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nGame.cpp
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nGame.cpp
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#include "nGlobals.h"
#include "nMain.h"
#include "nFile.h"
#include "nGame.h"
nGame::nGame(void) :
m_PauseTime(NULL),
m_Pause(true) // Default
{
}
nGame::~nGame(void)
{
}
bool nGame::InitGame()
{
// Reset score and health
SetScore(0);
SetHealth(100);
// Reset missle time
SetMissleTime(GAME_MISSLE_TIME);
// Add two silos
AddSilo(nVector2(nGetInstance()->GetGraphics()->GetDisplaySize().cx/3.0f,nGetInstance()->GetGraphics()->GetDisplaySize().cy),GAME_FRENDLY_COLOR);
AddSilo(nVector2(nGetInstance()->GetGraphics()->GetDisplaySize().cx/1.3f,nGetInstance()->GetGraphics()->GetDisplaySize().cy),GAME_FRENDLY_COLOR);
// Reset cursor position
nGetInstance()->GetInput()->GetMouse()->SetPosition(nVector2(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2,nGetInstance()->GetGraphics()->GetDisplaySize().cy / 2));
// Start paused
SetPause(true);
return true;
}
void nGame::RestartGame()
{
// Clean previous game objects
CleanGame();
// Initialize new game objects
InitGame();
}
void nGame::CleanGame()
{
// Clear the silos array
ClearSilos();
// Clear the missles array
ClearMissles();
// Clear the explosions array
ClearExplosions();
// Create the particle array
ClearParticles();
}
void nGame::Render()
{
// Draw silos
for(unsigned long i = 0; i < m_Silos.size(); i++)
RenderSilo(m_Silos[i]);
// Draw missle data
for(unsigned long i = 0; i < m_Missles.size(); i++)
RenderMissle(m_Missles[i]);
// Draw explosion data
for(unsigned long i = 0; i < m_Explosions.size(); i++)
RenderExplosion(m_Explosions[i]);
// Draw particle data
for(unsigned long i = 0; i < m_Particles.size(); i++)
RenderParticle(m_Particles[i]);
// Draw the cursor
if(nGetInstance()->GetInput()->GetMouse()->GetButton(nMouse::ButtonLeft) || nGetInstance()->GetInput()->GetMouse()->GetButton(nMouse::ButtonRight))
nGetInstance()->GetGraphics()->DrawCursor(nGetInstance()->GetInput()->GetMouse()->GetPosition(),2,4,nGetInstance()->GetAbsoluteTime() * 10.0f,nColor(1.0f,1.0f,1.0f));
else
nGetInstance()->GetGraphics()->DrawCursor(nGetInstance()->GetInput()->GetMouse()->GetPosition(),2,6,0.0f,nColor(1.0f,1.0f,1.0f));
// Draw the players score
char buffer[512],buffer2[512];
_snprintf(buffer,sizeof(buffer),"Score %d\nHealth %d\nLevel %d",m_Score,m_Health,(unsigned long)(30 - m_MissleTime));
nGetInstance()->GetGraphics()->DrawText(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(5,5,nGetInstance()->GetGraphics()->GetDisplaySize().cx - 5,0),buffer,DT_NOCLIP|DT_RIGHT,COLOR_TEXT);
if(m_Pause)
{
unsigned long y = nGetInstance()->GetGraphics()->GetDisplaySize().cy / 3;
nRect rect,rect2;
_snprintf(buffer,sizeof(buffer),"Paused");
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 - rect.GetWidth() / 2,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,nColor(abs(sinf(nGetInstance()->GetAbsoluteTime())),COLOR_TEXT));
y += rect.GetHeight();
y += rect.GetHeight();
static char time[100];
GetTimeFormat(LOCALE_USER_DEFAULT,NULL,NULL,NULL,time,100);
static char date[100];
GetDateFormat(LOCALE_USER_DEFAULT,DATE_LONGDATE,NULL,NULL,date,100);
_snprintf(buffer,sizeof(buffer),"Current time is");
_snprintf(buffer2,sizeof(buffer2)," %s %s",time,date);
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer2,&rect2,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 - rect.GetWidth() / 2 - rect2.GetWidth() / 2,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,nColor(0.25f,COLOR_TEXT));
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 + rect.GetWidth() / 2 - rect2.GetWidth() / 2,y,0,0),buffer2,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,nColor(0.5f,COLOR_TEXT));
y += rect.GetHeight();
y += rect.GetHeight();
// Draw the hiscores if any
