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game.cpp
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game.cpp
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#include "Core/game.h"
Game::Game(RenderWindow* gameWindow) {
window = gameWindow;
paused = false;
close = false;
loadedMapX = 0;
loadedMapY = 0;
maxMapID = 0;
tickedThisFrame = false;
data = new GameData();
audio = new SoundService();
menus = new MenuManager(); // Should this be a pointer, or created as a normal base-object like SoundService and Window?
controller = new Controller(menus, audio); // Player controller input (done as pointer in-case multiple are used in future)
ai = new AIManager(data, window, audio);
}
Game::~Game() {
Trigger_Free();
menus->Free();
audio->CloseSoundService();
delete ai;
delete controller;
delete menus;
delete audio;
delete data;
}
// LOGIC //
struct InputAction* Game::ProcessInput(SDL_Event* event) {
struct InputAction* inputAction = new InputAction();
controller->ProcessInput(event, inputAction, paused, window->InFullscreen());
paused = inputAction->pause; // Pause / Unpause game
if (inputAction->fullscreen != window->InFullscreen()) { // Toggle fullscreen
window->ToggleFullscreen(inputAction->fullscreen);
menus->ToggleFullscreen(inputAction->fullscreen);
}
return inputAction;
}
void Game::Tick() {
data->ticks++;
window->LogTick();
tickedThisFrame = true;
// Tally sheep
int sheepLeft = 0;
for (int i = 0; i < MaxEntities && sheepLeft < MaxSheep; i++) {
if (data->entities[i] && data->entities[i]->GetID() == EntityID::EE_Sheep) sheepLeft++;
}
// If we lost a sheep, trigger game over
if (sheepLeft < MaxSheep) {
Trigger_GameOver(window, audio, data->map, data->entities);
data->player->Paused = true;
}
// If the player sits still, feed them hints or story
data->player->ticksIdled++;
if (data->player->ticksIdled == TicksUntilIdle) {
Trigger_Idled(window, audio, data->map, data->entities);
}
// Do map event tick ahead of player movement (so player does not end up ontop of walls)
if (data->map->TickEventTimer()) {
Trigger_LevelEvent(window, audio, data->map, data->entities);
}
// Perform input-based player movement
MovePlayer();
// Perform tile triggers, fizzlers, scrolls
int standingTile = data->map->GetTileID(data->player->x, data->player->y);
if (standingTile >= TileID::ET_Trigger1 && standingTile <= TileID::ET_Trigger4) {
Trigger_OnTile(window, audio, data->map, data->entities, abs(standingTile));
} else if (standingTile == TileID::ET_Fizzler) {
Trigger_OnFizzler(window, audio, data->map, data->player);
} else if (standingTile == TileID::ET_Scroll && data->map->HasScroll()) {
Trigger_OnScroll(window, audio, data->map, data->entities); // Do scroll trigger
menus->UnlockScroll(data->map->GetScrollIndex(), data->map->GetScrollName(), data->map->GetScroll()); // Unlock scroll in index
}
// Cast Fireball, do after fizzler so players cannot perform one-frame fireball sling tricks
if (Movement::MoveFireballQueued) {
Movement::MoveFireballQueued = false; // TODO: Make this more clear that it's general spacebar stuff
data->player->Paused = false; // Player un-stuns themself by swining
data->player->SwingAttack(data->entities, data->particles, audio);
Trigger_StaffSwing(window, audio, data->map, data->entities);
data->player->ticksIdled = 0;
}
// Prep AI
ai->UpdateContext();
// Tick Entities and Tally Pressure Plates
bool currentPuzzleStatus = data->map->PuzzleStatus;
bool PressurePlatesChanged = false;
bool LeversChanged = false;
data->map->PressurePlatesPressed = 0;
for (int i = 0; i < MaxEntities; i++) {
if (!data->entities[i]) continue; //Skip checks if this is a nullpointer or paused
Entity* obj = data->entities[i];
obj->ShoveAnimation();
obj->Tick();
obj->PostTick();
if (obj->HasFire || obj->HasFrost) { // Freeze or thaw nearby water
data->map->FreezeArea(obj->x, obj->y, 1, obj->HasFire);
}
int entityTile = data->map->GetTileID(obj->x, obj->y); // Get data of tile the entity is standing on
// If standing on lava, take burn damage, gain fire, lose frost
if (entityTile == TileID::ET_Magma && obj->GetID() != EntityID::EE_Fireball) {
obj->TakeDamage(1, nullptr);
obj->HasFire = true;
obj->HasFrost = false;
}
if (!obj->Paused) {
ai->TickAI(obj);
}
if (obj->GetID() == EntityID::EE_Lever) {
Lever* lever = dynamic_cast<Lever*>(obj);
if (lever->stateChanged) LeversChanged = true;
} else if (obj->GetID() == EntityID::EE_Spirit) {
Spirit* spirit = dynamic_cast<Spirit*>(obj);
if (spirit) spirit->Emit(data->particles);
}
// Finally, update tile Entity is on for puzzle solutions
entityTile = data->map->GetTileID(obj->x, obj->y);
if (entityTile == TileID::ET_Pressure_Plate) { // If we're on a pressure plate....
if (!obj->OnPressurePlate) {
obj->OnPressurePlate = true;
Particle* clickEffect = ActivateParticle(data->particles, 3, obj->x, obj->y);
PressurePlatesChanged = true;
}
data->map->PressurePlatesPressed++;
} else if (obj->OnPressurePlate) { // If we left a pressure plate...
obj->OnPressurePlate = false;
PressurePlatesChanged = true;
}
}
// Clean Entity List
EntityTools::CleanEntities(data->entities);
// Update Puzzles
bool doTriggerPuzzleInput = false;
// Run checks on puzzles
int puzzlesEnabled = 0;
int puzzlesCompleted = 0;
for (int i = 0; i < MaxPuzzles; i++) {
if (data->map->Puzzles[i].Enabled) {
puzzlesEnabled++;
bool wasSolved = data->map->Puzzles[i].Solved;
Puzzle_CheckSolution(&data->map->Puzzles[i]);
if (data->map->Puzzles[i].Solved) {
puzzlesCompleted++;
if (wasSolved != data->map->Puzzles[i].Solved) {
doTriggerPuzzleInput = true;
#ifdef DEBUG_MODE
printf("Puzzle solved!\n");
#endif
}
}
}
}
if (puzzlesEnabled > 0)
data->map->PuzzleStatus = (puzzlesEnabled == puzzlesCompleted);
// Run triggers
if (doTriggerPuzzleInput || PressurePlatesChanged || LeversChanged) Trigger_PuzzleInput(window, audio, data->particles, data->map, data->entities);
// If the player completed a puzzle this tick, show a particle
if (!currentPuzzleStatus && data->map->PuzzleStatus) {
Particle* a = ActivateParticle(data->particles, 2, data->player->x, data->player->y);
if (a) a->maxLifetime = 0.75f;
}
}
bool Game::Step(float deltaTime) {
TickParticles(data->particles, deltaTime);
window->TickDeltaTime(deltaTime);
audio->Tick(deltaTime);
#ifdef DEBUG_MODE
if (controller->accelerate) {
tickTimer += deltaTime * TickRate * TickAcceleration;
} else {
tickTimer += deltaTime * TickRate;
}
#else
tickTimer += deltaTime * TickRate;
#endif
if (tickTimer <= 0.5f && Movement::Move_QueueClear) { // Prevent any 'sliding'
Movement::ClearQueue();
}
if (tickTimer >= 1) {
tickTimer = 0;
return true;
}
return false;
}
void Game::Draw(float deltaTime) {
window->UpdateSize();
SDL_SetRenderDrawColor(window->canvas, 0, 0, 0, 0);
SDL_RenderClear(window->canvas);
Map* lvl = data->map;
window->FillViewportBackground(lvl->GetMapBiome());
// Draw tiles first
int currentTileID = 0;
for (int x = 0; x < MapWidth; x++) {
for (int y = 0; y < MapHeight; y++) {
currentTileID = lvl->GetTileID(x,y);
window->DrawTile(
x,
y,
currentTileID,
IsTileable(currentTileID) ? GetTilingIndex( // If the tile is tileable, get the tiling index
lvl->GetTileIDConstrained(x,y-1) == currentTileID,
lvl->GetTileIDConstrained(x,y+1) == currentTileID,
lvl->GetTileIDConstrained(x+1,y) == currentTileID,
lvl->GetTileIDConstrained(x-1,y) == currentTileID
) : 0); // Otherwise, simply return zero
}
}
// Draw all entities aside from Shepherd
for (int i = 0; i < MaxEntities; i++) {
Entity* obj = data->entities[i];
if (nullptr != obj && obj->GetID() != EntityID::EE_Shepherd) {
window->DrawEntity(obj, tickedThisFrame, deltaTime);
}
}
// Draw active particles - enable blending for transparency
SDL_BlendMode blend;
SDL_GetRenderDrawBlendMode(window->canvas, &blend);
SDL_SetRenderDrawBlendMode(window->canvas, SDL_BLENDMODE_BLEND);
// TODO: Object-Oriented particles
for (int i = 0; i < MaxParticles; i++) {
struct Particle* particle = &(data->particles[i]);
if (particle && particle->active)
window->DrawParticle(particle->x, particle->y, particle->id, particle->lifetime/particle->maxLifetime);
}
SDL_SetRenderDrawBlendMode(window->canvas, blend);
