUnit {
// Just for convenience.
uint32* prefixPointer;
uint32* postfixPointer;
uint32* dataPointer;
int bitSize = (count <= INT_SIZE - bitNo) ? count : INT_SIZE - bitNo;
SetRangeOfInt(&bitMap[elementNo], bitNo + bitSize - 1, bitNo, flag);
count -= bitSize;
if(!count) return;
// Size with and withough manager extras.
size_t requestedSize;
size_t overallSize;
int i = ++elementNo;
while(count >= 0) {
if(count <= INT_SIZE) {
SetRangeOfInt(&bitMap[i], count - 1, 0, flag);
return;
} else
bitMap[i] = flag ? unsigned (-1) : 0;
count -= 32;
i++;
}
// Catches mixing new[]/delete and new/delete[] changed from bool to int
// to catch problems with memory blocks allocated without using memory manager.
int arrayAllocated;
// Allocation info which may or may not be present.
char* allocatedFrom;
// Allocation was marked during last snapshot, therfore, it will not be shown
// at leak snapshot dump.
bool markedSnapshot;
};
AllocationUnit* CreateAllocationUnit(void) {
AllocationUnit* unit = static_cast<AllocationUnit*> (malloc(sizeof(AllocationUnit)));
unit->prefixPointer = 0;
unit->postfixPointer = 0;
unit->dataPointer = 0;
unit->requestedSize = 0;
unit->overallSize = 0;
unit->arrayAllocated = nonArrayAllocation;
unit->allocatedFrom = 0;
unit->markedSnapshot = false;
return unit;
}
void BitMapEntry::SetRangeOfInt(int* element, int msb, int lsb, bool flag) {
if(flag) {
int mask = (unsigned(-1) << lsb) & (unsigned(-1) >> (INT_SIZE - msb - 1));
*element |= mask;
} else {
int mask = (unsigned(-1) << lsb) & (unsigned(-1) >> (INT_SIZE - msb - 1));
*element &= ~mask;
}
void deleteAllocationUnit(AllocationUnit* unit) {
if(unit->allocatedFrom)
free(unit->allocatedFrom);
if(unit->prefixPointer)
free(unit->prefixPointer);
unit->arrayAllocated = invalidAllocation;
free(unit);
}
MemClass* BitMapEntry::FirstFreeBlock(size_t/* size*/) {
for(int i = 0; i < BIT_MAP_ELEMENTS; i++) {
if(bitMap[i] == 0)
// There aint any bits free.
continue;
// Allocation information.
// Yield the first bit position. This is a 1
// in an int from the right.
int result = bitMap[i] & -(bitMap[i]);
//void* address = 0;
int basePos = (INT_SIZE * i);
struct AllocationLink {
AllocationUnit* allocationUnit;
AllocationLink* next;
};
switch(result) {
// Make the corresponfing bit 0 so block is no longer free.
case 0x00000001: return ComplexObjectAddress(basePos + 0);
case 0x00000002: return ComplexObjectAddress(basePos + 1);
case 0x00000004: return ComplexObjectAddress(basePos + 2);
case 0x00000008: return ComplexObjectAddress(basePos + 3);
case 0x00000010: return ComplexObjectAddress(basePos + 4);
case 0x00000020: return ComplexObjectAddress(basePos + 5);
case 0x00000040: return ComplexObjectAddress(basePos + 6);
case 0x00000080: return ComplexObjectAddress(basePos + 7);
case 0x00000100: return ComplexObjectAddress(basePos + 8);
case 0x00000200: return ComplexObjectAddress(basePos + 9);
case 0x00000400: return ComplexObjectAddress(basePos + 10);
case 0x00000800: return ComplexObjectAddress(basePos + 11);
case 0x00001000: return ComplexObjectAddress(basePos + 12);
case 0x00002000: return ComplexObjectAddress(basePos + 13);
case 0x00004000: return ComplexObjectAddress(basePos + 14);
case 0x00008000: return ComplexObjectAddress(basePos + 15);
case 0x00010000: return ComplexObjectAddress(basePos + 16);
case 0x00020000: return ComplexObjectAddress(basePos + 17);
case 0x00040000: return ComplexObjectAddress(basePos + 18);
case 0x00080000: return ComplexObjectAddress(basePos + 19);
case 0x00100000: return ComplexObjectAddress(basePos + 20);
case 0x00200000: return ComplexObjectAddress(basePos + 21);
case 0x00400000: return ComplexObjectAddress(basePos + 22);
case 0x00800000: return ComplexObjectAddress(basePos + 23);
case 0x01000000: return ComplexObjectAddress(basePos + 24);
case 0x02000000: return ComplexObjectAddress(basePos + 25);
case 0x04000000: return ComplexObjectAddress(basePos + 26);
case 0x08000000: return ComplexObjectAddress(basePos + 27);
case 0x10000000: return ComplexObjectAddress(basePos + 28);
case 0x20000000: return ComplexObjectAddress(basePos + 29);
case 0x40000000: return ComplexObjectAddress(basePos + 30);
case 0x80000000: return ComplexObjectAddress(basePos + 31);
default: break;
}
}
return 0;
struct AllocationRoot {
AllocationLink* first;
};
// Hash data.
static const int hashSize = 3677; // Prime number. Big enough?
static AllocationRoot hashMap[hashSize] = { 0 };
static int allocationCount = 0; // Amount of allocations.
static int allocationMemory = 0; // Memory allocated.
static int PeakMemoryUsage = 0;
static int peakPointers = 0;
int CalculateHashIndex(const void* buffer) {
int value = reinterpret_cast<int> (buffer);
// Shift lower bits (alignment would kill coverage).
value >>= 4;
// Create index.
value %= hashSize;
return value;
}
MemClass* BitMapEntry::ComplexObjectAddress(int pos) {
SetBit(pos, false);
return &((static_cast<MemClass*>(Head()) + (pos / INT_SIZE)) [INT_SIZE - (pos % INT_SIZE + 1)]);
void AddAllocation(AllocationUnit* allocation) {
assert(allocation);
++allocationCount;
allocationMemory += allocation->requestedSize;
AllocationLink* link = static_cast<AllocationLink*> (malloc(sizeof(AllocationLink)));
link->allocationUnit = allocation;
link->next = 0;
int hashIndex = CalculateHashIndex(allocation->dataPointer);
if(hashMap[hashIndex].first == 0)
hashMap[hashIndex].first = link;
else {
// Push front.
link->next = hashMap[hashIndex].first;
hashMap[hashIndex].first = link;
}
if(allocationMemory > PeakMemoryUsage)
PeakMemoryUsage = allocationMemory;
if(allocationCount > peakPointers)
peakPointers = allocationCount;
}
void* BitMapEntry::Head(void) {
return gMemManager.GetMemoryPoolList()[index];
AllocationUnit* FindAllocation(void* pointer) {
int hashIndex = CalculateHashIndex(pointer);
AllocationLink* current = hashMap[hashIndex].first;
while(current) {
if(current->allocationUnit->dataPointer == pointer)
return current->allocationUnit;
current = current->next;
}
RemoveMessages();
assert(!"Allocation not found. Uninitialized pointer?");
return 0;
}
void* MemManager::Allocate(size_t size) {
// None array.
if(size == sizeof(MemClass)) {
set<BitMapEntry*>::iterator freeMapI = _freeMapEntries.begin();
if(freeMapI != _freeMapEntries.end()) {
BitMapEntry* mapEntry = *freeMapI;
return mapEntry->FirstFreeBlock(size);
} else {
AllocateChunkAndInitBitMap();
_freeMapEntries.insert(&(_bitMapEntryList[_bitMapEntryList.size() - 1]));
return _bitMapEntryList[_bitMapEntryList.size() - 1].FirstFreeBlock(size);
}
} else {
// Array.
if(_arrayMemoryList.empty()) {
return AllocateArrayMemory(size);
} else {
map<void*, ArrayMemoryInfo>::iterator infoI = _arrayMemoryList.begin();
map<void*, ArrayMemoryInfo>::iterator infoEndI = _arrayMemoryList.end();
void RemoveAllocation(AllocationUnit* allocation) {
if(allocationCount <= 0) {
RemoveMessages();
assert(allocationCount > 0);
}
while(infoI != infoEndI) {
ArrayMemoryInfo info = (*infoI).second;
if(info.StartPosition != 0)
// Only search the memory blocks where allocation
// is done from first byte.
continue;
else {
BitMapEntry* entry = &_bitMapEntryList[info.memPoolListIndex];
if(entry->blocksAvailable < (size / sizeof(MemClass)))
return AllocateArrayMemory(size);
else {
info.StartPosition = BIT_MAP_SIZE - entry->blocksAvailable;
info.Size = size / sizeof(MemClass);
MemClass* baseAddress = static_cast<MemClass*>(_memoryPoolList[info.memPoolListIndex]) + info.StartPosition;
int hashIndex = CalculateHashIndex(allocation->dataPointer);
_arrayMemoryList[baseAddress] = info;
SetMultipleBlockBits(&info, false);
AllocationLink* current = hashMap[hashIndex].first;
AllocationLink* previous = 0;
return baseAddress;
}
}
}
}
}
return 0;
while(current) {
if(current->allocationUnit == allocation) {
// Remove.
if(previous)
previous->next = current->next;
else
hashMap[hashIndex].first = current->next;
--allocationCount;
allocationMemory -= current->allocationUnit->requestedSize;
// Free memory.
deleteAllocationUnit(current->allocationUnit);
free(current);
return;
}
previous = current;
current = current->next;
}
RemoveMessages();
assert(!"Allocation not found. Uninitialized pointer?");
}
void* MemManager::AllocateArrayMemory(size_t size) {
void* chunkAddress = AllocateChunkAndInitBitMap();
ArrayMemoryInfo info;
info.memPoolListIndex = _memoryPoolList.size() - 1;
info.StartPosition = 0;
info.Size = size / sizeof(MemClass);
_arrayMemoryList[chunkAddress] = info;
SetMultipleBlockBits(&info, false);
return chunkAddress;
void DumpLeakReport(void) {
if(allocationCount > 0) {
DumpLeakSnapshot(true);
} else {
// Remove file.
fclose(fopen(logFileName, "wt"));
}
}
void* MemManager::AllocateChunkAndInitBitMap(void) {
BitMapEntry mapEntry;
MemClass* memoryBeginAddress = reinterpret_cast<MemClass*>(new char[sizeof(MemClass) * BIT_MAP_SIZE]);
_memoryPoolList.push_back(memoryBeginAddress);
mapEntry.index = _memoryPoolList.size() - 1;
_bitMapEntryList.push_back(mapEntry);
return memoryBeginAddress;
void TestIdentifiers(AllocationUnit* allocation) {
for(int i = 0; i < numberPrefix; ++i) {
if(allocation->prefixPointer[i] != memPrefix) {
RemoveMessages();
assert(!"Buffer prefix messed up!");
}
}
for(int i = 0; i < numberPostfix; ++i) {
if(allocation->postfixPointer[i] != memPostfix) {
RemoveMessages();
assert(!"Buffer postfix messed up!");
}
}
}
void MemManager::Free(void* object) {
if(_arrayMemoryList.find(object) == _arrayMemoryList.end())
// Simple block deletion.
SetBlockBit(object, true);
else {
// Memory block deletion.
ArrayMemoryInfo *info = &_arrayMemoryList[object];
SetMultipleBlockBits(info, true);
}
// After deinitialization, dump leak report on every deallocation.
struct InitializationTracker {
static bool programExiting;
InitializationTracker(void) {
programExiting = false;
}
~InitializationTracker(void) {
programExiting = true;
DumpLeakReport();
}
};
bool InitializationTracker::programExiting = false;
static InitializationTracker tracker;
void MarkLeakSnapshot(void) {
if(allocationCount > 0) {
int currentIndex = 0;
for(int i = 0; i < hashSize; ++i) {
AllocationLink* currentLink = hashMap[i].first;
while(currentLink != 0) {
currentLink->allocationUnit->markedSnapshot = true;
currentLink = currentLink->next;
}
}
}
}
void MemManager::SetBlockBit(void* object, bool flag) {
int i = _bitMapEntryList.size() - 1;
for(; i >= 0; i--) {
BitMapEntry* bitMap = &_bitMapEntryList[i];
if((bitMap->Head() <= object) && (&(static_cast<MemClass*>(bitMap->Head()))[BIT_MAP_SIZE - 1] >= object)) {
int position = static_cast<MemClass*>(object)- static_cast<MemClass*>(bitMap->Head());
bitMap->SetBit(position, flag);
flag ? bitMap->blocksAvailable++ : bitMap->blocksAvailable--;
}
}
void DumpLeakSnapshot(bool fromStart) {
if(allocationCount > 0) {
FILE* fp = fopen(logFileName, "wt");
if(fp == NULL) {
return;
}
if(!fromStart)
fprintf(fp, "(SNAPSHOT)\n\n");
fprintf(fp, "Peak memory usage: %d bytes\n", PeakMemoryUsage);
fprintf(fp, "Overall memory leaked: %d bytes\n", allocationMemory);
fprintf(fp, "Pointers left: %d\n\n", allocationCount);
int currentIndex = 0;
for(int i = 0; i < hashSize; ++i) {
AllocationLink* currentLink = hashMap[i].first;
while(currentLink != 0) {
if(!currentLink->allocationUnit->markedSnapshot || fromStart) {
//if(strcmp(currentLink->allocationUnit->allocatedFrom, "(???: line 0)") != 0)
if(!strstr(currentLink->allocationUnit->allocatedFrom, "???")) {
// Temp: show only over 2MB
//if(currentLink->allocationUnit->requestedSize > 1*1024*1024) {
fprintf(fp, "Allocation %d:\n", ++currentIndex);
fprintf(fp, "\tAllocated from: %s\n", currentLink->allocationUnit->allocatedFrom);
fprintf(fp, "\tAllocation size: %d bytes\n", currentLink->allocationUnit->requestedSize);
if(currentLink->allocationUnit->arrayAllocated == nonArrayAllocation)
fprintf(fp, "\tAllocated with new()\n");
else
fprintf(fp, "\tAllocated with new[]\n");
// To get the contents of some char array strings.
#define MEMMANAGER_MAX_PRINT_SIZE 80
int arraySize = currentLink->allocationUnit->requestedSize;
if(currentLink->allocationUnit->arrayAllocated == arrayAllocation && arraySize < MEMMANAGER_MAX_PRINT_SIZE) {
char* data = (char*)currentLink->allocationUnit->requestedSize;
char databuf[MEMMANAGER_MAX_PRINT_SIZE + 2];
bool noControlChars = true;
int j;
for(j = 0; j < arraySize; j++) {
if(data[j] == '\n' || data[j] == '\r')
databuf[j] = ' ';
else
databuf[j] = data[j];
if(data[j] < 32 && data[j] != '\n' && data[j] != '\r') {
if(data[j] != '\0') noControlChars = false;
break;
}
}
databuf[j] != '\0';
if(noControlChars) {
fprintf(fp, "\tData: \"%s\"\n", data);
}
}
fprintf(fp, "\n");
//}
}
}
currentLink = currentLink->next;
}
}
fclose(fp);
}
}
void MemManager::SetMultipleBlockBits(ArrayMemoryInfo* info, bool flag) {
BitMapEntry* mapEntry = &_bitMapEntryList[info->memPoolListIndex];
mapEntry->SetMultipleBits(info->StartPosition, flag, info->Size);
char debugAllocInfo[256 + 1] = { 0 };
int debugAllocatedSinceInfo = -1;
// Just a hack to add extra info to allocations.
void DebugSetAllocationInfo(const char* allocationInfo) {
if(allocationInfo == NULL)
debugAllocInfo[0] = '\0';
else
strncpy(debugAllocInfo, allocationInfo, 256);
debugAllocatedSinceInfo = 0;
}
vector<void*>& MemManager::GetMemoryPoolList(void) {
return _memoryPoolList;
// Operator new implementation.
void* operator new(size_t originalSize, const char* filename, int lineNumber, bool arrayAllocated) {
// Handle 0-byte request. we must return a unique pointer
// (or unique value actually).
if(originalSize == 0)
originalSize = 1;
// To 4-byte boundary (since our identifiers are unit32's).
if(int foo = originalSize % 4)
originalSize += 4 - foo;
// Make some room for prefix and postfix.
size_t size = originalSize;
size += numberPrefix * 4;
size += numberPostfix * 4;
// Yes, Infinate loop really is the way to go :)
while(true) {
AllocationUnit* allocation = CreateAllocationUnit();
void* buffer = malloc(size);
// Both have to succeed. We want to handle out-of-memory.
if((buffer) && (allocation)) {
char* info;
if(debugAllocInfo[0] != '\0' && debugAllocatedSinceInfo >= 0) {
info = static_cast<char*>(malloc(strlen(filename) + strlen(debugAllocInfo) + 60));
if(info) {
if(debugAllocatedSinceInfo == 0)
sprintf(info, "(%s: line %d)\t Info: \"%s\"", filename, lineNumber, debugAllocInfo);
else
sprintf(info, "(%s: line %d)\n\tInfo: (\"%s\", %d allocs ago)", filename, lineNumber, debugAllocInfo, debugAllocatedSinceInfo);
}
} else {
info = static_cast<char*> (malloc(strlen(filename) + 20));
if(info) {
sprintf(info, "(%s: line %d)", filename, lineNumber);
}
}
// Fill in allocation info.
allocation->prefixPointer = static_cast<uint32*> (buffer);
allocation->dataPointer = allocation->prefixPointer + numberPrefix;
allocation->postfixPointer = allocation->dataPointer + (originalSize / 4);
allocation->allocatedFrom = info;
if(arrayAllocated)
allocation->arrayAllocated = arrayAllocation;
else
allocation->arrayAllocated = nonArrayAllocation;
allocation->overallSize = size;
allocation->requestedSize = originalSize;
// Fill in our identifiers.
for(int i = 0; i < numberPrefix; ++i)
allocation->prefixPointer[i] = memPrefix;
for(int i = 0; i < int(originalSize / 4); ++i)
allocation->dataPointer[i] = memNotUsed;
for(int i = 0; i < numberPostfix; ++i)
allocation->postfixPointer[i] = memPostfix;
AddAllocation(allocation);
return allocation->dataPointer;
}
// If only one of them succeeded, free it first.
if(buffer)
free(buffer);
if(allocation)
deleteAllocationUnit(allocation);
// Test error-handling functions.
std::new_handler globalHandler = std::set_new_handler(0);
std::set_new_handler(globalHandler);
// If we have one, try it. otherwise throw a bad allocation.
// (And hope for someone to catch it).
if(globalHandler)
(*globalHandler) ();
else
throw std::bad_alloc();
}
}
void operator delete(void* buffer, bool arrayDeleted) throw() {
// Deleting null-pointer is legal.
if(buffer == 0)
return;
AllocationUnit* allocation = FindAllocation(buffer);
if(!allocation) {
RemoveMessages();
assert(allocation);
}
// Test out of bounds.
TestIdentifiers(allocation);
// Test that the block was allocated by memory manager.
// Test array operator mixing.
if(allocation->arrayAllocated != arrayAllocation && allocation->arrayAllocated != nonArrayAllocation) {
RemoveMessages();
assert(!"Deleting block with invalid allocation type");
} else {
if((arrayDeleted && allocation->arrayAllocated == nonArrayAllocation) || (!arrayDeleted && allocation->arrayAllocated == arrayAllocation)) {
RemoveMessages();
assert(!"Mixed array and normal versions");
}
}
RemoveAllocation(allocation);
// If quitting, dump report on each deallocation.
if(InitializationTracker::programExiting == true)
DumpLeakReport();
}
void* operator new(size_t size, const char* filename, int lineNumber) throw(std::bad_alloc) {
return operator new(size, filename, lineNumber, false);
}
void* operator new(size_t size) throw(std::bad_alloc) {
return operator new(size, "???", 0, false);
}
void* operator new[](size_t size, const char* filename, int lineNumber) throw(std::bad_alloc) {
return operator new(size, filename, lineNumber, true);
}
void* operator new[](size_t size) throw(std::bad_alloc) {
return operator new(size, "???", 0 , true);
}
void operator delete(void* buffer) throw() {
operator delete(buffer, false);
}
void operator delete[](void* buffer) throw() {
operator delete(buffer, true);
}
void MemManager::SetFailingPercentage(int percentage) {
}
void MemManager::ValidatePointer(void* pointer) {
AllocationUnit* allocation = FindAllocation(pointer);
if(!allocation) {
RemoveMessages();
assert(allocation);
return;
}
// Test out-of-bounds.
TestIdentifiers(allocation);
}
void MemManager::ValidateAllPointers(void) {
for(int i = 0; i < hashSize; ++i) {
AllocationLink* currentLink = hashMap[i].first;
while(currentLink != 0) {
if(currentLink)
TestIdentifiers(currentLink->allocationUnit);
currentLink = currentLink->next;
}
}
}
int MemManager::AmountOfMemoryAllocated(void* pointer, bool includeManagerExtra) {
return 0;
}
int MemManager::AmountOfMemoryInUse(void* pointer) {
int result = 0;
for(int i = 0; i < hashSize; ++i) {
AllocationLink* currentLink = hashMap[i].first;
while(currentLink != 0) {
if(currentLink)
result += currentLink->allocationUnit->requestedSize;
currentLink = currentLink->next;
}
}
return result;
}
void MemManager::LogStatistics(const char* filename) {
}
void MemManager::LogUnusedPointers(const char* filename, float freePercentage) {
}
int MemManager::AmountOfMemoryInUse(bool includeManagerExta) {
return allocationMemory;
}
int MemManager::AmountOfPeakMemoryInUse(bool includeManagerExtra) {
return 0;
}
int MemManager::AmountOfMemoryAllocations(void) {
return allocationCount;
}
int MemManager::AmountOfPeakMemoryAllocations(void) {
return 0;
}