if(m_HiScores.size())
{
_snprintf(buffer,sizeof(buffer),"Time");
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 - rect.GetWidth() - 10,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,COLOR_TEXT);
_snprintf(buffer,sizeof(buffer),"Score");
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 + 10,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,COLOR_TEXT);
y += rect.GetHeight();
y += rect.GetHeight();
for(unsigned long i = 0; i < m_HiScores.size(); i++)
{
_snprintf(buffer,sizeof(buffer),"%s",m_HiScores[i].time.c_str());
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 - rect.GetWidth() - 10,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,nColor(0.25f,COLOR_TEXT));
_snprintf(buffer,sizeof(buffer),"%d",m_HiScores[i].score);
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 + 10,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,nColor(0.5f,COLOR_TEXT));
y += rect.GetHeight();
}
y += rect.GetHeight();
}
_snprintf(buffer,sizeof(buffer),"Command");
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 - rect.GetWidth() - 10,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,COLOR_TEXT);
_snprintf(buffer,sizeof(buffer),"Button");
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 + 10,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,COLOR_TEXT);
y += rect.GetHeight();
y += rect.GetHeight();
nString keyboard = nGetInstance()->GetInput()->GetKeyboard()->GetDeviceName();
nString mouse = nGetInstance()->GetInput()->GetMouse()->GetDeviceName();
_snprintf(buffer,sizeof(buffer),"Pause/Unpause");
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 - rect.GetWidth() - 10,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,nColor(0.25f,COLOR_TEXT));
_snprintf(buffer,sizeof(buffer),"%s %s or %s %s",keyboard.c_str(),nGetInstance()->GetInput()->GetKeyboard()->GetKeyName(DIK_PAUSE).c_str(),keyboard.c_str(),nGetInstance()->GetInput()->GetKeyboard()->GetKeyName(DIK_P).c_str());
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 + 10,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,nColor(0.5f,COLOR_TEXT));
y += rect.GetHeight();
_snprintf(buffer,sizeof(buffer),"Fire missle");
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 - rect.GetWidth() - 10,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,nColor(0.25f,COLOR_TEXT));
_snprintf(buffer,sizeof(buffer),"%s %s",mouse.c_str(),nGetInstance()->GetInput()->GetMouse()->GetButtonName(nMouse::ButtonLeft).c_str());
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 + 10,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,nColor(0.5f,COLOR_TEXT));
y += rect.GetHeight();
_snprintf(buffer,sizeof(buffer),"Fire cannon");
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 - rect.GetWidth() - 10,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,nColor(0.25f,COLOR_TEXT));
_snprintf(buffer,sizeof(buffer),"%s %s",mouse.c_str(),nGetInstance()->GetInput()->GetMouse()->GetButtonName(nMouse::ButtonRight).c_str());
nGetInstance()->GetGraphics()->GetTextRect(nGetInstance()->GetGraphics()->GetBoldFont(),buffer,&rect,NULL);
nGetInstance()->GetGraphics()->DrawPrintLine(nGetInstance()->GetGraphics()->GetBoldFont(),nRect(nGetInstance()->GetGraphics()->GetDisplaySize().cx / 2 + 10,y,0,0),buffer,100.0f * (nGetInstance()->GetAbsoluteTime() - m_PauseTime),DT_NOCLIP,nColor(0.5f,COLOR_TEXT));
y += rect.GetHeight();
}
}
void nGame::RenderSilo(const Silo& silo)
{
// Set line width
nGetInstance()->GetGraphics()->SetLineWidth(3);
// Get silo view direction (it's towards the cursor)
nVector2 dir = nGetInstance()->GetInput()->GetMouse()->GetPosition() - silo.position;
dir.Normalize();
dir *= 15.0f;
// Set line coordinates
nVector2 lines[2] = {silo.position,silo.position + dir};
// Draw the line
nGetInstance()->GetGraphics()->DrawLines(lines,2,nColor(0.1f,0.1f,1.0f));