// Draw Shepherd last
window->DrawEntity(data->player, tickedThisFrame, deltaTime);
// Draw GUI
// window->canvasDrawStatusBar(data->player->GetHealth(), lvl->PuzzleStatus);
window->DrawDialogueBox();
tickedThisFrame = false;
SDL_RenderPresent(window->canvas);
}
void Game::DrawPauseMenu(float deltaTime) {
SDL_SetRenderDrawColor(window->canvas, 0, 0, 0, 0);
SDL_RenderClear(window->canvas);
window->UpdateSize();
// window->DrawStatusBar(data->player->GetHealth(), data->map->PuzzleStatus);
window->DrawDialogueBox(menus->activeMenu->optionDesc[menus->activeMenu->optionIndex]);
window->DrawMenuBackground();
window->DrawMenu(menus->activeMenu->getNumOptions(), menus->activeMenu->optionNames, menus->activeMenu->optionIndex, false);
if (menus->inSubmenu()) { // Draw submenu as well if it is active
window->DrawMenu(menus->pauseMenu->getNumOptions(), menus->pauseMenu->optionNames, menus->pauseMenu->optionIndex, true);
}
audio->Tick(deltaTime);
SDL_RenderPresent(window->canvas);
}
void Game::SaveMenuOpen() {
menus->EnterSaveLoading();
}
void Game::SaveMenuClose() {
menus->FreeSaveLoading();
}
// SETUP AND PREPARATION //
void Game::LoadScrolls() {
int numScrolls = 0; // Total number of scrolls, for scroll data setup
for (int x = 0; x < WorldWidth; x++) {
for (int y = 0; y < WorldHeight; y++) {
if (data->world[x][y]->HasScroll()) numScrolls++;
}
}
menus->InitScrolls(numScrolls); // Initialize scroll list
int currentScroll = 0;
// Fill in scroll data
for (int x = 0; x < WorldWidth && currentScroll < numScrolls; x++) {
for (int y = 0; y < WorldHeight && currentScroll < numScrolls; y++) {
if (data->world[x][y]->HasScroll()) {
data->world[x][y]->SetScrollIndex(currentScroll);
currentScroll++;
}
}
}
// TODO: If a map has a scroll already discovered, re-discover it here?
}
void Game::LoadGameDefaults() {
using SaveLoad::LoadMapFile;
Map*** world = data->world;
// LOAD WORLD
world[0][2] = LoadMapFile("Assets/Maps/Ravine/Start1");
world[1][2] = LoadMapFile("Assets/Maps/Ravine/Start2");
world[2][2] = LoadMapFile("Assets/Maps/Ravine/Start3");
world[3][2] = LoadMapFile("Assets/Maps/Ravine/Start4");
world[0][1] = LoadMapFile("Assets/Maps/Desert/Desert1");
world[1][1] = LoadMapFile("Assets/Maps/Desert/Desert2");
world[2][1] = LoadMapFile("Assets/Maps/Desert/Desert3");
world[3][1] = LoadMapFile("Assets/Maps/Desert/GateArea");
world[0][0] = LoadMapFile("Assets/Maps/Desert/Desert4");
world[1][0] = LoadMapFile("Assets/Maps/Desert/Desert5");
world[2][0] = LoadMapFile("Assets/Maps/Desert/Desert6");
world[3][0] = LoadMapFile("Assets/Maps/Desert/Desert7");
world[4][2] = LoadMapFile("Assets/Maps/Empty");
world[4][1] = LoadMapFile("Assets/Maps/Pyramid/PyramidHall1");
world[4][0] = LoadMapFile("Assets/Maps/Desert/DesertScroll");
world[5][2] = LoadMapFile("Assets/Maps/Pyramid/Pyramid1");
world[6][2] = LoadMapFile("Assets/Maps/Pyramid/Pyramid2");
world[7][2] = LoadMapFile("Assets/Maps/Pyramid/Pyramid3");
world[5][1] = LoadMapFile("Assets/Maps/Pyramid/Pyramid4");
world[6][1] = LoadMapFile("Assets/Maps/Pyramid/Pyramid5");
world[7][1] = LoadMapFile("Assets/Maps/Pyramid/Pyramid6");
world[5][0] = LoadMapFile("Assets/Maps/Pyramid/Pyramid7");
world[6][0] = LoadMapFile("Assets/Maps/Pyramid/Pyramid8");
world[7][0] = LoadMapFile("Assets/Maps/Pyramid/Pyramid9");
world[8][2] = LoadMapFile("Assets/Maps/Pyramid/PyramidFireballs2");
world[8][1] = LoadMapFile("Assets/Maps/Pyramid/PyramidFireballs1");
