[1378] | 1 | #include "dxstdafx.h"
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| 2 | #include ".\GameManager.h"
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| 3 | #include "fmod.h"
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| 4 | #include "RaytraceRenderer.h"
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| 5 | #include "Object3d.h"
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| 6 | #include "SoundNode.h"
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| 7 | #include "Goodie.h"
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| 8 | #include "Box.h"
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| 9 | #include "HUD.h"
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| 10 | #include "ParticleGroup.h"
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| 11 | #include "ParticleEmitter.h"
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| 12 | #include "Sprite.h"
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| 13 |
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| 14 |
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[1388] | 15 | bool GLOBAL_display_help_screenQ = false;
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[1403] | 16 | bool GLOBAL_player_freezeQ = false;
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[1388] | 17 |
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| 18 |
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[1378] | 19 | GameManager::GameManager(void)
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| 20 | {
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| 21 | this->consoleStarted = false;
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| 22 | this->activeScene=0;
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| 23 |
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| 24 | // Create the physics SDK
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| 25 | this->pOutputStream.manager = this;
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| 26 | this->pAllocator = new UserAllocator();
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| 27 | this->pPhysicsSDK = NxCreatePhysicsSDK(NX_PHYSICS_SDK_VERSION, this->pAllocator, &this->pOutputStream);
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| 28 | if (!this->pPhysicsSDK){
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| 29 | this->pPhysicsSDK = NULL;
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| 30 | this->printToConsole("PhysicsSDK building failed!");
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| 31 | MessageBox(NULL, L"Could not create PhysX instance! Maybe the drivers are not installed properly!", L"Error with PhysX Engine!", MB_ICONERROR);
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| 32 | exit(0);
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| 33 | }
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| 34 |
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| 35 | //create ResourceManager
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| 36 | this->resManager.setGameManager(this);
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| 37 | this->firstFrame = true;
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| 38 | this->fadeEffect = NULL;
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| 39 | this->gs.setSceneAlpha(0);
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| 40 |
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| 41 | for(int i=0;i<this->NB_EFFECTS;i++) {
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| 42 | this->effectList[i] = NULL;
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| 43 | this->effectReleaseCount[i] = 0;
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| 44 | }
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| 45 | }
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| 46 |
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| 47 | GameManager::~GameManager(void)
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| 48 | {
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| 49 | this->pPhysicsSDK->release();
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| 50 | this->pPhysicsSDK=NULL;
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| 51 | if(this->pAllocator)
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| 52 | delete this->pAllocator;
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| 53 | this->pAllocator = NULL;
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| 54 | SAFE_RELEASE(this->finalRenderTarget);
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| 55 |
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| 56 | for(int i=0;i<this->NB_EFFECTS;i++) {
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| 57 | if(this->effectList[i]) {
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| 58 | SAFE_RELEASE(this->effectList [i]);
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| 59 | }
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| 60 | }
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| 61 | }
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| 62 |
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| 63 | void GameManager::setScreenDimension(int width, int height)
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| 64 | {
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| 65 | this->screenWidth = width;
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| 66 | this->screenHeight = height;
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| 67 | }
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| 68 |
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[1389] | 69 |
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| 70 | std::wstring GameManager::HelpScreenString_Get()
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| 71 | {
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| 72 | std::wstring s;
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[1398] | 73 | //s += L"HELP:\n drive: w-a-s-d\n shoot: left mouse\n F2: show FPS\n F3: PhysX Debugger\n F4: Music On/Off";
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[1410] | 74 | s += L"JUNGLE RUMBLE HELP\n drive: w-a-s-d\n shoot: left mouse";
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[1399] | 75 | s += L"\n Pause: Pause Game";
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[1398] | 76 | s += L"\n";
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[1399] | 77 |
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[1410] | 78 | s += L"\n 1: Big Gun\n 2: Bombs - explode late, but cause lots of damage!";
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| 79 | s += L"\n 3: Alien weapon\n 4: Flamethrower (Toast your opponents ;-))";
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| 80 | s += L"\n 5: Ice Gun - Slows down opponents";
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[1399] | 81 | s += L"\n";
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| 82 |
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| 83 | s += L"\n F3: PhysX Debugger\n F4: Music On/Off";
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| 84 | s += L"\n F5 Opponent Fire On/Off";
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[1407] | 85 | s += L"\n F6 Wrath of God";
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[1399] | 86 |
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[1398] | 87 | s += L"\n F9: DEPTH IMPOSTERS On/Off ";
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[1399] | 88 | if(this->gs.useDepthImposter) { s+= L"[is ON]"; } else { s+= L"[is OFF]"; }
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[1407] | 89 | s += L" <<< ";
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[1399] | 90 |
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[1398] | 91 | s += L"\n F10: RAYTRACE EFFECTS On/Off ";
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[1399] | 92 | if(this->gs.useRaytracer) { s+= L"[is ON]"; } else { s+= L"[is OFF]"; }
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[1407] | 93 | s += L" <<< ";
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[1399] | 94 |
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[1389] | 95 | return s;
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| 96 | }
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| 97 |
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| 98 |
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[1378] | 99 | void GameManager::keyPressed(UINT nChar, bool bKeyDown, bool bAltDown, void* pUserContext)
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| 100 | {
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| 101 | if( bKeyDown )
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| 102 | {
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[1382] | 103 | //if(nChar == VK_PAUSE || nChar == VK_F9 || nChar == VK_F10 || !this->gs.preparepaused) {
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| 104 | switch( nChar )
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| 105 | {
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| 106 | case VK_ESCAPE:
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| 107 | break;
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| 108 | case VK_F1:
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| 109 | if(activeScene == &this->gs) {
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[1383] | 110 | #if(0)
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| 111 | this->gs.getHUD()->message("HELP:\n drive: w-a-s-d\n shoot: left mouse\n F2: show FPS\n F3: PhysX Debugger\n F4: Music On/Off\n F9: Depth Imposters On/Off\n F10: Raytracer On/Off\n F11 Opponent Fire On/Off\n Pause: Pause Game\n 1 Standard weapon\n 2 Bombs - explode late, but do cause lots of damage!\n 3 Alien weapon - just shoot!\n 4 Firethrower - Toast your opponent\n 5 Icethrower - Slow down your opponent", 2, 0.01f, true);
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[1389] | 112 | #elif(1) // MG
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[1390] | 113 | // Toggle help with F1
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[1388] | 114 | GLOBAL_display_help_screenQ = !GLOBAL_display_help_screenQ;
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[1390] | 115 | if(GLOBAL_display_help_screenQ) {
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| 116 | this->gs.preparepaused = true;
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| 117 | }
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| 118 | else {
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| 119 | this->gs.preparepaused= false;
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| 120 | this->gs.currentlypaused = false;
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| 121 | this->gs.getHUD()->message("", 1, 0.01f);
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| 122 | }
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[1383] | 123 | #endif
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[1382] | 124 | }
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| 125 | break;
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| 126 | case VK_F2:
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[1398] | 127 | //this->gs.showFPS = !this->gs.showFPS;
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[1382] | 128 | break;
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| 129 | case VK_F3:
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| 130 | if(!this->activeScene->usePhysXDebugger)
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| 131 | this->activeScene->usePhysXDebugger = true;
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| 132 | else
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| 133 | this->activeScene->usePhysXDebugger = false;
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| 134 | break;
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| 135 | case VK_F4:
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| 136 | this->gs.setBackgroundSoundMute(!this->gs.getBackgroundSoundMute());
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| 137 | this->ms.setBackgroundSoundMute(!this->ms.getBackgroundSoundMute());
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| 138 | break;
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[1407] | 139 | case VK_F5:
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| 140 | this->gs.aiPlayerFireEnable = !this->gs.aiPlayerFireEnable;
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| 141 | break;
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[1382] | 142 | case VK_F6:
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| 143 | //this->gs.getHUD()->message("hallo martin", 3, 0.01f);
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[1406] | 144 | if(this->activeScene == &this->gs) { gs.hasWon(); } // MG
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[1382] | 145 | break;
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| 146 | case VK_F7:
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| 147 | //this->gs.getHUD()->displayLose(3, 0.01f);
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[1407] | 148 | //GLOBAL_player_freezeQ = !GLOBAL_player_freezeQ;
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[1382] | 149 | break;
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| 150 | case VK_F8:
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| 151 | this->gs.drawBBoxes = !this->gs.drawBBoxes;
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| 152 | break;
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| 153 | case VK_F9:
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| 154 | this->gs.useDepthImposter = !this->gs.useDepthImposter;
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| 155 | break;
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| 156 | case VK_F10:
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| 157 | this->gs.useRaytracer = !this->gs.useRaytracer;
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| 158 | break;
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| 159 | case VK_PAUSE:
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| 160 | if(activeScene == &this->gs) {
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| 161 | if(!this->gs.preparepaused) {
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| 162 | this->gs.getHUD()->message("Game paused. Press Pause to Continue...", 1, 0.01f);
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| 163 | } else {
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| 164 | this->gs.currentlypaused = false;
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| 165 | this->gs.getHUD()->message("", 1, 0.01f);
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| 166 | }
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| 167 | this->gs.preparepaused= !this->gs.preparepaused;
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| 168 | }
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| 169 | break;
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| 170 | }
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| 171 | //}
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[1378] | 172 |
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| 173 | }
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| 174 | this->activeScene->setKeyPressed(nChar, bKeyDown);
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| 175 | }
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| 176 |
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| 177 | void GameManager::setMouseStatus(bool bLeftButtonDown, bool bRightButtonDown,bool bMiddleButtonDown,
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| 178 | bool bSideButton1Down, bool bSideButton2Down, int nMouseWheelDelta,
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| 179 | int xPos, int yPos)
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| 180 | {
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| 181 | this->activeScene->setMouseStatus(bLeftButtonDown, bRightButtonDown, bMiddleButtonDown, bSideButton1Down, bSideButton2Down, nMouseWheelDelta, xPos, yPos);
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| 182 | }
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| 183 |
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| 184 | void GameManager::addScene(Scene &newScene)
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| 185 | {
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| 186 | if(this->activeScene==0) {
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| 187 | this->activeScene = &newScene;
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| 188 | }
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| 189 | this->sceneVector.push_back(&newScene);
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| 190 | }
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| 191 |
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| 192 | void GameManager::removeScene(Scene &oldScene)
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| 193 | {
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| 194 | std::vector<Scene*>::iterator it;
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| 195 |
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| 196 | bool found = false;
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| 197 | int index = 0;
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| 198 | for(it=this->sceneVector.begin();it!=this->sceneVector.end();it++) {
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| 199 | if(&oldScene == *it) {
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| 200 | found = true;
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| 201 | break;
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| 202 | }
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| 203 | index++;
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| 204 | }
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| 205 | }
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| 206 |
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| 207 | void GameManager::setActiveScene(Scene &aScene)
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| 208 | {
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| 209 | this->activeScene = &aScene;
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| 210 | }
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| 211 |
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| 212 | void GameManager::printToConsole(std::string output)
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| 213 | {
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| 214 | #if defined(DEBUG) | defined(_DEBUG)
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| 215 | if (!consoleStarted) {
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| 216 | AllocConsole();
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| 217 | outputHandle = GetStdHandle(STD_OUTPUT_HANDLE);
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| 218 | consoleStarted = true;
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| 219 | }
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| 220 | output += "\n";
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| 221 | DWORD dwCharsWritten;
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| 222 | WriteConsoleA(outputHandle, output.c_str(), output.length(), &dwCharsWritten, NULL);
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| 223 | #endif
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| 224 | }
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| 225 |
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| 226 | void GameManager::initGame() {
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| 227 | ms.initScene(*this);
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| 228 | //add menue scene to scene vector:
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| 229 | ms.setVisible(true);
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| 230 | ms.setSceneAlpha(0);
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| 231 | this->addScene(ms);
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| 232 | gs.setVisible(false);
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| 233 | this->addScene(gs);
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| 234 | this->setActiveScene(ms);
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| 235 | }
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| 236 |
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| 237 | void GameManager::updateGame(float fElapsedTime)
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| 238 | {
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| 239 | FSOUND_Update();
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| 240 |
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| 241 | if(this->firstFrame) {
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| 242 | this->firstFrame = false;
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| 243 | this->ms.setSceneAlpha(0);
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| 244 | this->ms.fadeIn(1);
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| 245 | }
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| 246 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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| 247 | this->device->Clear(0, NULL, D3DCLEAR_TARGET | D3DCLEAR_ZBUFFER, D3DCOLOR_ARGB(0, 0, 0, 0), 1.0f, 0);
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| 248 |
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| 249 | UINT numberOfScenes = (UINT)this->sceneVector.size();
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| 250 | for(UINT i = 0; i < numberOfScenes; i++) {
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| 251 | this->sceneVector.at(i)->renderScene(fElapsedTime);
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| 252 | }
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| 253 |
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| 254 | this->device->SetRenderTarget(0, this->finalRenderTarget);
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| 255 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, TRUE);
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| 256 | this->device->SetRenderState(D3DRS_ZENABLE, D3DZB_FALSE);
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| 257 | this->device->SetRenderState(D3DRS_ZWRITEENABLE, FALSE);
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| 258 | this->device->SetRenderState(D3DRS_DESTBLEND, D3DBLEND_DESTALPHA);
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| 259 | this->device->SetRenderState(D3DRS_SRCBLEND, D3DBLEND_SRCALPHA);
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| 260 |
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| 261 | for(UINT i = 0; i < numberOfScenes; i++) {
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| 262 | if(this->sceneVector.at(i)->isVisible()) {
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| 263 | this->sceneVector.at(i)->renderFinalImage(this->fadeEffect);
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| 264 | }
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| 265 | }
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| 266 |
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| 267 | this->device->SetRenderState(D3DRS_ZWRITEENABLE, TRUE);
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| 268 | this->device->SetRenderState(D3DRS_ZENABLE, D3DZB_TRUE);
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| 269 | this->device->SetRenderState(D3DRS_ALPHABLENDENABLE, FALSE);
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| 270 | }
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| 271 |
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| 272 |
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| 273 | void GameManager::OnLostDevice( void* pUserContext )
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| 274 | {
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| 275 | SAFE_RELEASE(this->finalRenderTarget);
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| 276 | this->resManager.OnLostDevice();
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| 277 | std::vector<Scene *>::iterator it;
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| 278 | for(it=this->sceneVector.begin();it!=this->sceneVector.end();it++) {
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| 279 | (*it)->OnLostDevice(pUserContext);
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| 280 | }
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| 281 | }
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| 282 |
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| 283 | void GameManager::OnDestroyDevice( void* pUserContext )
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| 284 | {
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| 285 | this->resManager.OnDestroyDevice();
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| 286 | this->releaseEffect(this->fadeEffect);
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| 287 | this->fadeEffect = NULL;
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| 288 | std::vector<Scene *>::iterator it;
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| 289 | for(it=this->sceneVector.begin();it!=this->sceneVector.end();it++) {
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| 290 | (*it)->OnDestroyDevice(pUserContext);
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| 291 | }
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| 292 |
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| 293 | for(int i=0;i<this->NB_EFFECTS;i++) {
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| 294 | if(this->effectList[i] != NULL) {
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| 295 | this->printToConsole("WARNING! Not all Effects released!!");
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| 296 | }
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| 297 | }
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| 298 | }
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| 299 |
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| 300 | HRESULT GameManager::OnCreateDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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| 301 | {
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| 302 | this->device = pd3dDevice;
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| 303 | return S_OK;
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| 304 | }
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| 305 |
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| 306 |
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| 307 | HRESULT GameManager::OnResetDevice( IDirect3DDevice9* pd3dDevice, const D3DSURFACE_DESC* pBackBufferSurfaceDesc, void* pUserContext )
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| 308 | {
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| 309 | this->screenWidth = pBackBufferSurfaceDesc->Width;
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| 310 | this->screenHeight = pBackBufferSurfaceDesc->Height;
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| 311 |
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| 312 | this->device = pd3dDevice;
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| 313 | this->device->GetRenderTarget(0, &this->finalRenderTarget);
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| 314 | this->fadeEffect = this->loadEffect(GameManager::EFFECT_FADE, L"shaders/sceneFader.obj");
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| 315 |
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| 316 | std::vector<Scene *>::iterator it;
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| 317 | for(it=this->sceneVector.begin();it!=this->sceneVector.end();it++) {
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| 318 | (*it)->OnResetDevice(pd3dDevice, pBackBufferSurfaceDesc, pUserContext );
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| 319 | }
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| 320 |
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| 321 | return S_OK;
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| 322 | }
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| 323 |
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| 324 | ID3DXEffect* GameManager::getEffect(UINT id)
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| 325 | {
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| 326 | if(id<0 || id>=this->NB_EFFECTS)
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| 327 | return NULL;
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| 328 | ID3DXEffect* effect = this->effectList[id];
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| 329 | if(effect) {
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| 330 | this->effectReleaseCount[id]++;
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| 331 | }
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| 332 | return effect;
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| 333 | }
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| 334 |
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| 335 | void GameManager::releaseEffect(ID3DXEffect* effect)
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| 336 | {
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| 337 | }
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| 338 |
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| 339 | ID3DXEffect* GameManager::loadEffect(UINT id, LPCWSTR filename) {
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| 340 | ID3DXEffect* effect;
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| 341 |
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| 342 | if(!this->effectList[id]) {
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| 343 | DWORD dwShaderFlags = D3DXSHADER_PREFER_FLOW_CONTROL | D3DXSHADER_SKIPOPTIMIZATION;
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| 344 | #ifdef DEBUG_VS
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| 345 | dwShaderFlags |= D3DXSHADER_FORCE_VS_SOFTWARE_NOOPT;
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| 346 | #endif
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| 347 | #ifdef DEBUG_PS
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| 348 | dwShaderFlags |= D3DXSHADER_FORCE_PS_SOFTWARE_NOOPT;
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| 349 | #endif
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| 350 |
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| 351 | // Read the D3DX effect file
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| 352 | ID3DXBuffer* errBuff = NULL;
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| 353 | if (FAILED(D3DXCreateEffectFromFile( DXUTGetD3DDevice(),filename, NULL, NULL, dwShaderFlags,
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| 354 | NULL, &effect, &errBuff )))
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| 355 | {
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| 356 | int BufSize = errBuff->GetBufferSize();
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| 357 |
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| 358 | // displaying error message of arbitrary length
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| 359 | wchar_t* wbuf = new wchar_t[BufSize];
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| 360 | mbstowcs( wbuf, (const char*)errBuff->GetBufferPointer(), BufSize );
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| 361 | MessageBox(NULL, wbuf, L".fx Compilation Error", MB_ICONERROR); // show error message
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| 362 |
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| 363 | delete wbuf;
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| 364 | exit(-1);
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| 365 | } else {
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| 366 | this->effectList[id] = effect;
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| 367 | this->effectReleaseCount[id]++;
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| 368 | }
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| 369 | return effect;
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| 370 | } else {
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| 371 | this->effectReleaseCount[id]++;
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| 372 | return this->effectList[id];
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| 373 | }
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| 374 | }
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| 375 |
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| 376 |
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| 377 | void GameManager::switchToMenueScene() {
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| 378 | ms.activateStandardBackground();
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| 379 | ms.getGUI()->SetVisible(true);
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| 380 | gs.fadeOut(1);
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| 381 | ms.fadeIn(1);
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| 382 | setActiveScene(this->ms);
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| 383 | //show mouse cursor:
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| 384 | ShowCursor(true);
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[1382] | 385 | this->gs.currentlypaused = false;
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| 386 | this->gs.preparepaused = false;
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[1378] | 387 | }
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| 388 |
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| 389 | void GameManager::switchToGameScene() {
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| 390 | if (gs.alreadyUsed) {
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| 391 |
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| 392 | //make menue scene invisible:
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| 393 | ms.fadeOut(1);
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| 394 | gs.setSceneAlpha(0);
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| 395 | gs.fadeIn(1);
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| 396 |
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| 397 | //make the gamescene active:
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| 398 | setActiveScene(this->gs);
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| 399 |
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| 400 | //hide mouse cursor:
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| 401 | ShowCursor(false);
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[1382] | 402 |
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| 403 | this->gs.currentlypaused = false;
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| 404 | this->gs.preparepaused = false;
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[1378] | 405 | }
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| 406 | }
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| 407 |
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| 408 | void GameManager::OnGUIEvent( UINT nEvent, int nControlID, CDXUTControl* pControl, void* pUserContext )
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| 409 | {
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| 410 | this->activeScene->OnGUIEvent(nEvent, nControlID, pControl, pUserContext);
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| 411 | }
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