}
void nGame::RenderMissle(const Missle& missle)
{
nGetInstance()->GetGraphics()->SetLineWidth(3);
// Fade the missle if it's dying
float alpha = 1.0f;
if(missle.dead > 0.0f)
alpha = (10.0f - missle.dead) / 10.0f;
nVector2 line[2];
// Draw missle trail
if(missle.trail)
{
line[0] = missle.source;
line[1] = missle.position;
nGetInstance()->GetGraphics()->DrawLines(line,2,nColor(alpha,missle.color));
}
// Don't draw missle head if it exploded
if(missle.dead == 0.0f)
{
// Get missle direction vector for head drawing
nVector2 dir = missle.destination - missle.source;
dir.Normalize();
// Draw missle head
line[0] = missle.position;
line[1] = missle.position + dir * 5.0f;
nGetInstance()->GetGraphics()->DrawLines(line,2,nColor(alpha,0.1f,1.0f,0.1f));
}
// Draw missle destination target
if(missle.frendly && missle.dead == 0.0f)
{
if(missle.trail)
nGetInstance()->GetGraphics()->DrawTarget(nPoint(missle.destination.x,missle.destination.y),missle.target,nColor(1.0f - missle.target,GAME_FRENDLY_COLOR));
else
nGetInstance()->GetGraphics()->DrawTarget(nPoint(missle.destination.x,missle.destination.y),0.0f,GAME_FRENDLY_COLOR);
}
}
void nGame::RenderExplosion(const Explosion& explosion)
{
nGetInstance()->GetGraphics()->SetLineWidth(2);
// Draw explosion shock-waves
nGetInstance()->GetGraphics()->DrawCircle(nPoint(explosion.position.x,explosion.position.y),explosion.size,30,nColor(1.0f - explosion.size / explosion.power,explosion.color));
nGetInstance()->GetGraphics()->DrawCircle(nPoint(explosion.position.x,explosion.position.y),explosion.size * explosion.size / explosion.power,30,nColor(1.0f - explosion.size * explosion.size / explosion.power / explosion.power,explosion.color));
}
void nGame::Process()
{
static float absoluteTime = 0.0f;
static float absoluteTime2 = 0.0f;
// Check for pause key
if(nGetInstance()->GetInput()->GetKeyboard()->GetNewKey(DIK_PAUSE) || nGetInstance()->GetInput()->GetKeyboard()->GetNewKey(DIK_P))
SetPause(!GetPause());
// Don't process further if paused
if(m_Pause)
return;
absoluteTime += nGetInstance()->GetElapsedTime();
absoluteTime2 += nGetInstance()->GetElapsedTime();
// Create enemy missle if enough time passed
if(absoluteTime > m_MissleTime)
{
// Reset the timer
absoluteTime = 0.0f;
if(m_MissleTime > 1.0f)
m_MissleTime -= (double)nGetInstance()->GetElapsedTime() / 4.0f;
// Create a missle at a random top position going to a random bottom position
AddMissle(nVector2(randf(0.0f,nGetInstance()->GetGraphics()->GetDisplaySize().cx),0.0f),nVector2(randf(0.0f,nGetInstance()->GetGraphics()->GetDisplaySize().cx),nGetInstance()->GetGraphics()->GetDisplaySize().cy),1.0f,80.0f,GAME_ENEMY_COLOR,false,true);
}
// Create child enemy missle if enough time passed
if(absoluteTime2 > 100.0f)
{
// Reset the timer
absoluteTime2 = 0.0f;
if(m_Missles.size())
{
// Create a missle at a random trail of a nother missle
unsigned long count = 1 + rand() % 3;
Missle* missle = &m_Missles[rand() % m_Missles.size()];
// Find a live enemy missle
while(missle->frendly || missle->dead > 0.0f)
missle = &m_Missles[rand() % m_Missles.size()];
nVector2 dir = missle->position - missle->source;
float length = dir.Length();
dir.Normalize();
nVector2 source = missle->source + dir * randf(0.0f,length);
for(unsigned long i = 0; i < count; i++)
AddMissle(source,nVector2(randf(0.0f,nGetInstance()->GetGraphics()->GetDisplaySize().cx),nGetInstance()->GetGraphics()->GetDisplaySize().cy),1.0f,80.0f,GAME_ENEMY_COLOR,false,true);
}
}
// Check left missle silo launch
if(nGetInstance()->GetInput()->GetMouse()->GetNewButton(nMouse::ButtonLeft))
FireSilo(m_Silos[0],nGetInstance()->GetInput()->GetMouse()->GetPosition(),20.0f,80.0f,true);
// Check right missle silo launch
if(nGetInstance()->GetInput()->GetMouse()->GetButton(nMouse::ButtonRight))
{
// Get a random vector in a sphere domain
