more debug changes
[physics.git] / src / game.cpp
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
87     if(running->pushMe())
88         push_State = running;
89
90     if(paused->pushMe())
91         push_State = paused;
92
93     if(creating_Polygon->pushMe())
94         push_State = creating_Polygon;
95
96
97     int last = active_States.size() -1;
98     for( int i = 0;
99          i <= last;
100          i++ )
101     {
102         if( i == last )
103         {
104             if(active_States[i]->popMe())
105                 pop_State = true;
106             else
107                 active_States[i]->handleInput(true);
108         }
109         else
110             active_States[i]->handleInput(false);
111     }
112 }
113
114 void game::update(float time_step)
115 {
116     if(push_State != NULL)
117     {
118         // don't want to pop and push same state, pop wins arbitrary
119         if(!pop_State)
120             active_States.push_back(push_State);
121
122         push_State = NULL;
123     }
124
125     if(pop_State)
126     {
127         active_States.pop_back();
128         pop_State = false;
129     }
130
131     int last = active_States.size() -1;
132     for( int i = 0;
133          i <= last;
134          i++ )
135     {
136         if( i == last )
137             active_States[i]->update(time_step, true);
138         else
139             active_States[i]->update(time_step, false);
140     }
141 }
142
143 void game::draw()
144 {
145     int last = active_States.size() -1;
146     for( int i = 0;
147          i <= last;
148          i++ )
149     {
150         if( i == last )
151             active_States[i]->draw(true);
152         else
153             active_States[i]->draw(false);
154     }
155 }