Files
PlanetFleet/inGameAppState.cpp
T

334 lines
12 KiB
C++
Executable File

#include <algorithm>
#include <button.h>
#include <util.h>
#include <assetManager.h>
#include <stateManager.h>
#include <luaManager.h>
#include "defConfigs.h"
#include "inGameAppState.h"
#include "consoleCommand.h"
#include "vessel.h"
using namespace vb01;
using namespace vb01Gui;
using namespace std;
namespace battleship{
using namespace configData;
InGameAppState::ResumeButton::ResumeButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size) : Button(pos, size, "Resume", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {
this->guiState = guiState;
this->inGameState = inGameState;
}
void InGameAppState::ResumeButton::onClick() {
inGameState->toggleMainMenu();
}
GuiAppState* InGameAppState::ResumeButton::getGuiState() {
return guiState;
}
InGameAppState::ConsoleButton::ConsoleButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size) : Button(pos, size, "Console", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {
this->guiState = guiState;
this->inGameState = inGameState;
}
void InGameAppState::ConsoleButton::onClick() {
vector<string> list;
int emptyEntries = 20;
for (int i = 0; i < emptyEntries; i++)
list.push_back("");
Vector2 pos = Vector2(300, 100);
Listbox *consoleListbox = new Listbox(
Vector2(pos.x, pos.y),
Vector2(420, 20),
list,
20,
GameManager::getSingleton()->getPath() + "Fonts/batang.ttf"
);
consoleListbox->openUp();
guiState->addListbox(consoleListbox);
Textbox *consoleTextbox = new Textbox(
Vector2(pos.x, pos.y + 20 * (emptyEntries + 1)),
Vector2(300, 20),
GameManager::getSingleton()->getPath() + "Fonts/batang.ttf"
);
guiState->addTextbox(consoleTextbox);
entryButton = new ConsoleCommandEntryButton(
inGameState,
consoleTextbox,
consoleListbox,
Vector2(pos.x + 320, pos.y + 20 * (emptyEntries + 1)),
Vector2(100, 20),
"Enter",
true
);
guiState->addButton(entryButton);
}
InGameAppState::ConsoleButton::ConsoleButton::ConsoleCommandEntryButton::ConsoleCommandEntryButton(InGameAppState *inGameState, Textbox *t, Listbox *l, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, separate) {
this->inGameState = inGameState;
textbox = t;
listbox = l;
}
void InGameAppState::ConsoleButton::ConsoleButton::ConsoleCommandEntryButton::onClick() {
ConsoleCommand::execute(wstringToString(textbox->getText()));
}
InGameAppState::InGameOptionsButton::ReturnButton::ReturnButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, separate) {
this->guiState = guiState;
this->inGameState = inGameState;
}
//TODO: replace string literals removeButton() lines
void InGameAppState::InGameOptionsButton::ReturnButton::onClick() {
guiState->removeAllCheckboxes();
guiState->removeAllListboxes();
guiState->removeAllSliders();
guiState->removeAllTextboxes();
guiState->removeButton("Controls");
guiState->removeButton("Mouse");
guiState->removeButton("Video");
guiState->removeButton("Audio");
guiState->removeButton("Multiplayer");
Vector2 pos = Vector2(100, 100), size = Vector2(150, 50);
ResumeButton *resumeButton = new ResumeButton(guiState, inGameState, Vector2(pos.x, pos.y), size);
ConsoleButton *consoleButton = new ConsoleButton(guiState, inGameState, Vector2(pos.x, pos.y + 60), size);
InGameOptionsButton *optionsButton = new InGameOptionsButton(guiState, inGameState, Vector2(pos.x, pos.y + 120), size);
MainMenuButton *mainMenuButton = new MainMenuButton(guiState, inGameState, Vector2(pos.x, pos.y + 180), size);
ExitButton *exitButton = new ExitButton(Vector2(pos.x, pos.y + 240), size);
inGameState->setResumeButton(resumeButton);
inGameState->setConsoleButton(consoleButton);
inGameState->setOptionsButton(optionsButton);
inGameState->setMainMenuButton(mainMenuButton);
inGameState->setExitButton(exitButton);
guiState->addButton(resumeButton);
guiState->addButton(consoleButton);
guiState->addButton(optionsButton);
guiState->addButton(mainMenuButton);
guiState->addButton(exitButton);
guiState->removeButton("Back");
}
InGameAppState::InGameOptionsButton::InGameOptionsButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size) : OptionsButton(pos, size, "Options", true) {
this->guiState = guiState;
this->inGameState = inGameState;
}
void InGameAppState::InGameOptionsButton::onClick() {
returnButton = new ReturnButton(guiState, inGameState, Vector2(50, GameManager::getSingleton()->getHeight() - 150), Vector2(150, 50), "Back", true);
guiState->addButton(returnButton);
guiState->removeButton(inGameState->getResumeButton());
guiState->removeButton(inGameState->getConsoleButton());
guiState->removeButton(inGameState->getMainMenuButton());
guiState->removeButton(inGameState->getExitButton());
OptionsButton::onClick();
}
InGameAppState::MainMenuButton::MainMenuButton(GuiAppState *guiState, InGameAppState *inGameState, Vector2 pos, Vector2 size) : Button(pos, size, "Main menu", GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, true) {