nVector2 miss(randf(-1.0f,1.0f),randf(-1.0f,1.0f));
miss.Normalize();
miss *= randf(0.0f,50.0f);
FireSilo(m_Silos[1],nGetInstance()->GetInput()->GetMouse()->GetPosition() + miss,30.0f,20.0f,false);
}
// Remove silo fire time
for(unsigned long i = 0; i < m_Silos.size(); i++)
{
Silo* silo = &m_Silos[i];
// Remove some fire time
silo->time -= nGetInstance()->GetElapsedTime();
// Check if all/too much fire time was removed
if(silo->time < 0.0f)
silo->time = 0.0f;
}
// Move missles and remove dead ones
for(unsigned long i = 0; i < m_Missles.size(); i++)
{
Missle* missle = &m_Missles[i];
if(missle->position == missle->destination || missle->dead > 0.0f)
{
if(missle->position == missle->destination && !missle->frendly && missle->dead == 0.0f)
{
// Players base got hit
SetHealth(GetHealth() - 10);
// Check if player dead
if(!GetHealth())
{
// Game over
AddHiScore(m_Score);
RestartGame();
return;
}
}
if(missle->dead > 10.0f)
{
// Remove missle
RemoveMissle(i--);
continue;
}
if(missle->dead == 0.0f)
{
// Explode
AddExplosion(missle->position,missle->blast,4.0f,nColor(1.0f,0.1f,1.0f));
}
missle->dead += nGetInstance()->GetElapsedTime();
continue;
}
if(missle->target > 0.0f)
missle->target -= nGetInstance()->GetElapsedTime() / 10.0f;
else if(missle->target < 0.0f)
missle->target = 0.0f;
nVector2 velocity = missle->destination - missle->source;
velocity.Normalize();
velocity *= missle->speed * nGetInstance()->GetElapsedTime();
if(velocity.x > 0.0f && missle->position.x + velocity.x > missle->destination.x)
missle->position.x = missle->destination.x;
else if(velocity.x < 0.0f && missle->position.x + velocity.x < missle->destination.x)
missle->position.x = missle->destination.x;
else
missle->position.x += velocity.x;
if(velocity.y > 0.0f && missle->position.y + velocity.y > missle->destination.y)
missle->position.y = missle->destination.y;
else if(velocity.y < 0.0f && missle->position.y + velocity.y < missle->destination.y)
missle->position.y = missle->destination.y;
else
missle->position.y += velocity.y;
}
// Expand explosions and remove dead ones
for(unsigned long i = 0; i < m_Explosions.size(); i++)
{
Explosion* explosion = &m_Explosions[i];
if(explosion->size == explosion->power)
{
// Remove it
RemoveExplosion(i--);
continue;
}
float expansion = explosion->speed * nGetInstance()->GetElapsedTime();
if(explosion->size + expansion > explosion->power)
explosion->size = explosion->power;
else
explosion->size += expansion;
// Check if the explosion destroyed any missles
for(unsigned long j = 0; j < m_Missles.size(); j++)
{
Missle* missle = &m_Missles[j];
// Skip frendly or already dead missles
if(missle->frendly || missle->dead > 0.0f)
continue;
nVector2 dir = missle->position - explosion->position;
unsigned long points = 0;
if(dir.Length() < explosion->size)
{
// Set death time
missle->dead += nGetInstance()->GetElapsedTime();
// Create some particles
for(unsigned long k = 0; k < 50; k++)
{
// Get a random vector in a sphere domain
nVector2 velocity(randf(-1.0f,1.0f),randf(-1.0f,1.0f));
velocity.Normalize();
velocity *= randf(0.0f,5.0f);
AddParticle(missle->position,velocity,nVector2(0.0f,0.1f),10.0f,GAME_COLOR_PARTICLES);
}
// Add player points
points++;
}
// Add score
if(points > 1)
SetScore(GetScore() + points + points / 2);
else
SetScore(GetScore() + points);
}
}
// Move and remove particles
for(unsigned long i = 0; i < m_Particles.size(); i++)
{
Particle* particle = &m_Particles[i];
// Remove the particle if it's dead
if(particle->lived >= particle->life)
{
// Remove it
RemoveParticle(i--);
continue;
}
particle->lived += nGetInstance()->GetElapsedTime();
particle->velocity += particle->force * nGetInstance()->GetElapsedTime();
particle->position += particle->velocity * nGetInstance()->GetElapsedTime();
}
}
bool nGame::ReadHiScores()
{
// