Files
PlanetFleet/inGameAppState.cpp
T
2022-08-27 19:22:13 +03:00

383 lines
16 KiB
C++
Executable File

#include <algorithm>
#include <button.h>
#include <util.h>
#include <assetManager.h>
#include <stateManager.h>
#include "inGameAppState.h"
#include "unitDataManager.h"
#include "consoleCommand.h"
#include "aircraftCarrier.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, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, separate) {
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, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, separate) {
this->guiState = guiState;
this->inGameState = inGameState;
}
void InGameAppState::ConsoleButton::onClick() {
class ConsoleCommandEntryButton : public Button {
public:
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 onClick() {
ConsoleCommand::execute(wstringToString(textbox->getText()));
}
private:
InGameAppState *inGameState;
Textbox *textbox;
Listbox *listbox;
};
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);
ConsoleCommandEntryButton *entryButton = new ConsoleCommandEntryButton(inGameState, consoleTextbox, consoleListbox, Vector2(pos.x + 320, pos.y + 20 * (emptyEntries + 1)), Vector2(100, 20), "Enter", true);
guiState->addButton(entryButton);
}
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;
}
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);
ResumeButton *resumeButton = new ResumeButton(guiState, inGameState, Vector2(pos.x, pos.y), Vector2(150, 50), "Resume", true);
ConsoleButton *consoleButton = new ConsoleButton(guiState, inGameState, Vector2(pos.x, pos.y + 60), Vector2(150, 50), "Console", true);
InGameOptionsButton *optionsButton = new InGameOptionsButton(guiState, inGameState, Vector2(pos.x, pos.y + 120), Vector2(150, 50), "Options", true);
MainMenuButton *mainMenuButton = new MainMenuButton(guiState, inGameState, Vector2(pos.x, pos.y + 180), Vector2(150, 50), "Main menu", true);
ExitButton *exitButton = new ExitButton(Vector2(pos.x, pos.y + 240), Vector2(150, 50), "Exit", true);
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, string name, bool separate) : OptionsButton(pos, size, name, separate) {
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("Resume");
guiState->removeButton("Console");
guiState->removeButton("Main menu");
guiState->removeButton("Exit");
OptionsButton::onClick();
}
InGameAppState::MainMenuButton::MainMenuButton(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;
}
void InGameAppState::MainMenuButton::onClick() {
}
InGameAppState::UnitCreationButton::UnitCreationButton(string icon, Vector2 pos, Vector2 size, string name, bool separate) : Button(pos, size, name, GameManager::getSingleton()->getPath() + "Fonts/batang.ttf", -1, separate) {}
void InGameAppState::UnitCreationButton::onClick() {
}
void InGameAppState::UnitCreationButton::update() {
Button::update();
}
InGameAppState::BattleshipCreationButton::BattleshipCreationButton(string icon, Vector2 pos, Vector2 size, string name, bool separate)
: InGameAppState::UnitCreationButton(icon, pos, size, name, separate) {
}
void InGameAppState::BattleshipCreationButton::onClick() {
}
InGameAppState::DestroyerCreationButton::DestroyerCreationButton(string icon, Vector2 pos, Vector2 size, string name, bool separate)
: InGameAppState::UnitCreationButton(icon, pos, size, name, separate) {
}
void InGameAppState::DestroyerCreationButton::onClick() {
}
InGameAppState::CruiserCreationButton::CruiserCreationButton(string icon, Vector2 pos, Vector2 size, string name, bool separate)
: InGameAppState::UnitCreationButton(icon, pos, size, name, separate) {
}
void InGameAppState::CruiserCreationButton::onClick() {
}