View File

@ -1,88 +1,53 @@
#pragma once
#include <iostream>
#include <vector>
#include <string>
#include <string.h>
#include <vector>
#include <set>
#include <map>
#include <bitset>
using namespace std;
const int BIT_MAP_SIZE = 1024;
const int INT_SIZE = sizeof(int) * 8;
const int BIT_MAP_ELEMENTS = BIT_MAP_SIZE / INT_SIZE;
#ifndef INCLUDED_NEW
#define INCLUDED_NEW
#include <new>
#endif
/*
* Memory Allocation Pattern.
* 11111111 11111111 11111111
* 11111110 11111111 11111111
* 11111100 11111111 11111111
*
* If all bits for the first section becomes zero go to next section.
*
* 00000000 11111111 11111111
* 00000000 11111110 11111111
* 00000000 11111100 11111111
* 00000000 11111000 11111111
*
* The lookup inside the map becomes 0(1) for the first available free block.
*/
class MemClass;
typedef struct BitMapEntry {
int index;
int blocksAvailable;
int bitMap[BIT_MAP_SIZE];
class MemManager {
// Not implemented.
MemManager(void);
~MemManager(void);
public:
BitMapEntry():blocksAvailable(BIT_MAP_SIZE) {
// All blocks are free to begin with and bit value 1
// in the map denotes available blocks.
memset(bitMap, 0xff, BIT_MAP_SIZE / sizeof(char));
}
// Affect behavior.
static void SetFailingPercentage(int percentage);
void SetBit(int position, bool flag);
void SetMultipleBits(int position, bool flag, int count);
void SetRangeOfInt(int* element, int msb, int lsb, bool flag);
MemClass* FirstFreeBlock(size_t size);
MemClass* ComplexObjectAddress(int pos);
void* Head(void);
} BitMapEntry;
// Pointers.
static void ValidatePointer(void* pointer);
static void ValidateAllPointers(void);
static int AmountOfMemoryAllocated(void* pointer, bool includeManagerExtra = false);
static int AmountOfMemoryInUse(void* pointer);
typedef struct ArrayInfo {
int memPoolListIndex;
int StartPosition;
int Size;
} ArrayMemoryInfo;
// Logging.
static void LogStatistics(const char* filename);
static void LogUnusedPointers(const char* filename, float freePercentage);
class IMemManager {
public:
virtual void* Allocate(size_t size) = 0;
virtual void Free(void* object) = 0;
// Memory statistics.
static int AmountOfMemoryInUse(bool includeManagerExta = false);
static int AmountOfPeakMemoryInUse(bool includeManagerExtra = false);
static int AmountOfMemoryAllocations(void);
static int AmountOfPeakMemoryAllocations(void);
};
class MemManager : public IMemManager {
public:
MemManager(void) {}
~MemManager(void) {}
// Quick hack to get some extra information about allocations.
void DebugSetAllocationInfo(const char* allocationInfo);
void DumpLeakSnapshot(bool fromStart = false);
void MarkLeakSnapshot(void);
void* Allocate(size_t size);
void Free(void* object);
vector<void*>& GetMemoryPoolList(void);
// Global operators.
void* operator new(size_t size, const char* filename, int lineNumber) throw(std::bad_alloc);
void* operator new(size_t size) throw(std::bad_alloc);
void* operator new[](size_t size, const char* filename, int lineNumber) throw(std::bad_alloc);
void* operator new[](size_t size) throw(std::bad_alloc);
void operator delete(void* buffer) throw();
void operator delete[](void* buffer) throw();
private:
void* AllocateArrayMemory(size_t size);
void* AllocateChunkAndInitBitMap(void);
void SetBlockBit(void* object, bool flag);
void SetMultipleBlockBits(ArrayMemoryInfo* info, bool flag);
// The following lists will maintain one to one correspondace
// and should be the same size.
vector<void*> _memoryPoolList;
vector<BitMapEntry> _bitMapEntryList;
set<BitMapEntry*> _freeMapEntries;
map<void*, ArrayMemoryInfo> _arrayMemoryList;
};
// I don't think there are any compilers that don't define these, but just in case.
#ifndef __FILE__
#define __FILE__ "???"
#endif
#ifndef __LINE__
#define __LINE__ 0
#endif

View File

@ -3,8 +3,8 @@
#include "../System/Vec2.h"
NPC::NPC(LevelGen* mapArg) : Character(mapArg) {
_walkInPath = false;
_moving = false;
_walkInPath = false;
_moving = false;
}
NPC::~NPC(void) {
@ -12,44 +12,44 @@ NPC::~NPC(void) {
}
void NPC::ForceMove(void) {
tileX = x / AStarTile::FAKE_SIZE;
tileY = y / AStarTile::FAKE_SIZE;
tileX = x / AStarTile::FAKE_SIZE;
tileY = y / AStarTile::FAKE_SIZE;
}
void NPC::Update(void) {
// Store the NPC's health.
// int health = GetHealth(); // not referenced
// Store the NPC's health.
// int health = GetHealth(); // not referenced
Move();
Move();
if(xVel > 0) directionFacing = FACING_RIGHT;
else if(xVel < 0) directionFacing = FACING_LEFT;
else if(yVel > 0) directionFacing = FACING_DOWN;
else if(yVel < 0) directionFacing = FACING_UP;
if(xVel > 0) directionFacing = FACING_RIGHT;
else if(xVel < 0) directionFacing = FACING_LEFT;
else if(yVel > 0) directionFacing = FACING_DOWN;
else if(yVel < 0) directionFacing = FACING_UP;
_healthBar.SetProgress((float)GetHealth() / 100.0f);
_healthBar.SetProgress((float)GetHealth() / 100.0f);
}
void NPC::Move(void) {
xVel = 0.0f;
yVel = 0.0f;
Character* player = map->GetPlayer();
SDL_Rect selfRect;
selfRect.x = x - 5;
selfRect.y = y - 5;
selfRect.w = w + 5;
selfRect.h = h + 5;
SDL_Rect playerRect;
playerRect.x = player->GetX() - 5;
playerRect.y = player->GetY() - 5;
playerRect.w = player->GetWidth() + 5;
playerRect.h = player->GetHeight() + 5;
bool isNearPlayer = CheckCollisionRect(selfRect, playerRect);
if(isNearPlayer) {
if(!attackTimer.IsStarted()) {
attackTimer.Start();
@ -64,30 +64,30 @@ void NPC::Move(void) {
attackTimer.Stop();
}
}
Character::HealthBarScroll();
if(!_walkInPath) {
return;
}
Vec2 realPos(x, y);
Vec2 realPos(x, y);
if(fabs((player->GetX() - x)) > 256 || fabs((player->GetY() - y)) > 256) {
return;
}
if(isNearPlayer) {
_walkInPath = false;
return;
}
float targetX = (float)(tileX * AStarTile::FAKE_SIZE);
float targetY = (float)(tileY * AStarTile::FAKE_SIZE);
float dx = targetX - realPos.x;
float dy = targetY - realPos.y;
if(dx > 0.0f) {
xVel = CHARACTER_SPEED;
}
@ -99,16 +99,16 @@ void NPC::Move(void) {
}
else if(dy < 0.0f) {
yVel = -CHARACTER_SPEED;
}
if(xVel != 0.0f || yVel != 0.0f) {
}
if(xVel != 0.0f || yVel != 0.0f) {
map->MoveIfPossible(this, xVel, yVel, false);
}
if(dx >= -CHARACTER_SPEED && dx <= CHARACTER_SPEED &&
dy >= -CHARACTER_SPEED && dy <= CHARACTER_SPEED) {
_target = _astar.GetSolutionNext();
if(_target == NULL || _target == _lastTarget) {
_walkInPath = false;
} else {
@ -122,30 +122,30 @@ void NPC::OnPlayerMove(Player* player) {
if(fabs((player->GetX() - x)) > 256 || fabs((player->GetY() - y)) > 256) {
return;
}
AStarTile& start = map->GetAStarTile(x / AStarTile::FAKE_SIZE, y / AStarTile::FAKE_SIZE);
AStarTile& goal = map->GetAStarTile(player->GetX() / AStarTile::FAKE_SIZE, player->GetY() / AStarTile::FAKE_SIZE);
_astar.SetStartAndGoalStates(start, goal);
AStarTile& start = map->GetAStarTile(x / AStarTile::FAKE_SIZE, y / AStarTile::FAKE_SIZE);
AStarTile& goal = map->GetAStarTile(player->GetX() / AStarTile::FAKE_SIZE, player->GetY() / AStarTile::FAKE_SIZE);
_walkInPath = false;
_astar.SetStartAndGoalStates(start, goal);
while(true) {
unsigned int state = _astar.SearchStep();
if(state == AStarSearch<AStarTile>::SEARCH_STATE_SUCCEEDED) {
_walkInPath = true;
break;
} else if(state != AStarSearch<AStarTile>::SEARCH_STATE_SEARCHING) {
break;
}
}
_walkInPath = false;
while(true) {
unsigned int state = _astar.SearchStep();
if(state == AStarSearch<AStarTile>::SEARCH_STATE_SUCCEEDED) {
_walkInPath = true;
break;
} else if(state != AStarSearch<AStarTile>::SEARCH_STATE_SEARCHING) {
break;
}
}
if(_walkInPath) {
_lastTarget = _astar.GetSolutionEnd();
_target = _astar.GetSolutionStart();
_target = _astar.GetSolutionNext();
if(_target == NULL) {
_walkInPath = false;
_target = NULL;

View File

@ -9,27 +9,27 @@ class Player;
class NPC : public Character {
public:
NPC(LevelGen* mapArg);
~NPC(void);
NPC(LevelGen* mapArg);
~NPC(void);
void ForceMove(void);
void ForceMove(void);
void Update(void);
void OnPlayerMove(Player* player);
protected:
void Move(void);
void Move(void);
void AttackPlayer(void);
private:
bool _moving;
bool _moving;
AStarSearch<AStarTile> _astar;
bool _walkInPath;
AStarTile* _target;
AStarTile* _lastTarget;
Timer _attackTimer;
static const int ATTACK_FREQUENCY = 1000;
};

View File

@ -9,72 +9,72 @@ ParticleEmitter::~ParticleEmitter(void) {
}
void ParticleEmitter::SetXY(int xArg, int yArg) {
x = xArg;
y = yArg;
x = xArg;
y = yArg;
}
void ParticleEmitter::ForceXY(int xArg, int yArg) {
for(int i = 0; i < _particleCount; i++) {
m_particle[i].x = (float)xArg;
m_particle[i].y = (float)yArg;
}
for(int i = 0; i < _particleCount; i++) {
m_particle[i].x = (float)xArg;
m_particle[i].y = (float)yArg;
}
}
void ParticleEmitter::SetParticleCount(int countArg) {
_particleCount = countArg;
m_particle.resize(_particleCount);
_particleCount = countArg;
m_particle.resize(_particleCount);
for(int i = 0; i < _particleCount; i++) {
m_particle[i].startTime = SDL_GetTicks();
}
for(int i = 0; i < _particleCount; i++) {
m_particle[i].startTime = SDL_GetTicks();
}
}
void ParticleEmitter::SetParticleSpeed(float speedArg) {
_particleSpeed = speedArg;
_particleSpeed = speedArg;
}
void ParticleEmitter::SetParticleType(string typeArg) {
if(!_particleTexture) {
SDL_FreeSurface(_particleTexture);
}
if(!_particleTexture) {
SDL_FreeSurface(_particleTexture);
}
string textureFilename = "../../Data/Media/Images/Particles/" + typeArg + ".png";
_particleTexture = LoadImageAlpha(textureFilename.c_str());
string textureFilename = "../../Data/Media/Images/Particles/" + typeArg + ".png";
_particleTexture = LoadImageAlpha(textureFilename.c_str());
}
void ParticleEmitter::SetParticleLifetime(int lifetimeArg) {
_particleLifetime = lifetimeArg;
_particleLifetime = lifetimeArg;
for(int i = 0; i < _particleCount; i++) {
m_particle[i].lifetime = rand() % _particleLifetime + _particleLifetime / 4;
}
for(int i = 0; i < _particleCount; i++) {
m_particle[i].lifetime = rand() % _particleLifetime + _particleLifetime / 4;
}
}
void ParticleEmitter::Render(void) {
for(int i = 0; i < _particleCount; i++) {
ApplySurface((int)m_particle[i].x, (int)m_particle[i].y, _particleTexture, screen);
}
for(int i = 0; i < _particleCount; i++) {
ApplySurface((int)m_particle[i].x, (int)m_particle[i].y, _particleTexture, screen);
}
}
void ParticleEmitter::Update(void) {
for(int i = 0; i < _particleCount; i++) {
if((int)SDL_GetTicks() - m_particle[i].startTime > m_particle[i].lifetime) {
// Reset the x and y coords.
m_particle[i].x = (float)x;
m_particle[i].y = (float)y;
for(int i = 0; i < _particleCount; i++) {
if((int)SDL_GetTicks() - m_particle[i].startTime > m_particle[i].lifetime) {
// Reset the x and y coords.
m_particle[i].x = (float)x;
m_particle[i].y = (float)y;
m_particle[i].xVel = (float)(rand() % 360);
m_particle[i].yVel = (float)(rand() % 360);
m_particle[i].xVel = (float)(rand() % 360);
m_particle[i].yVel = (float)(rand() % 360);
if(rand() % 2)
m_particle[i].xVel = m_particle[i].xVel * -1.0f;
if(rand() % 2)
m_particle[i].yVel = m_particle[i].yVel * -1.0f;
if(rand() % 2)
m_particle[i].xVel = m_particle[i].xVel * -1.0f;
if(rand() % 2)
m_particle[i].yVel = m_particle[i].yVel * -1.0f;
m_particle[i].startTime = SDL_GetTicks();
} else {
m_particle[i].x += m_particle[i].xVel * _particleSpeed;
m_particle[i].y += m_particle[i].yVel * _particleSpeed;
}
}
m_particle[i].startTime = SDL_GetTicks();
} else {
m_particle[i].x += m_particle[i].xVel * _particleSpeed;
m_particle[i].y += m_particle[i].yVel * _particleSpeed;
}
}
}

View File

@ -15,493 +15,493 @@ using namespace std;
// The search class. UserState is the users state space type.
template<class UserState> class AStarSearch {
public:
enum {
SEARCH_STATE_NOT_INITIALIZED,
SEARCH_STATE_SEARCHING,
SEARCH_STATE_SUCCEEDED,
SEARCH_STATE_FAILED,
SEARCH_STATE_OUT_OF_MEMORY,
SEARCH_STATE_INVALID
};
enum {
SEARCH_STATE_NOT_INITIALIZED,
SEARCH_STATE_SEARCHING,
SEARCH_STATE_SUCCEEDED,
SEARCH_STATE_FAILED,
SEARCH_STATE_OUT_OF_MEMORY,
SEARCH_STATE_INVALID
};
// A node representing a possible state in the search.
// A node representing a possible state in the search.
public:
class Node {
public:
// Keep a record of successor nodes.
Node* parent;
// Used to view the search in reverse at the end.
Node* child;
class Node {
public:
// Keep a record of successor nodes.
Node* parent;
// Used to view the search in reverse at the end.
Node* child;
float g; // Cost of this and it's predecessors.
float h; // Heuristic estimate of the distance of the goal.
float f; // Sum of cost and heuristic.
float g; // Cost of this and it's predecessors.
float h; // Heuristic estimate of the distance of the goal.
float f; // Sum of cost and heuristic.
Node(UserState userState) : parent(0), child(0), g(0.0f), h(0.0f), f(0.0), _userState(userState) {}
Node(UserState userState) : parent(0), child(0), g(0.0f), h(0.0f), f(0.0), _userState(userState) {}
UserState _userState;
};
UserState _userState;
};
// Compare the f values of the two nodes.
class HeapCompare_f {
public:
bool operator()(const Node* x, const Node* y) const {
return x->f > y->f;
}
};
// Compare the f values of the two nodes.
class HeapCompare_f {
public:
bool operator()(const Node* x, const Node* y) const {
return x->f > y->f;
}
};
public:
AStarSearch(void) :
_state(SEARCH_STATE_NOT_INITIALIZED),
_currentSolutionNode(NULL),
_allocateNodeCount(0),
_cancelRequest(false) {}
AStarSearch(void) :
_state(SEARCH_STATE_NOT_INITIALIZED),
_currentSolutionNode(NULL),
_allocateNodeCount(0),
_cancelRequest(false) {}
~AStarSearch(void) {}
~AStarSearch(void) {}
int GetState(void) { return _state; }
int GetState(void) { return _state; }
// Cancel the search and free up the memory. -- This can be called at any time.
void CancelSearch(void) { _cancelRequest = true; }
// Cancel the search and free up the memory. -- This can be called at any time.
void CancelSearch(void) { _cancelRequest = true; }
// Set the start/goal state.
void SetStartAndGoalStates(UserState& start, UserState& goal) {
_cancelRequest= false;
// Set the start/goal state.
void SetStartAndGoalStates(UserState& start, UserState& goal) {
_cancelRequest= false;
_start = AllocateNode(start);
_goal = AllocateNode(goal);
_start = AllocateNode(start);
_goal = AllocateNode(goal);
assert((_start != NULL && _goal != NULL));
assert((_start != NULL && _goal != NULL));
_state = SEARCH_STATE_SEARCHING;
_state = SEARCH_STATE_SEARCHING;
// Initialize the AStar specific parts of the start node.
// You only need to fill out the state information.
_start->g = 0;
_start->h = _start->_userState.GoalDistanceEstimate(_goal->_userState);
_start->f = _start->g + _start->h;
_start->parent = 0;
// Initialize the AStar specific parts of the start node.
// You only need to fill out the state information.
_start->g = 0;
_start->h = _start->_userState.GoalDistanceEstimate(_goal->_userState);
_start->f = _start->g + _start->h;
_start->parent = 0;
// Push the start node onto the open list.
_openList.push_back(_start); // Heap is now unsorted.
// Push the start node onto the open list.
_openList.push_back(_start); // Heap is now unsorted.
// Sort back element into the heap.
push_heap(_openList.begin(), _openList.end(), HeapCompare_f());
// Sort back element into the heap.
push_heap(_openList.begin(), _openList.end(), HeapCompare_f());
// Initialize counter for the search steps.
_steps = 0;
}
// Initialize counter for the search steps.
_steps = 0;
}
// Search one step.
unsigned int SearchStep(void) {
// Break if the search has not been initialized.
assert((_state > SEARCH_STATE_NOT_INITIALIZED) && ( _state < SEARCH_STATE_INVALID));
// Search one step.
unsigned int SearchStep(void) {
// Break if the search has not been initialized.
assert((_state > SEARCH_STATE_NOT_INITIALIZED) && ( _state < SEARCH_STATE_INVALID));
// Ensure it is safe to do a seach step once the seach has succeeded.
if((_state == SEARCH_STATE_SUCCEEDED) || (_state == SEARCH_STATE_FAILED)) { return false; }
// Ensure it is safe to do a seach step once the seach has succeeded.
if((_state == SEARCH_STATE_SUCCEEDED) || (_state == SEARCH_STATE_FAILED)) { return false; }
if(_openList.empty() || _cancelRequest) {
// Then there is nothing left to search, so fail.
FreeAllNodes();
_state = SEARCH_STATE_FAILED;
return _state;
}
if(_openList.empty() || _cancelRequest) {
// Then there is nothing left to search, so fail.
FreeAllNodes();
_state = SEARCH_STATE_FAILED;
return _state;
}
_steps++;
_steps++;
// Pop the best node. -- The one with the lowest f.
Node* n = _openList.front(); // Get pointer to the node.
pop_heap(_openList.begin(), _openList.end(), HeapCompare_f());
_openList.pop_back();
// Pop the best node. -- The one with the lowest f.
Node* n = _openList.front(); // Get pointer to the node.
pop_heap(_openList.begin(), _openList.end(), HeapCompare_f());
_openList.pop_back();
// Check for the goal, once we pop that, we are done.
if(n->_userState.IsGoal(_goal->_userState)) {
// Copy the parent pointer of n, as we will use the passed in goal node.
_goal->parent = n->parent;
// Check for the goal, once we pop that, we are done.
if(n->_userState.IsGoal(_goal->_userState)) {
// Copy the parent pointer of n, as we will use the passed in goal node.
_goal->parent = n->parent;
// If the goal was passed in at the start..
if(false == n->_userState.IsSameState(_start->_userState)) {
FreeNode(n);
// If the goal was passed in at the start..
if(false == n->_userState.IsSameState(_start->_userState)) {
FreeNode(n);
// Set the child pointers in each node, apart from goal, as it has no child.
Node* nodeChild = _goal;
Node* nodeParent = _goal->parent;
// Set the child pointers in each node, apart from goal, as it has no child.
Node* nodeChild = _goal;
Node* nodeParent = _goal->parent;
while(nodeChild != _start) {
// Start is always the first node by definition.
nodeParent->child = nodeChild;
while(nodeChild != _start) {
// Start is always the first node by definition.
nodeParent->child = nodeChild;
nodeChild = nodeParent;
nodeParent = nodeParent->parent;
}
}
// Delete nodes that are not needed for the solution.
FreeUnusedNodes();
_state = SEARCH_STATE_SUCCEEDED;
nodeChild = nodeParent;
nodeParent = nodeParent->parent;
}
}
// Delete nodes that are not needed for the solution.
FreeUnusedNodes();
_state = SEARCH_STATE_SUCCEEDED;
return _state;
} else {
// Not goal.
return _state;
} else {
// Not goal.
/*
* Generate the successors of this node.
* The user helps us to do this, and we keep
* the new nodes in _successors.
*/
_successors.clear(); // empty the vector of successor nodes to n.
/*
* Generate the successors of this node.
* The user helps us to do this, and we keep
* the new nodes in _successors.
*/
_successors.clear(); // empty the vector of successor nodes to n.
// The user provides this functions and uses AddSuccessor to add each
// successor of node 'n' to _successors.
bool ret = n->_userState.GetSuccessors(this/*, n->parent ? &n->parent->_userState : NULL*/);
// The user provides this functions and uses AddSuccessor to add each
// successor of node 'n' to _successors.
bool ret = n->_userState.GetSuccessors(this/*, n->parent ? &n->parent->_userState : NULL*/);
if(!ret) {
typename vector<Node*>::iterator successor;
if(!ret) {
typename vector<Node*>::iterator successor;
// Free the nodes that may have previously been added.
for(successor = _successors.begin(); successor != _successors.end(); successor++) {
FreeNode((*successor));
}
// Empty vector of successor nodes nodes to n.
_successors.clear();
// Free the nodes that may have previously been added.
for(successor = _successors.begin(); successor != _successors.end(); successor++) {
FreeNode((*successor));
}
// Empty vector of successor nodes nodes to n.
_successors.clear();
// Free up everything else we allocated along the way.
FreeAllNodes();
// Free up everything else we allocated along the way.
FreeAllNodes();
_state = SEARCH_STATE_OUT_OF_MEMORY;
return _state;
}
// Now handle each successor to the current node..
for(typename vector<Node*>::iterator successor = _successors.begin(); successor != _successors.end(); successor++) {
// The g value for this successor.
float newg = n->g + n->_userState.GetCost((*successor)->_userState);
_state = SEARCH_STATE_OUT_OF_MEMORY;
return _state;
}
// Now handle each successor to the current node..
for(typename vector<Node*>::iterator successor = _successors.begin(); successor != _successors.end(); successor++) {
// The g value for this successor.
float newg = n->g + n->_userState.GetCost((*successor)->_userState);
/*
* We need to see whether the node is on the open or closed
* list. If it is, but the node that is already on them is better
* (lower g) then we can forget about this successor.
*
* First linear search of open list to find node.
*/
typename vector<Node*>::iterator openlist_result;
for(openlist_result = _openList.begin(); openlist_result != _openList.end(); openlist_result++) {
if((*openlist_result)->_userState.IsSameState((*successor)->_userState)) {
break;
}
}
if(openlist_result != _openList.end()) {
// We found this state open.
if((*openlist_result)->g <= newg) {
FreeNode((*successor));
// The one on the open list is cheaper than this one.
continue;
}
}
typename vector<Node*>::iterator closedlist_result;
for(closedlist_result = _closedList.begin(); closedlist_result != _closedList.end(); closedlist_result++) {
if((*closedlist_result)->_userState.IsSameState((*successor)->_userState)) {
break;
}
}
if(closedlist_result != _closedList.end()) {
// We found this state closed.
if((*closedlist_result)->g <= newg) {
// The one on the closed list is cheaper than this one.
FreeNode((*successor));
continue;
}
}
// This node is the best node so fat with this particular state.
// So lets keep it, and set up its AStar specific data..
(*successor)->parent = n;
(*successor)->g = newg;
(*successor)->h = (*successor)->_userState.GoalDistanceEstimate(_goal->_userState);
(*successor)->f = (*successor)->g + (*successor)->h;
/*
* We need to see whether the node is on the open or closed
* list. If it is, but the node that is already on them is better
* (lower g) then we can forget about this successor.
*
* First linear search of open list to find node.
*/
typename vector<Node*>::iterator openlist_result;
for(openlist_result = _openList.begin(); openlist_result != _openList.end(); openlist_result++) {
if((*openlist_result)->_userState.IsSameState((*successor)->_userState)) {
break;
}
}
if(openlist_result != _openList.end()) {
// We found this state open.
if((*openlist_result)->g <= newg) {
FreeNode((*successor));
// The one on the open list is cheaper than this one.
continue;
}
}
typename vector<Node*>::iterator closedlist_result;
for(closedlist_result = _closedList.begin(); closedlist_result != _closedList.end(); closedlist_result++) {
if((*closedlist_result)->_userState.IsSameState((*successor)->_userState)) {
break;
}
}
if(closedlist_result != _closedList.end()) {
// We found this state closed.
if((*closedlist_result)->g <= newg) {
// The one on the closed list is cheaper than this one.
FreeNode((*successor));
continue;
}
}
// This node is the best node so fat with this particular state.
// So lets keep it, and set up its AStar specific data..
(*successor)->parent = n;
(*successor)->g = newg;
(*successor)->h = (*successor)->_userState.GoalDistanceEstimate(_goal->_userState);
(*successor)->f = (*successor)->g + (*successor)->h;
// Remove successor from closed if it was on it.
if(closedlist_result != _closedList.end()) {
// Remove it from the closed list.
FreeNode((*closedlist_result));
_closedList.erase(closedlist_result);
// Remove successor from closed if it was on it.
if(closedlist_result != _closedList.end()) {
// Remove it from the closed list.
FreeNode((*closedlist_result));
_closedList.erase(closedlist_result);
// Now remake the heap!!
make_heap(_openList.begin(), _openList.end(), HeapCompare_f());
}
// Now remake the heap!!
make_heap(_openList.begin(), _openList.end(), HeapCompare_f());
}
// The heap is now unsorted.
_openList.push_back((*successor));
// The heap is now unsorted.
_openList.push_back((*successor));
// Sort back elements into the heap.
push_heap(_openList.begin(), _openList.end(), HeapCompare_f());
}
// push n onto the closed list as it has now been expanded.
_closedList.push_back(n);
} // (Not goal, so expand)
return _state; // Succeeded bool should be false at this point.
}
// Sort back elements into the heap.
push_heap(_openList.begin(), _openList.end(), HeapCompare_f());
}
// push n onto the closed list as it has now been expanded.
_closedList.push_back(n);
} // (Not goal, so expand)
return _state; // Succeeded bool should be false at this point.
}
// Call this to add a successor to a list of
// successors when expanding the seach frontier.
bool AddSuccessor(UserState& state) {
Node* node = AllocateNode(state);
// Call this to add a successor to a list of
// successors when expanding the seach frontier.
bool AddSuccessor(UserState& state) {
Node* node = AllocateNode(state);
if(node) {
node->_userState = state;
_successors.push_back(node);
return true;
}
return false;
}
if(node) {
node->_userState = state;
_successors.push_back(node);
return true;
}
return false;
}
// Free the solution nodes.
// This is done to clean up all used nodes in memory when you are
// done with the search.
void FreeSolutionNodes(void) {
Node* n = _start;
// Free the solution nodes.
// This is done to clean up all used nodes in memory when you are
// done with the search.
void FreeSolutionNodes(void) {
Node* n = _start;
if(_start->child) {
while(n != _goal) {
Node* del = n;
n = n->child;
FreeNode(del);
if(_start->child) {
while(n != _goal) {
Node* del = n;
n = n->child;
FreeNode(del);
del = NULL;
}
FreeNode(n); // Delete the goal.
} else {
// If the start node is the solution, we need to just
// delete the start goal nodes.
FreeNode(_start);
FreeNode(_goal);
}
}
del = NULL;
}
FreeNode(n); // Delete the goal.
} else {
// If the start node is the solution, we need to just
// delete the start goal nodes.
FreeNode(_start);
FreeNode(_goal);
}
}
// -- Some methods for travelling through the solution. --
// -- Some methods for travelling through the solution. --
// Get the start node.
UserState* GetSolutionStart(void) {
_currentSolutionNode = _start;
if(_start) {
return &_start->_userState;
} else {
return NULL;
}
}
// Get the start node.
UserState* GetSolutionStart(void) {
_currentSolutionNode = _start;
if(_start) {
return &_start->_userState;
} else {
return NULL;
}
}
// Get the next node.
UserState* GetSolutionNext(void) {
if(_currentSolutionNode) {
if(_currentSolutionNode->child) {
Node* child = _currentSolutionNode->child;
_currentSolutionNode = _currentSolutionNode->child;
// Get the next node.
UserState* GetSolutionNext(void) {
if(_currentSolutionNode) {
if(_currentSolutionNode->child) {
Node* child = _currentSolutionNode->child;
_currentSolutionNode = _currentSolutionNode->child;
return &child->_userState;
}
}
return &child->_userState;
}
}
return NULL;
}
return NULL;
}
// Get the end node.
UserState* GetSolutionEnd(void) {
_currentSolutionNode = _goal;
if(_goal) {
return &_goal->_userState;
} else {
return NULL;
}
}
// Get the end node.
UserState* GetSolutionEnd(void) {
_currentSolutionNode = _goal;
if(_goal) {
return &_goal->_userState;
} else {
return NULL;
}
}
// Step through the solution backwards.
UserState* GetSolutionPrev(void) {
if(_currentSolutionNode) {
if(_currentSolutionNode->parent) {
Node* parent = _currentSolutionNode->parent;
// Step through the solution backwards.
UserState* GetSolutionPrev(void) {
if(_currentSolutionNode) {
if(_currentSolutionNode->parent) {
Node* parent = _currentSolutionNode->parent;
_currentSolutionNode = _currentSolutionNode->parent;
_currentSolutionNode = _currentSolutionNode->parent;
return &parent->_userState;
}
}
return &parent->_userState;
}
}
return NULL;
}
return NULL;
}
// It will be useful to be able to view the open
// and closed lists at each step for debugging.
UserState* GetOpenListStart(void) {
float f, g, h;
return GetOpenListStart(f, g, h);
}
// It will be useful to be able to view the open
// and closed lists at each step for debugging.
UserState* GetOpenListStart(void) {
float f, g, h;
return GetOpenListStart(f, g, h);
}
UserState* GetOpenListStart(float& f, float& g, float& h) {
iterDbgOpen = _openList.begin();
if(iterDbgOpen != _openList.end()) {
f = (*iterDbgOpen)->f;
g = (*iterDbgOpen)->g;
h = (*iterDbgOpen)->h;
return &(*iterDbgOpen)->_userState;
}
UserState* GetOpenListStart(float& f, float& g, float& h) {
iterDbgOpen = _openList.begin();
if(iterDbgOpen != _openList.end()) {
f = (*iterDbgOpen)->f;
g = (*iterDbgOpen)->g;
h = (*iterDbgOpen)->h;
return &(*iterDbgOpen)->_userState;
}
return NULL;
}
return NULL;
}
UserState* GetOpenListNext(void) {
float f, g, h;
return GetOpenListNext(f, g, h);
}
UserState* GetOpenListNext(void) {
float f, g, h;
return GetOpenListNext(f, g, h);
}
UserState* GetOpenListNext(float& f, float& g, float& h) {
iterDbgOpen++;
if(iterDbgOpen != _openList.end()) {
f = (*iterDbgOpen)->f;
g = (*iterDbgOpen)->g;
h = (*iterDbgOpen)->h;
return &(*iterDbgOpen)->_userState;
}
UserState* GetOpenListNext(float& f, float& g, float& h) {
iterDbgOpen++;
if(iterDbgOpen != _openList.end()) {
f = (*iterDbgOpen)->f;
g = (*iterDbgOpen)->g;
h = (*iterDbgOpen)->h;
return &(*iterDbgOpen)->_userState;
}
return NULL;
}
return NULL;
}
// Closes states.
UserState* GetClosedListStart(void) {
float f, g, h;
return GetClosedListStart(f, g, h);
}
// Closes states.
UserState* GetClosedListStart(void) {
float f, g, h;
return GetClosedListStart(f, g, h);
}
UserState* GetClosedListStart(float& f, float& g, float& h) {
iterDbgClosed = _closedList.begin();
if(iterDbgClosed != _closedList.begin()) {
f = (*iterDbgClosed)->f;
g = (*iterDbgClosed)->g;
h = (*iterDbgClosed)->h;
return &(iterDbgClosed)->_userState;
}
UserState* GetClosedListStart(float& f, float& g, float& h) {
iterDbgClosed = _closedList.begin();
if(iterDbgClosed != _closedList.begin()) {
f = (*iterDbgClosed)->f;
g = (*iterDbgClosed)->g;
h = (*iterDbgClosed)->h;
return &(iterDbgClosed)->_userState;
}
return NULL;
}
return NULL;
}
UserState* GetClosedListNext(void) {
float f, g, h;
return GetClosedListNext(f, g, h);
}
UserState* GetClosedListNext(void) {
float f, g, h;
return GetClosedListNext(f, g, h);
}
UserState* GetClosedListNext(float& f, float& g, float& h) {
iterDbgClosed++;
if(iterDbgClosed != _closedList.end()) {
f = (*iterDbgClosed)->f;
g = (*iterDbgClosed)->g;
h = (*iterDbgClosed)->h;
return &(*iterDbgClosed)->_userState;
}
UserState* GetClosedListNext(float& f, float& g, float& h) {
iterDbgClosed++;
if(iterDbgClosed != _closedList.end()) {
f = (*iterDbgClosed)->f;
g = (*iterDbgClosed)->g;
h = (*iterDbgClosed)->h;
return &(*iterDbgClosed)->_userState;
}
return NULL;
}
return NULL;
}
// Get the number of steps.
int GetStepCount(void) {return _steps; }
// Get the number of steps.
int GetStepCount(void) {return _steps; }
private:
// Called when a search fails or is cancelled to free up all unused memory.
void FreeAllNodes(void) {
// Iterate the open list and delete all nodes.
typename vector<Node*>::iterator iterOpen = _openList.begin();
// Called when a search fails or is cancelled to free up all unused memory.
void FreeAllNodes(void) {
// Iterate the open list and delete all nodes.
typename vector<Node*>::iterator iterOpen = _openList.begin();
while(iterOpen != _openList.end()) {
Node* n = (*iterOpen);
FreeNode(n);
while(iterOpen != _openList.end()) {
Node* n = (*iterOpen);
FreeNode(n);
iterOpen++;
}
iterOpen++;
}
_openList.clear();
_openList.clear();
// Iterate closed list and delete unused nodes.
typename vector<Node*>::iterator iterClosed;
// Iterate closed list and delete unused nodes.
typename vector<Node*>::iterator iterClosed;
for(iterClosed = _closedList.begin(); iterClosed != _closedList.end(); iterClosed++) {
Node* n = (*iterClosed);
FreeNode(n);
}
for(iterClosed = _closedList.begin(); iterClosed != _closedList.end(); iterClosed++) {
Node* n = (*iterClosed);
FreeNode(n);
}
_closedList.clear();
_closedList.clear();
// Delete the goal.
FreeNode(_goal);
}
// Delete the goal.
FreeNode(_goal);
}
/*
* Called when the search ends. A lot of nodes may
* be created that are still present when the search
* ends. They will be deleted with this method.
*/
void FreeUnusedNodes(void) {
// Iterate open list and delete unused nodes.
typename vector<Node*>::iterator iterOpen = _openList.begin();
/*
* Called when the search ends. A lot of nodes may
* be created that are still present when the search
* ends. They will be deleted with this method.
*/
void FreeUnusedNodes(void) {
// Iterate open list and delete unused nodes.
typename vector<Node*>::iterator iterOpen = _openList.begin();
while(iterOpen != _openList.end()) {
Node *n = (*iterOpen);
while(iterOpen != _openList.end()) {
Node *n = (*iterOpen);
if(!n->child) {
FreeNode(n);
n = NULL;
}
if(!n->child) {
FreeNode(n);
n = NULL;
}
iterOpen++;
}
iterOpen++;
}
_openList.clear();
_openList.clear();
// Iterate closed list and delete all unused nodes.
typename vector<Node*>::iterator iterClosed;
// Iterate closed list and delete all unused nodes.
typename vector<Node*>::iterator iterClosed;
for(iterClosed = _closedList.begin(); iterClosed != _closedList.end(); iterClosed++) {
Node *n = (*iterClosed);
for(iterClosed = _closedList.begin(); iterClosed != _closedList.end(); iterClosed++) {
Node *n = (*iterClosed);
if(!n->child) {
FreeNode(n);
n = NULL;
}
}
if(!n->child) {
FreeNode(n);
n = NULL;
}
}
_closedList.clear();
_closedList.clear();
}
}
Node* AllocateNode(UserState& userState) {
Node *p = new Node(userState);
return p;
}
Node* AllocateNode(UserState& userState) {
Node *p = new Node(userState);
return p;
}
void FreeNode(Node* node) {
_allocateNodeCount--;
delete node;
}
void FreeNode(Node* node) {
_allocateNodeCount--;
delete node;
}
// Data.
// Data.
private:
// Heap.
vector<Node*> _openList;
vector<Node*> _closedList;
vector<Node*> _successors;
// Heap.
vector<Node*> _openList;
vector<Node*> _closedList;
vector<Node*> _successors;
// State.
unsigned int _state;
// State.
unsigned int _state;
// Count steps.
int _steps;
// Count steps.
int _steps;
// Start/Goal state pointers.
Node* _start;
Node* _goal;
// Start/Goal state pointers.
Node* _start;
Node* _goal;
Node* _currentSolutionNode;
Node* _currentSolutionNode;
// Debug
typename vector<Node*>::iterator iterDbgOpen;
typename vector<Node*>::iterator iterDbgClosed;
// Debug
typename vector<Node*>::iterator iterDbgOpen;
typename vector<Node*>::iterator iterDbgClosed;
// Count memory allocations and free.
int _allocateNodeCount;
// Count memory allocations and free.
int _allocateNodeCount;
bool _cancelRequest;
bool _cancelRequest;
};