this->guiState = guiState;
this->inGameState = inGameState;
}
void InGameAppState::MainMenuButton::onClick() {
}
InGameAppState::InGameAppState(vector<string> difficultyLevels, vector<string> factions, string mapName) : AbstractAppState(
AppStateType::IN_GAME_STATE,
configData::calcSumBinds(AppStateType::IN_GAME_STATE, true),
configData::calcSumBinds(AppStateType::IN_GAME_STATE, false),
GameManager::getSingleton()->getPath() + "Scripts/options.lua"){
this->playerId = 0;
this->difficultyLevels = difficultyLevels;
this->factions = factions;
this->mapName = mapName;
}
InGameAppState::~InGameAppState() {
}
void InGameAppState::onAttached() {
AbstractAppState::onAttached();
Map::getSingleton()->load(mapName);
for (int i = 0; i < factions.size(); i++) {
int faction, difficulty;
if (i == 0)
difficulty = -1;
else {
if (difficultyLevels[i - 1] == "Easy")
difficulty = 0;
else if (difficultyLevels[i - 1] == "Medium")
difficulty = 1;
else
difficulty = 2;
}
faction = factions[i][0] - 48;
Player *p = new Player(difficulty, faction, i);
players.push_back(p);
p->setId(players.size() - 1);
}
mainPlayer = players[playerId];
StateManager *stateManager = GameManager::getSingleton()->getStateManager();
guiState = ((GuiAppState*)stateManager->getAppStateByType((int)AppStateType::GUI_STATE));
activeState = new ActiveGameState(guiState, players, playerId);
stateManager->attachAppState(activeState);
AssetManager *assetManager = AssetManager::getSingleton();
assetManager->load(DEFAULT_TEXTURE);
loadModels();
}
void InGameAppState::onDettached() {}
void InGameAppState::updateUnits(Player *p){
for (int i = 0; i < p->getNumberOfUnits(); i++){
Unit *u = p->getUnit(i);
if(u->isWorking())
u->update();
else{
int selectedId = -1;
std::vector<Unit*> &units = p->getUnits();
units.erase(units.begin() + i);
for(int j = 0; j < maxNumGroups; j++){
int id = -1;
std::vector<Unit*> &group = activeState->getUnitGroup(j);
for(int k = 0; k < group.size() && id == -1; k++)
if(group[k] == u)
id = k;
if(id != -1)
group.erase(group.begin() + id);
}
const vector<Unit*> &selectedUnits = mainPlayer->getSelectedUnits();
for(int j = 0; j < selectedUnits.size() && selectedId == -1; j++)
if(selectedUnits[j] == u)
selectedId = j;
if(selectedId != -1)
mainPlayer->deselectUnit(selectedId);
delete u;
}
}
}
void InGameAppState::updateProjectiles(){
for(int i = 0; i < projectiles.size(); i++){
Projectile *p = projectiles[i];
if(!p->isExploded())
p->update();
else{
delete p;
projectiles.erase(projectiles.begin() + i);
}
}
}
void InGameAppState::update() {
for (Player *p : players)
if (p) {
p->update();
updateUnits(p);
}
updateProjectiles();
}
void InGameAppState::loadModels(){
LuaManager *lm = LuaManager::getSingleton();
string pathBase = GameManager::getSingleton()->getPath() + "Scripts/";
lm->buildScript(configData::scripts);
int numUnits = lm->getInt("numUnits");
modelPaths.clear();
for(int i = 0; i < numUnits; ++i){
string basePath = lm->getStringFromTable("basePath", vector<Index>{Index(i + 1)});
string meshPath = lm->getStringFromTable("meshPath", vector<Index>{Index(i + 1)});
string modelPath = basePath + meshPath;
AssetManager::getSingleton()->load(modelPath);
modelPaths.push_back(modelPath);
}
}
void InGameAppState::toggleMainMenu() {
GameManager *gm = GameManager::getSingleton();
if (!isMainMenuActive) {
isMainMenuActive = true;
gm->getStateManager()->dettachAppState(activeState);
Vector2 pos = Vector2(100, 100);
resumeButton = new ResumeButton(guiState, this, Vector2(pos.x, pos.y), Vector2(150, 50));
consoleButton = new ConsoleButton(guiState, this, Vector2(pos.x, pos.y + 60), Vector2(150, 50));
optionsButton = new InGameOptionsButton(guiState, this, Vector2(pos.x, pos.y + 120), Vector2(150, 50));
mainMenuButton = new MainMenuButton(guiState, this, Vector2(pos.x, pos.y + 180), Vector2(150, 50));
exitButton = new ExitButton(Vector2(pos.x, pos.y + 240), Vector2(150, 50));
guiState->addButton(resumeButton);
guiState->addButton(consoleButton);
guiState->addButton(optionsButton);
guiState->addButton(mainMenuButton);
guiState->addButton(exitButton);
}
else {
isMainMenuActive = false;
gm->getStateManager()->attachAppState(activeState);
guiState->removeAllCheckboxes();
guiState->removeAllListboxes();
guiState->removeAllSliders();
guiState->removeAllTextboxes();
guiState->removeButton(consoleButton->getEntryButton());
guiState->removeButton(consoleButton);
guiState->removeButton(mainMenuButton);
guiState->removeButton(optionsButton);
guiState->removeButton(exitButton);
guiState->removeButton(resumeButton);
loadModels();
for(Player *p : players)
for(Unit *u : p->getUnits())
u->reinitUnit();
}
}
void InGameAppState::onAction(int bind, bool isPressed) {
switch((Bind)bind){
case Bind::TOGGLE_MAIN_MENU:
if(isPressed && !activeState->isPlacingStructures())
toggleMainMenu();
break;
}
}
void InGameAppState::onAnalog(int bind, float str) {}
}