InGameAppState::CarrierCreationButton::CarrierCreationButton(string icon, Vector2 pos, Vector2 size, string name, bool separate)
: InGameAppState::UnitCreationButton(icon, pos, size, name, separate) {
}
void InGameAppState::CarrierCreationButton::onClick() {
}
InGameAppState::SubmarineCreationButton::SubmarineCreationButton(string icon, Vector2 pos, Vector2 size, string name, bool separate)
: InGameAppState::UnitCreationButton(icon, pos, size, name, separate) {
}
void InGameAppState::SubmarineCreationButton::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;
int 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);
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);
UnitDataManager *unitDataManager = UnitDataManager::getSingleton();
int numUnits = unitDataManager->getNumUnits();
string *basePaths = unitDataManager->getBasePath();
string *meshPaths = unitDataManager->getMeshPath();
for(int i = 0; i < numUnits; ++i)
assetManager->load(basePaths[i] + meshPaths[i]);
}
void InGameAppState::onDettached() {
}
void InGameAppState::update() {
for (Player *p : players)
if (p) {
p->update();
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(), &selectedUnits = activeState->getSelectedUnits();
units.erase(units.begin() + i);
if(u->getUnitClass() == UnitClass::MISSILE_JET || u->getUnitClass() == UnitClass::DEMO_JET){
AircraftCarrier *carrier = nullptr;
for(int i2 = 0; i2 < p->getUnits().size() && !carrier; i2++){
AircraftCarrier *a = ((Jet*)u)->getAircraftCarrier();
if(a)
carrier = a;
}
if(carrier){
Jet** jets = carrier->getJets();
jets[((Jet*)u)->getJetId()] = nullptr;
}
}
else if(u->getUnitClass() == UnitClass::AIRCRAFT_CARRIER){
AircraftCarrier *carrier = (AircraftCarrier*)u;
for(int i2 = 0; i2 < carrier->getMaxNumJets(); i2++){
Jet *j = carrier->getJet(i2);
if(j && j->isOnBoard())
j->blowUp();
}
}
for(int i2 = 0; i2 < 10; i2++){
int id = -1;
std::vector<Unit*> &group = activeState->getUnitGroup(i2);
for(int i3 = 0; i3 < group.size() && id == -1; i3++)
if(group[i3] == u)
id = i3;
if(id != -1)
group.erase(group.begin() + id);
}
for(int i2 = 0; i2 < selectedUnits.size() && selectedId == -1; i2++)
if(selectedUnits[i2] == u)
selectedId = i2;
if(selectedId != -1)
selectedUnits.erase(selectedUnits.begin() + selectedId);
delete u;
}
}
}
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::attachGui() {
int idOffset = 0;
if (mainPlayer->getFaction() == 1)
idOffset += 7;
guiState->addButton(bcb);
guiState->addButton(dcb);
guiState->addButton(crcb);
guiState->addButton(ccb);
guiState->addButton(scb);
}
void InGameAppState::detachGui() {
guiState->removeButton(bcb);
guiState->removeButton(dcb);
guiState->removeButton(crcb);
guiState->removeButton(ccb);
guiState->removeButton(scb);
}
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), "Resume", true);
consoleButton = new ConsoleButton(guiState, this, Vector2(pos.x, pos.y + 60), Vector2(150, 50), "Console", true);
optionsButton = new InGameOptionsButton(guiState, this, Vector2(pos.x, pos.y + 120), Vector2(150, 50), "Options", true);
mainMenuButton = new MainMenuButton(guiState, this, Vector2(pos.x, pos.y + 180), Vector2(150, 50), "Main menu", true);
exitButton = new ExitButton(Vector2(pos.x, pos.y + 240), Vector2(150, 50), "Exit", true);
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("Enter");
guiState->removeButton("Console");
guiState->removeButton("Main menu");
guiState->removeButton("Options");
guiState->removeButton("Exit");
guiState->removeButton("Resume");
}
}
void InGameAppState::onAction(int bind, bool isPressed) {
switch((Bind)bind){
case Bind::TOGGLE_MAIN_MENU:
if(isPressed)toggleMainMenu();
break;
}
}
void InGameAppState::onAnalog(int bind, float str) {}
}