View File

@ -13,5 +13,5 @@ void Spells::CastSpell() {
}
void Spells::Render(void) {
//_particle->Render();
//_particle->Render();
}

View File

@ -5,18 +5,18 @@
class Spells {
public:
Spells(void);
~Spells(void);
Spells(void);
~Spells(void);
enum {
FIREBALL,
ICE
};
enum {
FIREBALL,
ICE
};
void CastSpell(/*Player* player*/);
void Render(void);
void CastSpell(/*Player* player*/);
void Render(void);
private:
Timer* _timeBetweenCast;
ParticleEmitter* _particle;
Timer* _timeBetweenCast;
ParticleEmitter* _particle;
};

View File

@ -5,190 +5,190 @@
#include "../UI/EventHistory.h"
WorldManager::WorldManager(LevelGen* level) {
_level = level;
_level = level;
}
WorldManager::~WorldManager(void) {
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
delete npc;
}
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
delete npc;
}
}
void WorldManager::Update(void) {
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
npc->Update();
}
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
npc->Update();
}
}
void WorldManager::Render(void) {
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
npc->Render();
}
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
npc->Render();
}
}
void WorldManager::AddNPC(NPC* npc) {
_npcs.push_back(npc);
_npcs.push_back(npc);
}
void WorldManager::RemoveNPC(int index) {
int npcsIndex = 0;
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
if(npcsIndex == index) {
_npcs.erase(i);
delete npc;
}
npcsIndex++;
}
int npcsIndex = 0;
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
if(npcsIndex == index) {
_npcs.erase(i);
delete npc;
}
npcsIndex++;
}
}
NPC* WorldManager::GetNPC(int index) {
int npcsIndex = 0;
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
if(npcsIndex == index) {
return npc;
}
npcsIndex++;
}
return NULL;
int npcsIndex = 0;
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
if(npcsIndex == index) {
return npc;
}
npcsIndex++;
}
return NULL;
}
NPC* WorldManager::GetNPCAt(int xArg, int yArg) {
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
if(xArg >= npc->GetX() && xArg <= (npc->GetX() + npc->GetWidth()) &&
yArg >= npc->GetY() && yArg <= (npc->GetY() + npc->GetHeight())) {
return npc;
}
}
return NULL;
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
if(xArg >= npc->GetX() && xArg <= (npc->GetX() + npc->GetWidth()) &&
yArg >= npc->GetY() && yArg <= (npc->GetY() + npc->GetHeight())) {
return npc;
}
}
return NULL;
}
void WorldManager::CreateNPC(int x, int y) {
NPC* npc = new NPC(_level);
npc->SetXY(x, y);
NPC* npc = new NPC(_level);
npc->SetXY(x, y);
npc->ForceMove();
npc->LoadSprites("../Data/Media/Images/Characters/template.png", 40,45);
_npcs.push_back(npc);
npc->LoadSprites("../Data/Media/Images/Characters/template.png", 40,45);
_npcs.push_back(npc);
}
bool WorldManager::CheckCollision(const SDL_Rect& charRect, Character* exclude) {
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
NPC* npc = (*i);
if(npc == exclude) {
continue;
}
if(npc == exclude) {
continue;
}
SDL_Rect npcRect;
npcRect.x = npc->GetX();
npcRect.y = npc->GetY()/* + (npc->GetHeight() / 4) * 3*/;
npcRect.w = npc->GetWidth();
npcRect.h = npc->GetHeight()/* / 4*/;
if(CheckCollisionRect(npcRect, charRect)) {
return true;
}
}
return false;
if(CheckCollisionRect(npcRect, charRect)) {
return true;
}
}
return false;
}
void WorldManager::OnPlayerAttack(Player* player) {
int playerX = (int)(player->GetX() / 32.0f);
int playerY = (int)(player->GetY() / 32.0f);
int playerDir = player->GetDirectionFacing();
int playerX = (int)(player->GetX() / 32.0f);
int playerY = (int)(player->GetY() / 32.0f);
int playerDir = player->GetDirectionFacing();
std::list<NPC*>::iterator i = _npcs.begin();
std::list<NPC*>::iterator i = _npcs.begin();
while(i != _npcs.end()) {
NPC* npc = (*i);
while(i != _npcs.end()) {
NPC* npc = (*i);
int npcX = (int)(npc->GetX() / 32.0f);
int npcY = (int)(npc->GetY() / 32.0f);
int npcX = (int)(npc->GetX() / 32.0f);
int npcY = (int)(npc->GetY() / 32.0f);
int diffX = npcX - playerX;
int diffY = npcY - playerY;
int diffX = npcX - playerX;
int diffY = npcY - playerY;
// Not in player's line of sight.
if(diffX != 0 && diffY != 0) {
++i;
continue;
}
// Not in player's line of sight.
if(diffX != 0 && diffY != 0) {
++i;
continue;
}
// Distance is greater than 2.
if(abs(diffX) > 2 || abs(diffY) > 2) {
++i;
continue;
}
// Distance is greater than 2.
if(abs(diffX) > 2 || abs(diffY) > 2) {
++i;
continue;
}
// Player not facing the npc.
if((diffX < 0 && playerDir != Character::FACING_LEFT) ||
(diffX > 0 && playerDir != Character::FACING_RIGHT) ||
(diffY < 0 && playerDir != Character::FACING_UP) ||
(diffY > 0 && playerDir != Character::FACING_DOWN))
{
++i;
continue;
}
// Player not facing the npc.
if((diffX < 0 && playerDir != Character::FACING_LEFT) ||
(diffX > 0 && playerDir != Character::FACING_RIGHT) ||
(diffY < 0 && playerDir != Character::FACING_UP) ||
(diffY > 0 && playerDir != Character::FACING_DOWN))
{
++i;
continue;
}
npc->SetHealth(npc->GetHealth() - 20);
npc->OnAttack();
npc->SetHealth(npc->GetHealth() - 20);
npc->OnAttack();
if(npc->GetHealth() <= 0) {
if(npc->GetHealth() <= 0) {
// Please note:
// Naked dudes are known to be sensitive to spicy food.
// Please note:
// Naked dudes are known to be sensitive to spicy food.
std::string waysOfDeath[] = {
"Choked Naked Dude!",
"Stabbed Naked Dude!",
"Urinated Acid on Naked Dude!",
"Killed Naked Dude with a dildo!",
"Poured Tabasco on Naked Dude!",
"Threw Acid on Naked Dude!",
"Slapped Naked Dude with Dead Fish!",
"Killed Naked Dude with a Pistol!",
"Ate Naked Dude's brain!",
"Slaughtered Naked Dude!",
"Roasted Naked Dude!",
"Pepper Sprayed Naked Dude!",
"Stoned Naked Dude!",
"Slayed Naked Dude with a Katana!",
"Threw Chili Peppers on Naked Dude!",
"Used Karate on Naked Dude!",
"Beat the shit out of Naked Dude!",
"FUS RO DAH!"
};
std::string waysOfDeath[] = {
"Choked Naked Dude!",
"Stabbed Naked Dude!",
"Urinated Acid on Naked Dude!",
"Killed Naked Dude with a dildo!",
"Poured Tabasco on Naked Dude!",
"Threw Acid on Naked Dude!",
"Slapped Naked Dude with Dead Fish!",
"Killed Naked Dude with a Pistol!",
"Ate Naked Dude's brain!",
"Slaughtered Naked Dude!",
"Roasted Naked Dude!",
"Pepper Sprayed Naked Dude!",
"Stoned Naked Dude!",
"Slayed Naked Dude with a Katana!",
"Threw Chili Peppers on Naked Dude!",
"Used Karate on Naked Dude!",
"Beat the shit out of Naked Dude!",
"FUS RO DAH!"
};
eventHistory->LogEvent(waysOfDeath[rand() % (sizeof(waysOfDeath)/sizeof(std::string))]);
eventHistory->LogEvent(waysOfDeath[rand() % (sizeof(waysOfDeath)/sizeof(std::string))]);
int expGain = 3 + (rand() % 2);
player->SetExp(player->GetExp() + expGain);
int expGain = 3 + (rand() % 2);
player->SetExp(player->GetExp() + expGain);
i = _npcs.erase(i);
delete npc;
i = _npcs.erase(i);
delete npc;
if(_npcs.empty()) {
_level->New();
if(_npcs.empty()) {
_level->New();
int spawnX;
int spawnY;
_level->FindSpawnPoint(spawnX, spawnY, player->GetWidth(),player->GetHeight());
player->SetXY(spawnX, spawnY);
}
}
else {
++i;
}
}
int spawnX;
int spawnY;
_level->FindSpawnPoint(spawnX, spawnY, player->GetWidth(),player->GetHeight());
player->SetXY(spawnX, spawnY);
}
}
else {
++i;
}
}
}
void WorldManager::OnPlayerMove(Player* player) {
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
(*i)->OnPlayerMove(player);
}
for(std::list<NPC*>::iterator i = _npcs.begin(); i != _npcs.end(); ++i) {
(*i)->OnPlayerMove(player);
}
}

View File

@ -10,26 +10,26 @@ class LevelGen;
class WorldManager {
public:
WorldManager(LevelGen* level);
~WorldManager(void);
WorldManager(LevelGen* level);
~WorldManager(void);
void Update(void);
void Render(void);
void Update(void);
void Render(void);
void AddNPC(NPC* npc);
void RemoveNPC(int index);
NPC* GetNPC(int index);
NPC* GetNPCAt(int xArg, int yArg);
void CreateNPC(int x, int y);
void AddNPC(NPC* npc);
void RemoveNPC(int index);
NPC* GetNPC(int index);
NPC* GetNPCAt(int xArg, int yArg);
void CreateNPC(int x, int y);
bool CheckCollision(const SDL_Rect& charRect, Character* exclude);
bool CheckCollision(const SDL_Rect& charRect, Character* exclude);
int GetNPCCount() { return _npcs.size(); }
int GetNPCCount() { return _npcs.size(); }
void OnPlayerAttack(Player* player);
void OnPlayerMove(Player* player);
void OnPlayerAttack(Player* player);
void OnPlayerMove(Player* player);
private:
LevelGen* _level;
std::list<NPC*> _npcs;
LevelGen* _level;
std::list<NPC*> _npcs;
};

View File

@ -24,7 +24,7 @@ bool AStarTile::GetSuccessors(AStarSearch<AStarTile>* search) {
if(!_level) {
return false;
}
if(x > 0) {
AStarTile& successor = _level->GetAStarTile(x - 1, y);
if(successor._passable) {

View File

@ -15,42 +15,42 @@ LevelGen::~LevelGen(void) {
void LevelGen::New(void) {
Unload();
_world = WorldManager(this);
for(x = 0; x < TILE_ARRAY_WIDTH; x++) {
for(y = 0; y < TILE_ARRAY_HEIGHT; y++) {
_tile[x][y].SetTileTextureName("grass");
stringstream tilePath;
tilePath << "../Data/Media/Images/Tiles/" << _tile[x][y].GetTileTextureName() << ".png";
_tile[x][y].SetTileTexture(_tileTextures.Add(tilePath.str()));
_tile[x][y].SetTileSolidity(false);
_tile[x][y].SetTileXY(x * TILE_WIDTH, y * TILE_HEIGHT);
_tile[x][y].SetEntitySolidity(false);
}
}
// procedural generation
DoMagic();
DoMagic();
// pathfinding
UpdateAStarTiles();
}
void LevelGen::Load(const string& filename) {
Unload();
Unload();
_currentMap = filename;
string fullMapPath = "../Data/Media/Maps/" + filename;
_currentMap = filename;
string fullMapPath = "../Data/Media/Maps/" + filename;
Serialiser serialiser;
serialiser.Load(fullMapPath);
Inflate(&serialiser);
_world = WorldManager(this);
GenerateEnemies();
UpdateAStarTiles();
@ -59,32 +59,32 @@ void LevelGen::Load(const string& filename) {
void LevelGen::Save(const string& filename) {
Serialiser serialiser;
Deflate(&serialiser);
_currentMap = filename;
string fullMapPath = "../Data/Media/Maps/" + filename;
string fullMapPath = "../Data/Media/Maps/" + filename;
serialiser.Save(fullMapPath);
}
void LevelGen::Update(void) {
_world.Update();
// Update the map so we can render when camera moves.
_world.Update();
// Update the map so we can render when camera moves.
}
void LevelGen::Render(void) {
for(int i = 0; i < TILE_ARRAY_WIDTH; i++) {
for(int j = 0; j < TILE_ARRAY_HEIGHT; j++) {
_tile[i][j].Render();
}
}
for(int i = 0; i < TILE_ARRAY_WIDTH; i++) {
for(int j = 0; j < TILE_ARRAY_HEIGHT; j++) {
_tile[i][j].Render();
}
}
_world.Render();
_world.Render();
}
void LevelGen::Unload(void) {
_tileTextures.Unload();
_entityTextures.Unload();
_tileTextures.Unload();
_entityTextures.Unload();
for(int x = 0; x < TILE_ARRAY_WIDTH; x++) {
for(int y = 0; y < TILE_ARRAY_HEIGHT; y++) {
_tile[x][y] = MapTile();
@ -100,75 +100,75 @@ void LevelGen::DoMagic(void) {
GenerateEntities("barrel2", 100);
GenerateEntities("stone", 55);
GenerateEntities("stone2", 55);
GenerateEntities("chest", 120);
GenerateEntities("chest2", 170);
GenerateEntities("chest", 120);
GenerateEntities("chest2", 170);
GenerateEntities("chest3", 270);
MakeWalkingPaths();
GenerateEnemies();
}
void LevelGen::GenerateEntities(const string& name, int frequency) {
int nextEntityGen = 1 + (rand() % frequency);
std::string filename = "../Data/Media/Images/Entities/" + name + ".png";
int nextEntityGen = 1 + (rand() % frequency);
std::string filename = "../Data/Media/Images/Entities/" + name + ".png";
for(int x = 0; x < (TILE_ARRAY_WIDTH - 1); x++) {
for(int y = 0; y < (TILE_ARRAY_HEIGHT - 1); y++) {
nextEntityGen--;
if(!_tile[x][y].GetTileSolidity() && !_tile[x][y].GetEntitySolitity() && nextEntityGen <= 0) {
_tile[x][y].SetEntityTextureName(name);
for(int x = 0; x < (TILE_ARRAY_WIDTH - 1); x++) {
for(int y = 0; y < (TILE_ARRAY_HEIGHT - 1); y++) {
nextEntityGen--;
if(!_tile[x][y].GetTileSolidity() && !_tile[x][y].GetEntitySolitity() && nextEntityGen <= 0) {
_tile[x][y].SetEntityTextureName(name);
_tile[x][y].SetEntityTexture(_entityTextures.AddAlpha(filename));
_tile[x][y].SetEntityXY(_tile[x][y].GetTileX() + TILE_WIDTH / 2 - _tile[x][y].GetEntityWidth() / 2,
_tile[x][y].GetTileY() + TILE_HEIGHT / 2 - _tile[x][y].GetEntityHeight() / 2);
_tile[x][y].SetEntityXY(_tile[x][y].GetTileX() + TILE_WIDTH / 2 - _tile[x][y].GetEntityWidth() / 2,
_tile[x][y].GetTileY() + TILE_HEIGHT / 2 - _tile[x][y].GetEntityHeight() / 2);
_tile[x][y].SetEntitySolidity(true);
_tile[x][y].SetEntitySolidity(true);
nextEntityGen = 1 + (rand() % frequency);
}
}
}
nextEntityGen = 1 + (rand() % frequency);
}
}
}
}
void LevelGen::MakeWalkingPaths(void) {
int lastOpenY = rand() % 5;
int lastOpenY = rand() % 5;
for(int x = 0; x < TILE_ARRAY_WIDTH; x++) {
bool pathFound = false;
for(int x = 0; x < TILE_ARRAY_WIDTH; x++) {
bool pathFound = false;
for(int y = 0; y < TILE_ARRAY_HEIGHT; y++) {
if(!_tile[x][y].GetEntitySolitity()) {
pathFound = true;
break;
} else {
lastOpenY = y;
}
}
for(int y = 0; y < TILE_ARRAY_HEIGHT; y++) {
if(!_tile[x][y].GetEntitySolitity()) {
pathFound = true;
break;
} else {
lastOpenY = y;
}
}
if(!pathFound) {
_tile[x][lastOpenY].SetEntityTexture(NULL);
_tile[x][lastOpenY].SetEntitySolidity(false);
}
}
if(!pathFound) {
_tile[x][lastOpenY].SetEntityTexture(NULL);
_tile[x][lastOpenY].SetEntitySolidity(false);
}
}
}
void LevelGen::FindSpawnPoint(int& xArg, int& yArg, int objWidth, int objHeight) {
xArg = rand() % ((TILE_ARRAY_WIDTH - 1) * TILE_WIDTH);
yArg = rand() % ((TILE_ARRAY_HEIGHT - 1) * TILE_HEIGHT);
xArg = rand() % ((TILE_ARRAY_WIDTH - 1) * TILE_WIDTH);
yArg = rand() % ((TILE_ARRAY_HEIGHT - 1) * TILE_HEIGHT);
if((xArg + objWidth + 1) > SCREEN_WIDTH) {
xArg = SCREEN_WIDTH - objWidth - 1;
}
if((yArg + objHeight + 1) > SCREEN_HEIGHT) {
yArg = SCREEN_HEIGHT - objHeight - 1;
}
SDL_Rect objRect;
objRect.x = xArg;
objRect.y = yArg;
objRect.w = objWidth;
objRect.h = objHeight;
NPC* npc = _world.GetNPCAt(xArg, yArg);
if(npc) {
SDL_Rect npcRect;
@ -176,13 +176,13 @@ void LevelGen::FindSpawnPoint(int& xArg, int& yArg, int objWidth, int objHeight)
npcRect.y = npc->GetY();
npcRect.w = npc->GetWidth();
npcRect.h = npc->GetHeight();
if(CheckCollisionRect(npcRect, objRect)) {
FindSpawnPoint(xArg, yArg, objWidth, objHeight);
return;
}
}
for(int i = 0; i < TILE_ARRAY_WIDTH; i++) {
for(int j = 0; j < TILE_ARRAY_HEIGHT; j++) {
if(_tile[i][j].GetEntitySolitity()) {
@ -190,8 +190,8 @@ void LevelGen::FindSpawnPoint(int& xArg, int& yArg, int objWidth, int objHeight)
entityRect.x = _tile[i][j].GetEntityX();
entityRect.y = _tile[i][j].GetEntityY();
entityRect.w = _tile[i][j].GetEntityWidth();
entityRect.h = _tile[i][j].GetEntityHeight();
entityRect.h = _tile[i][j].GetEntityHeight();
if(CheckCollisionRect(entityRect, objRect)) {
FindSpawnPoint(xArg, yArg, objWidth, objHeight);
return;
@ -203,12 +203,12 @@ void LevelGen::FindSpawnPoint(int& xArg, int& yArg, int objWidth, int objHeight)
void LevelGen::GenerateEnemies(void) {
int npcsToGen = (_player->GetLevel() * 2) + (rand() % 4);
for(int i = 0; i < npcsToGen; i++) {
int spawnX;
int spawnY;
FindSpawnPoint(spawnX, spawnY, 40,45);
_world.CreateNPC(spawnX, spawnY);
}
}
@ -217,62 +217,62 @@ void LevelGen::MoveIfPossible(Character* character, float xVel, float yVel, bool
if(xVel == 0.0f && yVel == 0.0f) {
return;
}
float targetX = character->GetX() + xVel;
float targetY = character->GetY() + yVel;
if(targetX < 0 || targetX > (SCREEN_WIDTH - character->GetWidth()) ||
if(targetX < 0 || targetX > (SCREEN_WIDTH - character->GetWidth()) ||
targetY < 0 || targetY > (SCREEN_HEIGHT - character->GetHeight())) {
return;
}
int targetTileX = targetX / TILE_WIDTH;
int targetTileY = targetY / TILE_HEIGHT;
if(_tile[targetTileX][targetTileY].GetTileSolidity()) {
return;
}
SDL_Rect charRect;
charRect.x = targetX;
charRect.y = targetY + (character->GetHeight() / 4) * 3;
charRect.w = character->GetWidth();
charRect.h = character->GetHeight() / 4;
for(int i = 0; i < TILE_ARRAY_WIDTH; i++) {
for(int j = 0; j < TILE_ARRAY_HEIGHT; j++) {
if(!_tile[i][j].GetEntitySolitity()) {
continue;
}
SDL_Rect entityRect;
entityRect.x = _tile[i][j].GetEntityX();
entityRect.y = _tile[i][j].GetEntityY();
entityRect.w = _tile[i][j].GetEntityWidth();
entityRect.h = _tile[i][j].GetEntityHeight();
if(CheckCollisionRect(entityRect, charRect)) {
return;
}
}
}
if(_world.CheckCollision(charRect, character)) {
return;
}
if(!isPlayer) {
SDL_Rect playerRect;
playerRect.x = _player->GetX();
playerRect.y = _player->GetY();
playerRect.w = _player->GetWidth();
playerRect.h = _player->GetHeight();
if(CheckCollisionRect(playerRect, charRect)) {
return;
}
}
character->SetXY(targetX, targetY);
}
@ -288,13 +288,13 @@ bool LevelGen::AStarTilePassable(int xArg, int yArg) {
if(!_tile[i][j].GetEntitySolitity()) {
continue;
}
SDL_Rect entityRect;
entityRect.x = _tile[i][j].GetEntityX();
entityRect.y = _tile[i][j].GetEntityY();
entityRect.w = _tile[i][j].GetEntityWidth();
entityRect.h = _tile[i][j].GetEntityHeight();
if(CheckCollisionRect(tileRect, entityRect)) {
return false;
}
@ -338,7 +338,7 @@ void LevelGen::Deflate(Serialiser* serialiser) {
void LevelGen::Inflate(Serialiser* serialiser) {
serialiser->FirstElement("map");
x = 0;
y = 0;
@ -360,7 +360,7 @@ void LevelGen::Inflate(Serialiser* serialiser) {
_tile[x][y].SetTileXY(x * TILE_WIDTH, y * TILE_HEIGHT);
}
string entityTextureName = _tile[x][y].GetEntityTextureName();
string entityTextureName = _tile[x][y].GetEntityTextureName();
if(entityTextureName != "null") {
_tile[x][y].SetEntityTexture(_entityTextures.AddAlpha("../Data/Media/Images/Entities/" + entityTextureName + ".png"));
_tile[x][y].SetEntityXY(_tile[x][y].GetTileX() + TILE_WIDTH / 2 - _tile[x][y].GetEntityWidth() / 2,
@ -371,45 +371,45 @@ void LevelGen::Inflate(Serialiser* serialiser) {
}
string LevelGen::GetCurrentMap(void) {
return _currentMap;
return _currentMap;
}
bool LevelGen::GetTileSolidity(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetTileSolidity();
return _tile[xArg + 1][yArg + 1].GetTileSolidity();
}
int LevelGen::GetTileX(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetTileX();
return _tile[xArg + 1][yArg + 1].GetTileX();
}
int LevelGen::GetTileY(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetTileY();
return _tile[xArg + 1][yArg + 1].GetTileY();
}
bool LevelGen::GetEntitySolidity(int xArg, int yArg) {
if(xArg > x || yArg > y || yArg < 0 || yArg < 0) {
return false;
}
if(xArg > x || yArg > y || yArg < 0 || yArg < 0) {
return false;
}
return _tile[xArg + 1][yArg + 1].GetEntitySolitity();
return _tile[xArg + 1][yArg + 1].GetEntitySolitity();
}
int LevelGen::GetEntityX(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetEntityX();
return _tile[xArg + 1][yArg + 1].GetEntityX();
}
int LevelGen::GetEntityY(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetEntityY();
return _tile[xArg + 1][yArg + 1].GetEntityY();
}
int LevelGen::GetEntityWidth(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetEntityWidth();
return _tile[xArg + 1][yArg + 1].GetEntityWidth();
}
int LevelGen::GetEntityHeight(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetEntityHeight();
return _tile[xArg + 1][yArg + 1].GetEntityHeight();
}
AStarTile& LevelGen::GetAStarTile(int xArg, int yArg) {
return _astarTile[xArg][yArg];
}
}

View File

@ -24,39 +24,39 @@ class Player;
class LevelGen : public Serialisable {
public:
LevelGen(void);
~LevelGen(void);
LevelGen(void);
~LevelGen(void);
void New(void);
void Load(const string& filename);
void Save(const string& filename);
void Update(void);
void Render(void);
void FindSpawnPoint(int& xArg, int& yArg, int objWidth, int objHeight);
void MoveIfPossible(Character* character, float xVel, float yVel, bool isPlayer = false);
bool GetTileSolidity(int xArg, int yArg);
int GetTileX(int xArg, int yArg);
int GetTileY(int xArg, int yArg);
bool GetEntitySolidity(int xArg, int yArg);
int GetEntityX(int xArg, int yArg);
int GetEntityY(int xArg, int yArg);
int GetEntityWidth(int xArg, int yArg);
int GetEntityHeight(int xArg, int yArg);
bool GetTileSolidity(int xArg, int yArg);
int GetTileX(int xArg, int yArg);
int GetTileY(int xArg, int yArg);
int GetTileZLevel(int xArg, int yArg);
bool GetEntitySolidity(int xArg, int yArg);
int GetEntityX(int xArg, int yArg);
int GetEntityY(int xArg, int yArg);
int GetEntityWidth(int xArg, int yArg);
int GetEntityHeight(int xArg, int yArg);
int GetTileZLevel(int xArg, int yArg);
AStarTile& GetAStarTile(int xArg, int yArg);
string GetCurrentMap(void);
string GetCurrentMap(void);
WorldManager& GetWorld(void) { return _world; }
WorldManager& GetWorld(void) { return _world; }
void SetPlayer(Player* player) { _player = player; }
void SetPlayer(Player* player) { _player = player; }
Player* GetPlayer() { return _player; }
static const int TILE_ARRAY_WIDTH = (SCREEN_WIDTH / TILE_WIDTH) + 1;
static const int TILE_ARRAY_HEIGHT = (SCREEN_HEIGHT / TILE_HEIGHT) + 1;
static const int ASTAR_ARRAY_WIDTH = TILE_ARRAY_WIDTH * (TILE_WIDTH / AStarTile::FAKE_SIZE);
@ -85,6 +85,6 @@ private:
TextureManager _entityTextures;
WorldManager _world;
Player* _player;
};

View File

@ -30,7 +30,7 @@ bool MapElement::GetSolidity(void) {
void MapElement::SetXY(int xArg, int yArg) {
x = xArg,
y = yArg;
y = yArg;
}
int MapElement::GetX(void) { return x; }
@ -39,4 +39,4 @@ int MapElement::GetWidth(void) { return _texture->w; }
int MapElement::GetHeight(void) { return _texture->h; }
void MapElement::SetTextureName(string name) { _textureName = name; }
string MapElement::GetTextureName(void) { return _textureName; }
string MapElement::GetTextureName(void) { return _textureName; }

View File

@ -25,7 +25,7 @@ public:
int GetY(void);
int GetWidth(void);
int GetHeight(void);
void SetTextureName(string path);
string GetTextureName(void);

View File

@ -39,4 +39,4 @@ void MapTile::Inflate(Serialiser* serialiser) {
_entity.SetTextureName(entityTexture);
_entity.SetSolidity(solidEntity);
}
}

View File

@ -16,7 +16,7 @@ public:
MapTile(void) { }
~MapTile(void) { }
void Render(void) { _tile.Render(), _entity.Render(); }
void Render(void) { _tile.Render(), _entity.Render(); }
void Deflate(Serialiser* serialiser);
void Inflate(Serialiser* serialiser);
@ -34,19 +34,19 @@ public:
int GetTileX(void) { return _tile.GetX(); }
int GetTileY(void) { return _tile.GetY(); }
// Entity Mutators.
void SetEntityTexture(SDL_Surface* arg) { _entity.SetTexture(arg); }
void SetEntityTextureName(string path) { _entity.SetTextureName(path); }
void SetEntityXY(int xArg, int yArg) { _entity.SetXY(xArg, yArg); }
void SetEntitySolidity(bool arg) { _entity.SetSolidity(arg); }
bool GetEntitySolitity(void) { return _entity.GetSolidity(); }
// Entity Mutators.
void SetEntityTexture(SDL_Surface* arg) { _entity.SetTexture(arg); }
void SetEntityTextureName(string path) { _entity.SetTextureName(path); }
void SetEntityXY(int xArg, int yArg) { _entity.SetXY(xArg, yArg); }
void SetEntitySolidity(bool arg) { _entity.SetSolidity(arg); }
bool GetEntitySolitity(void) { return _entity.GetSolidity(); }
// Entity Mutators.
int GetEntityX(void) { return _entity.GetX(); }
int GetEntityY(void) { return _entity.GetY(); }
int GetEntityWidth(void) { return _entity.GetWidth(); }
int GetEntityHeight(void) { return _entity.GetHeight(); }
string GetEntityTextureName(void) { return _entity.GetTextureName(); }
// Entity Mutators.
int GetEntityX(void) { return _entity.GetX(); }
int GetEntityY(void) { return _entity.GetY(); }
int GetEntityWidth(void) { return _entity.GetWidth(); }
int GetEntityHeight(void) { return _entity.GetHeight(); }
string GetEntityTextureName(void) { return _entity.GetTextureName(); }
private:
MapElement _tile;

View File

@ -34,13 +34,13 @@ Debug::Debug(bool logToFile) {
Debug::~Debug(void) {
time_t timestamp;
// We only need to close the log if it is open.
if(_logFile) {
// Give it a closing timestamp.
timestamp = time(NULL);
_logFile << endl << "Log Closed: " << ctime(&timestamp) << endl;
// Close the log file.
_logFile.close();
}
@ -73,11 +73,11 @@ void Debug::message(const char *msg, ...) {
if(outLen >= sizeof(outBuf)) {
outLen = sizeof(outBuf);
}
if(_logFile) {
_logFile << outBuf << endl;
}
cerr << outBuf << endl;
}

