state changing wrp complete, pause working correctly
[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 #ifdef DEBUGGING
69     cout << "World Created" << endl;
70 #endif
71 }
72
73 void game::clean()
74 {
75     effect::clean();
76
77     creator::clean();
78
79     delete creating_Polygon;
80     delete paused;
81     delete running;
82 }
83
84 void game::input()
85 {
86     if(running->pushMe())
87         push_State = running;
88
89     if(paused->pushMe())
90         push_State = paused;
91
92     if(creating_Polygon->pushMe())
93         push_State = creating_Polygon;
94
95
96     int last = active_States.size() -1;
97     for( int i = 0;
98          i <= last;
99          i++ )
100     {
101         if( i == last )
102         {
103             if(active_States[i]->popMe())
104                 pop_State = true;
105             else
106                 active_States[i]->handleInput(true);
107         }
108         else
109             active_States[i]->handleInput(false);
110     }
111 }
112
113 void game::update(float time_step)
114 {
115     if(push_State != NULL)
116     {
117         // don't want to pop and push same state, pop wins arbitrary
118         if(!pop_State)
119             active_States.push_back(push_State);
120
121         push_State = NULL;
122     }
123
124     if(pop_State)
125     {
126         active_States.pop_back();
127         pop_State = false;
128     }
129
130     int last = active_States.size() -1;
131     for( int i = 0;
132          i <= last;
133          i++ )
134     {
135         if( i == last )
136             active_States[i]->update(time_step, true);
137         else
138             active_States[i]->update(time_step, false);
139     }
140 }
141
142 void game::draw()
143 {
144     int last = active_States.size() -1;
145     for( int i = 0;
146          i <= last;
147          i++ )
148     {
149         if( i == last )
150             active_States[i]->draw(true);
151         else
152             active_States[i]->draw(false);
153     }
154 }