| 1 | /* |
| 2 | * Copyright (C) 2008 Patrik Gornicz, Gornicz_P (at) hotmail (dot) com. |
| 3 | * |
| 4 | * This program is free software: you can redistribute it and/or modify |
| 5 | * it under the terms of the GNU General Public License as published by |
| 6 | * the Free Software Foundation, either version 3 of the License, or |
| 7 | * (at your option) any later version. |
| 8 | * |
| 9 | * This program is distributed in the hope that it will be useful, |
| 10 | * but WITHOUT ANY WARRANTY; without even the implied warranty of |
| 11 | * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
| 12 | * GNU General Public License for more details. |
| 13 | * |
| 14 | * You should have received a copy of the GNU General Public License |
| 15 | * along with this program. If not, see <http://www.gnu.org/licenses/>. |
| 16 | */ |
| 17 | |
| 18 | #include "game.h" |
| 19 | #include "debug.h" |
| 20 | |
| 21 | #include <vector> |
| 22 | using std::vector; |
| 23 | |
| 24 | #include "entityCreator.h" |
| 25 | #include "effectManager.h" |
| 26 | |
| 27 | #include "GameStates/GameState.h" |
| 28 | #include "GameStates/Running.h" |
| 29 | #include "GameStates/Paused.h" |
| 30 | #include "GameStates/CreatingPolygon.h" |
| 31 | |
| 32 | |
| 33 | /// ***** Private Variables ***** |
| 34 | |
| 35 | // The stack of active game states |
| 36 | vector<GameState*> active_States; |
| 37 | |
| 38 | // Pointers to each possible game state |
| 39 | // inserted and removed from the active_States |
| 40 | Running* running; |
| 41 | Paused* paused; |
| 42 | CreatingPolygon* creating_Polygon; |
| 43 | |
| 44 | // true if the top state requested itself to be poped |
| 45 | bool pop_State; |
| 46 | // pointer to a state wishing to be added |
| 47 | GameState* push_State; |
| 48 | |
| 49 | |
| 50 | /// ***** Public Methods ***** |
| 51 | |
| 52 | void game::init() |
| 53 | { |
| 54 | running = new Running(); |
| 55 | paused = new Paused(); |
| 56 | creating_Polygon = new CreatingPolygon(); |
| 57 | |
| 58 | pop_State = false; |
| 59 | push_State = NULL; |
| 60 | |
| 61 | // create starting entities |
| 62 | creator::init(); |
| 63 | |
| 64 | active_States.push_back(running); |
| 65 | |
| 66 | effect::init(); |
| 67 | |
| 68 | DPF(0, "World Created"); |
| 69 | } |
| 70 | |
| 71 | void game::clean() |
| 72 | { |
| 73 | effect::clean(); |
| 74 | |
| 75 | creator::clean(); |
| 76 | |
| 77 | delete creating_Polygon; |
| 78 | delete paused; |
| 79 | delete running; |
| 80 | } |
| 81 | |
| 82 | void game::handleInput() |
| 83 | { |
| 84 | creator::handleInput(); |
| 85 | |
| 86 | int last = active_States.size() -1; |
| 87 | |
| 88 | if(active_States[last] != running && running->pushMe()) |
| 89 | { |
| 90 | push_State = running; |
| 91 | } |
| 92 | |
| 93 | if(active_States[last] != paused && paused->pushMe()) |
| 94 | { |
| 95 | push_State = paused; |
| 96 | } |
| 97 | |
| 98 | if(active_States[last] != creating_Polygon && creating_Polygon->pushMe()) |
| 99 | { |
| 100 | push_State = creating_Polygon; |
| 101 | } |
| 102 | |
| 103 | |
| 104 | for( int i = 0; |
| 105 | i <= last; |
| 106 | i++ ) |
| 107 | { |
| 108 | if( i == last ) |
| 109 | { |
| 110 | if(active_States[i]->popMe()) |
| 111 | pop_State = true; |
| 112 | else |
| 113 | active_States[i]->handleInput(true); |
| 114 | } |
| 115 | else |
| 116 | active_States[i]->handleInput(false); |
| 117 | } |
| 118 | } |
| 119 | |
| 120 | void game::update(float time_step) |
| 121 | { |
| 122 | if(pop_State) |
| 123 | { |
| 124 | active_States.pop_back(); |
| 125 | pop_State = false; |
| 126 | } |
| 127 | |
| 128 | if(push_State != NULL) |
| 129 | { |
| 130 | active_States.push_back(push_State); |
| 131 | push_State = NULL; |
| 132 | } |
| 133 | |
| 134 | int last = active_States.size() -1; |
| 135 | for( int i = 0; |
| 136 | i <= last; |
| 137 | i++ ) |
| 138 | { |
| 139 | if( i == last ) |
| 140 | active_States[i]->update(time_step, true); |
| 141 | else |
| 142 | active_States[i]->update(time_step, false); |
| 143 | } |
| 144 | } |
| 145 | |
| 146 | void game::draw() |
| 147 | { |
| 148 | int last = active_States.size() -1; |
| 149 | for( int i = 0; |
| 150 | i <= last; |
| 151 | i++ ) |
| 152 | { |
| 153 | if( i == last ) |
| 154 | active_States[i]->draw(true); |
| 155 | else |
| 156 | active_States[i]->draw(false); |
| 157 | } |
| 158 | } |