View File

@ -12,9 +12,9 @@ public:
void message(const char *msg, ...);
static bool openLog(bool logToFile);
static void closeLog(void);
static Debug *logger;
private:
private:
std::ofstream _logFile;
};

View File

@ -31,6 +31,9 @@ bool CreateInput(void) {
memcpy(keyboard.keys, tempKeys, sizeof(char) * keyboard.keycount);
mouse.buttons = SDL_GetMouseState(&mouse.dx, &mouse.dy);
if(&keyboard > 0 || &mouse > 0){
Debug::logger->message("Input device registered");
}
return true;
}
@ -79,4 +82,5 @@ bool MouseStillUp(int button) { return(!_curr_mouse(button) && !_old_mouse(b
void DestroyInput(void) {
free(keyboard.keys);
free(keyboard.oldKeys);
Debug::logger->message("Input device destroyed");
}

View File

@ -1,6 +1,8 @@
#pragma once
#include <SDL/SDL.h>
#include "../System/Debug.h"
typedef struct mouse_s {
int dx, dy;
int oldx, oldy;
@ -21,23 +23,23 @@ typedef struct input_s {
keyboard_t keyboard;
} input_t;
bool CreateInput(void);
void UpdateInput(void);
bool CreateInput(void);
void UpdateInput(void);
char GetKey(void);
char GetKey(void);
unsigned int GetX(void);
unsigned int GetY(void);
unsigned int GetOldX(void);
unsigned int GetOldY(void);
unsigned int GetMods(void);
bool KeyDown(int index);
bool KeyStillDown(int index);
bool KeyUp(int index);
bool KeyStillUp(int index);
bool MouseDown(int button);
bool MouseStillDown(int button);
bool MouseUp(int button);
bool MouseStillUp(int button);
unsigned int GetX(void);
unsigned int GetY(void);
unsigned int GetOldX(void);
unsigned int GetOldY(void);
unsigned int GetMods(void);
bool KeyDown(int index);
bool KeyStillDown(int index);
bool KeyUp(int index);
bool KeyStillUp(int index);
bool MouseDown(int button);
bool MouseStillDown(int button);
bool MouseUp(int button);
bool MouseStillUp(int button);
void DestroyInput(void);
void DestroyInput(void);

View File

@ -3,36 +3,36 @@
class MathBox {
public:
// A templated max function that returns none other than the max of two values.
template<typename T>
static T Max(T value1, T value2) {
return value1 > value2 ? value1 : value2;
}
// A templated max function that returns none other than the max of two values.
template<typename T>
static T Max(T value1, T value2) {
return value1 > value2 ? value1 : value2;
}
// A templated min function that returns none other than the min of two values.
template<typename T>
static T Min(T value1, T value2) {
return value1 < value2 ? value1 : value2;
}
// A templated min function that returns none other than the min of two values.
template<typename T>
static T Min(T value1, T value2) {
return value1 < value2 ? value1 : value2;
}
// Linear interpolation between two values.
template<typename T>
static T Lerp(T value1, T value2, float amount) {
return T(value1 + ((T)(value2 - value1) * amount));
}
// Linear interpolation between two values.
template<typename T>
static T Lerp(T value1, T value2, float amount) {
return T(value1 + ((T)(value2 - value1) * amount));
}
// Clamp an integer to a specified range.
static int Clamp(int value, int min, int max) {
return Max(min, Min(max, value));
}
// Clamp an integer to a specified range.
static int Clamp(int value, int min, int max) {
return Max(min, Min(max, value));
}
// Clamp a float to a specified range.
static float Clamp(float value, float min, float max) {
return Max(min, Min(max, value));
}
// Clamp a float to a specified range.
static float Clamp(float value, float min, float max) {
return Max(min, Min(max, value));
}
// Clamp a double-precision to a specified range.
static double Clamp(double value, double min, double max) {
return Max(min, Min(max, value));
}
// Clamp a double-precision to a specified range.
static double Clamp(double value, double min, double max) {
return Max(min, Min(max, value));
}
};

View File

@ -24,7 +24,7 @@ void Serialiser::StepOut(void) {
}
TiXmlElement* parentElement = _parentElements.back();
// This happens when stepping out of root.
if(parentElement == _currentElement) {
return;
@ -55,7 +55,7 @@ bool Serialiser::FirstElement(const string& name) {
return false;
}
if(oldElement) {
// Save the old element as parent.
_parentElements.push_back(oldElement);
@ -78,7 +78,7 @@ bool Serialiser::NextElement(const string& name) {
if(!_currentElement) {
// Restore the old element if new one was not found.
_currentElement = oldElement;
return false;
}
@ -110,7 +110,7 @@ void Serialiser::WriteMembers(void) {
//Debug::logger->message("WriteMembers()");
std::stringstream sstream;
for(list<SerialiserMember>::iterator i = _members.begin(); i != _members.end(); ++i) {
TiXmlText* text = NULL;
@ -146,7 +146,7 @@ void Serialiser::WriteMembers(void) {
void Serialiser::ReadMembers(void) {
for(list<SerialiserMember>::iterator i = _members.begin(); i != _members.end(); ++i) {
TiXmlElement* element = _currentElement->FirstChildElement(i->_name.c_str());
if(!element) {
continue;
}

View File

@ -22,134 +22,134 @@ Vec2::Vec2(const Vec2i &copy) : x(copy.x), y(copy.y) {
}
float Vec2::Length(void) {
return sqrt(LengthSquared());
return sqrt(LengthSquared());
}
float Vec2::LengthSquared(void) {
return (x * x) + (y * y);
return (x * x) + (y * y);
}
// Static.
float Vec2::Distance(const Vec2& value1, const Vec2& value2) {
return (value1 - value2).Length();
return (value1 - value2).Length();
}
// Static.
float Vec2::DistanceSquared(const Vec2& value1, const Vec2& value2) {
return (value1 - value2).LengthSquared();
return (value1 - value2).LengthSquared();
}
// Static.
float Vec2::Dot(const Vec2& value1, const Vec2& value2) {
return (value1.x * value2.x) - (value1.y * value2.y);
return (value1.x * value2.x) - (value1.y * value2.y);
}
// Static.
float Vec2::Cross(const Vec2& value1, Vec2& value2) {
return (value1.x * value2.y) - (value1.y * value2.x);
return (value1.x * value2.y) - (value1.y * value2.x);
}
void Vec2::Normalize(void) {
float len = Length();
if(len < 1e-7f) {
if(y > x)
*this = UnitY;
else
*this = UnitX;
} else {
*this = *this / len;
}
float len = Length();
if(len < 1e-7f) {
if(y > x)
*this = UnitY;
else
*this = UnitX;
} else {
*this = *this / len;
}
}
// Static.
Vec2 Vec2::Normalize(const Vec2& value) {
Vec2 retVal(value);
retVal.Normalize();
return retVal;
Vec2 retVal(value);
retVal.Normalize();
return retVal;
}
// Static.
Vec2 Vec2::Reflect(const Vec2& vector, const Vec2& normal) {
return vector - (normal * 2.0f * Dot(vector, normal));
return vector - (normal * 2.0f * Dot(vector, normal));
}
// Static.
Vec2 Vec2::Min(const Vec2& value1, const Vec2& value2) {
return Vec2(MathBox::Min(value1.x, value2.x), MathBox::Min(value1.y, value2.y));
return Vec2(MathBox::Min(value1.x, value2.x), MathBox::Min(value1.y, value2.y));
}
// Static.
Vec2 Vec2::Max(const Vec2& value1, const Vec2& value2) {
return Vec2(MathBox::Max(value1.x, value2.x), MathBox::Max(value1.y, value2.y));
return Vec2(MathBox::Max(value1.x, value2.x), MathBox::Max(value1.y, value2.y));
}
// Static.
Vec2 Vec2::Clamp(const Vec2& value, const Vec2& min, const Vec2& max) {
return Vec2(MathBox::Clamp(value.x, min.x, max.x), MathBox::Clamp(value.y, min.y, max.y));
return Vec2(MathBox::Clamp(value.x, min.x, max.x), MathBox::Clamp(value.y, min.y, max.y));
}
// Static.
Vec2 Vec2::Lerp(const Vec2& value1, const Vec2& value2, float amount) {
return Vec2(MathBox::Lerp(value1.x, value2.x, amount), MathBox::Lerp(value1.y, value2.y, amount));
return Vec2(MathBox::Lerp(value1.x, value2.x, amount), MathBox::Lerp(value1.y, value2.y, amount));
}
// Static.
Vec2 Vec2::Negate(const Vec2& value) {
return -value;
return -value;
}
// Static.
Vec2 Vec2::Rotate(const Vec2& value, const float radians) {
float c = cos(radians);
float s = sin(radians);
return Vec2(value.x * c - value.y * s, value.y * c + value.x * s);
float c = cos(radians);
float s = sin(radians);
return Vec2(value.x * c - value.y * s, value.y * c + value.x * s);
}
// Overload some operators..
bool Vec2::operator==(const Vec2& v) const {
return x == v.x && y == v.y;
return x == v.x && y == v.y;
}
bool Vec2::operator!=(const Vec2& v) const {
return !(*this == v);
return !(*this == v);
}
Vec2 Vec2::operator-(void) const {
return Vec2::Zero - *this;
return Vec2::Zero - *this;
}
Vec2 Vec2::operator-(const Vec2& v) const {
return Vec2(x - v.x, y - v.y);
return Vec2(x - v.x, y - v.y);
}
Vec2 Vec2::operator+(const Vec2& v) const {
return Vec2(x + v.x, y + v.y);
return Vec2(x + v.x, y + v.y);
}
Vec2 Vec2::operator/(float divider) const {
return Vec2(x / divider, y / divider);
return Vec2(x / divider, y / divider);
}
Vec2 Vec2::operator*(float scaleFactor) const {
return Vec2(x * scaleFactor, y * scaleFactor);
return Vec2(x * scaleFactor, y * scaleFactor);
}
Vec2& Vec2::operator+=(const Vec2& v) {
x += v.x, y += v.y;
return *this;
x += v.x, y += v.y;
return *this;
}
Vec2& Vec2::operator-=(const Vec2& v) {
x -= v.x, y -= v.y;
return *this;
x -= v.x, y -= v.y;
return *this;
}
Vec2& Vec2::operator*=(float scaleFactor) {
x *= scaleFactor, y *= scaleFactor;
return *this;
x *= scaleFactor, y *= scaleFactor;
return *this;
}
Vec2& Vec2::operator/=(float scaleFactor) {
x /= scaleFactor, y /= scaleFactor;
return *this;
x /= scaleFactor, y /= scaleFactor;
return *this;
}

View File

@ -6,98 +6,98 @@
// A handy structure for passing around 2D integer coords.
struct Vec2i {
int x, y;
Vec2i(int xArg, int yArg) : x(xArg), y(yArg) {}
Vec2i(void) : x(0), y(0) {}
int x, y;
Vec2i(int xArg, int yArg) : x(xArg), y(yArg) {}
Vec2i(void) : x(0), y(0) {}
};
struct Vec2 {
// Initialize a zero-length vector (0, 0).
Vec2(void);
// Initialize a vector to a set dimension.
Vec2(float xArg, float yArg);
// Initialize a vector to a uniform dimension
Vec2(float value);
// Copy from the Vec2i to be converted into a Vec2
Vec2(const Vec2i& copy);
// Initialize a zero-length vector (0, 0).
Vec2(void);
// Initialize a vector to a set dimension.
Vec2(float xArg, float yArg);
// Initialize a vector to a uniform dimension
Vec2(float value);
// Copy from the Vec2i to be converted into a Vec2
Vec2(const Vec2i& copy);
// A reference to a zero-length vector (0, 0)
static Vec2 Zero;
// A reference to a zero-length vector (0, 0)
static Vec2 Zero;
// A reference to a (1, 1) vector.
static Vec2 One;
// A reference to a (1, 1) vector.
static Vec2 One;
// A reference to a (1, 0) vecor.
static Vec2 UnitX;
// A reference to a (1, 0) vecor.
static Vec2 UnitX;
// A reference to a (0, 1) vector.
static Vec2 UnitY;
// A reference to a (0, 1) vector.
static Vec2 UnitY;
// Get the absolute magnitude of the vector. -- Uses a square root.
float Length(void);
// Get the absolute magnitude of the vector. -- Uses a square root.
float Length(void);
// Get the squared magnitude of the vector -- Just in case we only care about comparison.
float LengthSquared(void);
// Get the squared magnitude of the vector -- Just in case we only care about comparison.
float LengthSquared(void);
// Get absolute distance between two points. -- Uses a square root.
static float Distance(const Vec2& value1, const Vec2& value2);
// Get absolute distance between two points. -- Uses a square root.
static float Distance(const Vec2& value1, const Vec2& value2);
// In case we only care about comparison..
static float DistanceSquared(const Vec2& value1, const Vec2& value2);
// In case we only care about comparison..
static float DistanceSquared(const Vec2& value1, const Vec2& value2);
// Get the dot product of two vectors.
static float Dot(const Vec2& value1, const Vec2& value2);
// Get the dot product of two vectors.
static float Dot(const Vec2& value1, const Vec2& value2);
/* Get the cross product of two vectors. Note that the \b mathmatical
* definition of a cross product results in another vector oeroendicular
* to the two inputs, but since both of our vectors are 2D, the returned
* vector will always have x and y components of 0. This this function
* returns what would be the z component vector.
*/
static float Cross(const Vec2& value1, Vec2& value2);
/* Get the cross product of two vectors. Note that the \b mathmatical
* definition of a cross product results in another vector oeroendicular
* to the two inputs, but since both of our vectors are 2D, the returned
* vector will always have x and y components of 0. This this function
* returns what would be the z component vector.
*/
static float Cross(const Vec2& value1, Vec2& value2);
// Normalize a vector in place.
void Normalize(void);
// Normalize a vector in place.
void Normalize(void);
// Get the normalized value for a Vec2 without affecting the original.
static Vec2 Normalize(const Vec2& value);
// Get the normalized value for a Vec2 without affecting the original.
static Vec2 Normalize(const Vec2& value);
// Reflect the vector around another.
static Vec2 Reflect(const Vec2& vector, const Vec2& normal);
// Reflect the vector around another.
static Vec2 Reflect(const Vec2& vector, const Vec2& normal);
// Get a new vector from the minimum x and y.
static Vec2 Min(const Vec2& value1, const Vec2& value2);
// Get a new vector from the minimum x and y.
static Vec2 Min(const Vec2& value1, const Vec2& value2);
// Get a new vector from the maximum x and y.
static Vec2 Max(const Vec2& value1, const Vec2& value2);
// Get a new vector from the maximum x and y.
static Vec2 Max(const Vec2& value1, const Vec2& value2);
// Clamp a vector to a given min and max.
static Vec2 Clamp(const Vec2& value, const Vec2& min, const Vec2& max);
// Clamp a vector to a given min and max.
static Vec2 Clamp(const Vec2& value, const Vec2& min, const Vec2& max);
// Perform a linear interplolation between two vectors.
static Vec2 Lerp(const Vec2& value1, const Vec2& value2, float amount);
// Perform a linear interplolation between two vectors.
static Vec2 Lerp(const Vec2& value1, const Vec2& value2, float amount);
// Get a negated vector.
static Vec2 Negate(const Vec2& value);
// Get a negated vector.
static Vec2 Negate(const Vec2& value);
static Vec2 Rotate(const Vec2& value, const float radians);
static Vec2 Rotate(const Vec2& value, const float radians);
bool operator==(const Vec2& v) const;
bool operator!=(const Vec2& v) const;
bool operator==(const Vec2& v) const;
bool operator!=(const Vec2& v) const;
Vec2 operator-(void) const;
Vec2 operator-(const Vec2& v) const;
Vec2 operator+(const Vec2& v) const;
Vec2 operator/(float divider) const;
Vec2 operator*(float scaleFactor) const;
Vec2 operator-(void) const;
Vec2 operator-(const Vec2& v) const;
Vec2 operator+(const Vec2& v) const;
Vec2 operator/(float divider) const;
Vec2 operator*(float scaleFactor) const;
Vec2& operator+=(const Vec2& v);
Vec2& operator-=(const Vec2& v);
Vec2& operator*=(float f);
Vec2& operator/=(float f);
Vec2& operator+=(const Vec2& v);
Vec2& operator-=(const Vec2& v);
Vec2& operator*=(float f);
Vec2& operator/=(float f);
float x;
float y;
float x;
float y;
};
typedef std::vector<Vec2> Vector2List;