world[8][0] = LoadMapFile("Assets/Maps/Pyramid/PyramidScroll");
world[9][2] = LoadMapFile("Assets/Maps/Pyramid/PyramidFireballs3");
world[9][1] = LoadMapFile("Assets/Maps/Pyramid/PyramidFireballs4");
world[9][0] = LoadMapFile("Assets/Maps/Pyramid/PyramidFireballs5");
world[10][2] = LoadMapFile("Assets/Maps/Empty");
world[10][1] = LoadMapFile("Assets/Maps/Empty");
world[10][0] = LoadMapFile("Assets/Maps/Pyramid/PyramidBoss");
LoadScrolls();
// Initialize puzzles
for (int x = 0; x < WorldWidth; x++) {
for (int y = 0; y < WorldHeight; y++) {
Trigger_SetupPuzzles(world[x][y]);
if (world[x][y]->GetMapID() > maxMapID) { maxMapID = world[x][y]->GetMapID(); }
}
}
Trigger_Init(maxMapID); // Initialize triggers
// Set up world position
data->worldX = 0;
data->worldY = 2;
#ifdef DEBUG_MODE
if (DEBUG_SkipGates == 2) {
data->worldX = 4;
data->worldY = 1;
} else if (DEBUG_SkipGates == 3) {
data->worldX = 7;
data->worldY = 1;
} else if (DEBUG_SkipGates >= 4) {
data->worldX = 9;
data->worldY = 0;
}
#endif
// Player Setup
data->player = new Shepherd(20, 8);
data->entities[0] = data->player;
// Load level into memory
data->map = LevelManager::LoadLevel(data, true);
loadedMapX = data->worldX;
loadedMapY = data->worldY;
// Start game with intro cutscene
Trigger_GameStart(window, audio, data->map, data->entities);
}
bool Game::LoadGame() {
bool success = SaveLoad::LoadGame(data);
if (!success) {
return false;
}
LoadScrolls();
for (int x = 0; x < WorldWidth; x++) { // Initialize puzzles
for (int y = 0; y < WorldHeight; y++) {
Trigger_SetupPuzzles(data->world[x][y]);
if (data->world[x][y]->GetMapID() > maxMapID) { maxMapID = data->world[x][y]->GetMapID(); }
}
}
Trigger_Init(maxMapID); // Initialize triggers
// Load level into memory
data->map = LevelManager::LoadLevel(data);
loadedMapX = data->worldX;
loadedMapY = data->worldY;
return true;
}
void Game::SaveGame() {
LevelManager::UnloadArchivable(data->map, data->entities); // Unload archivable entities so they are in map data
SaveLoad::Save(data); // Save game data
LevelManager::LoadArchivable(data->map, data->entities); // Reload archived entities
}
// LOGIC //
// Move Player - Moves player and loads new maps if necessary
void Game::MovePlayer() {
Shepherd* player = data->player;
using namespace Movement;
if (!player->Paused) { //If they player is not paused, let them move if input is given
player->animation = AnimationID::ANIM_Idle;
player->lastX = player->x;
player->lastY = player->y;
if (MoveUp) {
ShiftPlayer(data, 0, 1);
} else if (MoveDown) {
ShiftPlayer(data, 0, -1);
} else if (MoveRight) {
ShiftPlayer(data, 1, 0);
} else if (MoveLeft) {
ShiftPlayer(data, -1, 0);
}
}
if (Movement::Move_QueueClear) {
Movement::ClearQueue();
}
// Limit world coordinates to actual world
if (data->worldX >= WorldWidth) {
data->worldX = WorldWidth-1;
} else if (data->worldX < 0) {
data->worldX = 0;
}
if (data->worldY >= WorldHeight) {
data->worldY = WorldHeight-1;
} else if (data->worldY < 0) {
data->worldY = 0;
}
// If world coordinate has changed, load a new level
if (data->worldX != loadedMapX || data->worldY != loadedMapY) {
loadedMapX = data->worldX;
loadedMapY = data->worldY;
StopParticles(data->particles);
data->map = LevelManager::LoadLevel(data);
Trigger_LevelLoaded(window, audio, data->world, data->map, data->entities);
player->lastX = player->x; // Don't draw player teleporting
player->lastY = player->y;
}
}