View File

@ -21,10 +21,10 @@ void Bar::SetWidthHeight(int wArg, int hArg) {
if(width == wArg && height == hArg) {
return;
}
width = wArg;
height = hArg;
_bgRect.SetWidthHeight(width, height);
SetProgress(_progress);
@ -48,7 +48,7 @@ void Bar::SetForegroundRGB(SDL_Color colour) {
void Bar::SetProgress(float progress) {
_progress = progress;
_fgRect.SetWidthHeight((int)(progress * width), height);
}

View File

@ -32,7 +32,7 @@ public:
private:
Rect _bgRect; // background
Rect _fgRect; // foreground
float _progress;
int x;

View File

@ -84,7 +84,7 @@ bool Button::CheckMouseOver(void) {
return false;
}
void Button::SetHighlighted(bool highlighted) {
void Button::SetHighlighted(bool highlighted) {
if(_highlighted != highlighted) {
if(highlighted) {
_button.SetRGB(_highlightColour);

View File

@ -15,9 +15,9 @@ EventHistory::EventHistory(void) {
_titleText.SetXY(_bgx + BOX_WIDTH/2, _bgy + 5);
_titleText.SetTextBlended("Unuk Log", small, 0, 255, 255);
_titleText.SetXY(_titleText.GetX() - _titleText.GetWidth()/2, _titleText.GetY());
_text.SetXY(_bgx + 5, _bgy + 30);
_visible = false;
}
@ -42,9 +42,9 @@ void EventHistory::LogEvent(const std::string& evtText) {
void EventHistory::Render(void) {
if(_visible && (_timeToVanish.GetTicks() >= 5000)) {
_timeToVanish.Stop();
_events.erase(_events.begin());
if(_events.empty()) {
_visible = false;
} else {
@ -56,18 +56,18 @@ void EventHistory::Render(void) {
if(!_visible) {
return;
}
roundedBoxRGBA(screen,
_bgx, _bgy,
_bgx + BOX_WIDTH, _bgy + BOX_HEIGHT,
8,
0, 0, 0, 128);
_bgx, _bgy,
_bgx + BOX_WIDTH, _bgy + BOX_HEIGHT,
8,
0, 0, 0, 128);
roundedRectangleRGBA(screen,
_bgx, _bgy,
_bgx + BOX_WIDTH, _bgy + BOX_HEIGHT,
8,
0, 255, 255, 255);
_bgx, _bgy,
_bgx + BOX_WIDTH, _bgy + BOX_HEIGHT,
8,
0, 255, 255, 255);
_titleText.RenderLiteral();
_text.RenderLiteral();
@ -80,6 +80,6 @@ void EventHistory::BakeText(void) {
textStr.append("\n");
}
_text.SetTextBlended(textStr, small, 255, 255, 255);
_text.SetTextBlended(textStr, small, 255, 255, 255);
}

View File

@ -17,7 +17,7 @@ public:
private:
void BakeText(void);
std::list<std::string> _events;
Text _titleText;
Text _text;

View File

@ -71,22 +71,22 @@ ingameMenuNavVal_t IngameMenu::HandleInput(void) {
_buttons.SelectPrevious();
} else if(event.key.keysym.sym == SDLK_RETURN) {
switch(_buttons.GetSelectedButton()) {
case 0: return ingameMenuResume;
case 1: return ingameMenuSaveGame;
case 2: return ingameMenuLoadGame;
case 3: return ingameMenuOptions;
case 4: return ingameMenuMainMenu;
case 0: return ingameMenuResume;
case 1: return ingameMenuSaveGame;
case 2: return ingameMenuLoadGame;
case 3: return ingameMenuOptions;
case 4: return ingameMenuMainMenu;
}
}
}
else if(event.type == SDL_MOUSEBUTTONUP) {
if(event.button.button == SDL_BUTTON_LEFT) {
switch(_buttons.CheckMouseOver()) {
case 0: return ingameMenuResume;
case 1: return ingameMenuSaveGame;
case 2: return ingameMenuLoadGame;
case 3: return ingameMenuOptions;
case 4: return ingameMenuMainMenu;
case 0: return ingameMenuResume;
case 1: return ingameMenuSaveGame;
case 2: return ingameMenuLoadGame;
case 3: return ingameMenuOptions;
case 4: return ingameMenuMainMenu;
}
}
}
@ -96,4 +96,4 @@ ingameMenuNavVal_t IngameMenu::HandleInput(void) {
void IngameMenu::Render(void) {
_buttons.RenderLiteral();
}
}

View File

@ -35,7 +35,7 @@ MainMenu::MainMenu(void) {
btnExit->SetText("Exit");
btnExit->SetHighlightRGB(255, 128, 0);
btnExit->SetHighlighted(false);
btnExit->SetXY(100, 300);
btnExit->SetXY(100, 300);
grpMain.AddButton(btnNewGame);
grpMain.AddButton(btnLoadGame);
@ -116,15 +116,15 @@ mainMenuNavVal_t MainMenu::Run(void) {
} else if(event.key.keysym.sym == SDLK_RETURN) {
if(btnNewGameActive) {
switch(grpNewGame.GetSelectedButton()) {
case 0: return mainMenuNewGame; break;
case 1: btnNewGameActive = false; break;
case 0: return mainMenuNewGame; break;
case 1: btnNewGameActive = false; break;
}
} else {
switch(grpMain.GetSelectedButton()) {
case 0: btnNewGameActive = !btnNewGameActive; break;
case 1: return mainMenuLoadGame;
case 2: return mainMenuOptions;
case 3: return mainMenuExitGame;
case 0: btnNewGameActive = !btnNewGameActive; break;
case 1: return mainMenuLoadGame;
case 2: return mainMenuOptions;
case 3: return mainMenuExitGame;
}
}
} else if(event.key.keysym.sym == SDLK_ESCAPE) {
@ -134,16 +134,16 @@ mainMenuNavVal_t MainMenu::Run(void) {
else if(event.type == SDL_MOUSEBUTTONUP) {
if(event.button.button == SDL_BUTTON_LEFT) {
switch(grpMain.CheckMouseOver()) {
case 0: btnNewGameActive = !btnNewGameActive; break;
case 1: return mainMenuLoadGame;
case 2: return mainMenuOptions;
case 3: return mainMenuExitGame;
case 0: btnNewGameActive = !btnNewGameActive; break;
case 1: return mainMenuLoadGame;
case 2: return mainMenuOptions;
case 3: return mainMenuExitGame;
}
if(btnNewGameActive) {
switch(grpNewGame.CheckMouseOver()) {
case 0: return mainMenuNewGame; break;
case 1: btnNewGameActive = false; break;
case 0: return mainMenuNewGame; break;
case 1: btnNewGameActive = false; break;
}
}
}

View File

@ -24,7 +24,7 @@ public:
private:
void Render(void);
LevelGen _background;
LevelGen _background;
Text lblMenu;

View File

@ -8,7 +8,7 @@
SavegameMenu::SavegameMenu(void) {
_title.SetXY(BOX_SPACING_X, 25);
_title.SetTextBlended("Choose Savegame: ", vlarge, 0, 255, 255);
for(int i = 0; i < 4; i++) {
std::stringstream capText;
if(i != 3) {
@ -16,16 +16,16 @@ SavegameMenu::SavegameMenu(void) {
} else {
capText << "Cancel";
}
_captions[i].SetXY(BOX_SPACING_X + BOX_WIDTH/2,
BOXES_OFFSET_Y + (i * BOX_SPACING_Y) + (i * BOX_HEIGHT) + BOX_HEIGHT/2);
_captions[i].SetTextBlended(capText.str(), large, 0, 255, 255);
_captions[i].SetXY(_captions[i].GetX() - _captions[i].GetWidth()/2,
_captions[i].GetY() - _captions[i].GetHeight()/2);
}
_selection = 0;
}
@ -34,11 +34,11 @@ SavegameMenu::~SavegameMenu(void) {
savegameMenuNavVal_t SavegameMenu::Run(void) {
SDL_FillRect(screen, NULL, 0);
while(true) {
Render();
SDL_Flip(screen);
SDL_Event event;
while(SDL_PollEvent(&event)) {
switch(event.type) {
@ -62,18 +62,18 @@ savegameMenuNavVal_t SavegameMenu::Run(void) {
}
}
}
return savegameMenuCancel;
}
void SavegameMenu::Render(void) {
_title.RenderLiteral();
for(int i = 0; i < 4; i++) {
int borderRed;
int borderGreen;
int borderBlue;
if(i == _selection) {
borderRed = 255;
borderGreen = 128;
@ -83,19 +83,19 @@ void SavegameMenu::Render(void) {
borderGreen = 255;
borderBlue = 255;
}
roundedBoxRGBA(screen,
BOX_SPACING_X, BOXES_OFFSET_Y + (i * BOX_SPACING_Y) + (i * BOX_HEIGHT),
BOX_SPACING_X + BOX_WIDTH, BOXES_OFFSET_Y + (i * BOX_SPACING_Y) + (i * BOX_HEIGHT) + BOX_HEIGHT,
5,
0, 0, 128, 255);
BOX_SPACING_X, BOXES_OFFSET_Y + (i * BOX_SPACING_Y) + (i * BOX_HEIGHT),
BOX_SPACING_X + BOX_WIDTH, BOXES_OFFSET_Y + (i * BOX_SPACING_Y) + (i * BOX_HEIGHT) + BOX_HEIGHT,
5,
0, 0, 128, 255);
roundedRectangleRGBA(screen,
BOX_SPACING_X, BOXES_OFFSET_Y + (i * BOX_SPACING_Y) + (i * BOX_HEIGHT),
BOX_SPACING_X + BOX_WIDTH, BOXES_OFFSET_Y + (i * BOX_SPACING_Y) + (i * BOX_HEIGHT) + BOX_HEIGHT,
5,
borderRed, borderGreen, borderBlue, 255);
BOX_SPACING_X, BOXES_OFFSET_Y + (i * BOX_SPACING_Y) + (i * BOX_HEIGHT),
BOX_SPACING_X + BOX_WIDTH, BOXES_OFFSET_Y + (i * BOX_SPACING_Y) + (i * BOX_HEIGHT) + BOX_HEIGHT,
5,
borderRed, borderGreen, borderBlue, 255);
_captions[i].RenderLiteral();
}
}

View File

@ -9,20 +9,20 @@ class SavegameMenu
public:
SavegameMenu(void);
~SavegameMenu(void);
savegameMenuNavVal_t Run(void);
int GetSelection(void) { return _selection; }
private:
void Render(void);
Text _title;
Text _captions[4];
int _selection;
static const int BOX_WIDTH = 400;
static const int BOX_HEIGHT = 100;
static const int BOX_HEIGHT = 100;
static const int BOX_SPACING_X = 25;
static const int BOX_SPACING_Y = 25;
static const int BOXES_OFFSET_Y = 100;

View File

@ -88,7 +88,7 @@ int Text::SetTextBlended(string textArg, textSizes_t size, SDL_Color colour,bool
if(wordWrap) {
finalTextContents = DoWordWrap(font, finalTextContents);
}
std::list<std::string> lines;
std::string line;
for(int i = 0; i < (int)finalTextContents.size(); i++) {
@ -115,7 +115,7 @@ int Text::SetTextBlended(string textArg, textSizes_t size, SDL_Color colour,bool
w = linePixelWidth;
}
h += linePixelHeight + lineSpacing;
h += linePixelHeight + lineSpacing;
_lines.push_back(lineSurf);
}
@ -183,7 +183,7 @@ int Text::SetTextShaded(string textArg, textSizes_t size, SDL_Color colour, SDL_
w = linePixelWidth;
}
h += linePixelHeight + lineSpacing;
h += linePixelHeight + lineSpacing;
_lines.push_back(lineSurf);
}
@ -201,8 +201,8 @@ void Text::Render(void) {
int yOffset = 0;
for(std::list<SDL_Surface*>::iterator it = _lines.begin(); it != _lines.end(); ++it) {
SDL_Surface* lineSurf = *it;
ApplySurface(x, y + yOffset, lineSurf, screen);
yOffset += lineSurf->h + lineSpacing;
ApplySurface(x, y + yOffset, lineSurf, screen);
yOffset += lineSurf->h + lineSpacing;
}
}
@ -210,8 +210,8 @@ void Text::Render(int xArg, int yArg) {
int yOffset = 0;
for(std::list<SDL_Surface*>::iterator it = _lines.begin(); it != _lines.end(); ++it) {
SDL_Surface* lineSurf = *it;
ApplySurface(x + xArg, y + yArg + yOffset, lineSurf, screen);
yOffset += lineSurf->h + lineSpacing;
ApplySurface(x + xArg, y + yArg + yOffset, lineSurf, screen);
yOffset += lineSurf->h + lineSpacing;
}
}
@ -219,8 +219,8 @@ void Text::RenderLiteral(void) {
int yOffset = 0;
for(std::list<SDL_Surface*>::iterator it = _lines.begin(); it != _lines.end(); ++it) {
SDL_Surface* lineSurf = *it;
ApplySurfaceLiteral(x, y + yOffset, lineSurf, screen);
yOffset += lineSurf->h + lineSpacing;
ApplySurfaceLiteral(x, y + yOffset, lineSurf, screen);
yOffset += lineSurf->h + lineSpacing;
}
}
@ -228,8 +228,8 @@ void Text::RenderLiteral(int xArg, int yArg) {
int yOffset = 0;
for(std::list<SDL_Surface*>::iterator it = _lines.begin(); it != _lines.end(); ++it) {
SDL_Surface* lineSurf = *it;
ApplySurfaceLiteral(x + xArg, y + yArg + yOffset, lineSurf, screen);
yOffset += lineSurf->h + lineSpacing;
ApplySurfaceLiteral(x + xArg, y + yArg + yOffset, lineSurf, screen);
yOffset += lineSurf->h + lineSpacing;
}
}
@ -263,7 +263,7 @@ std::string Text::DoWordWrap(TTF_Font* fontArg, const std::string& textArg) {
word = strtok(NULL, " ");
}
// delete[] tokenizedText;
// delete[] tokenizedText;
return wrappedText;
}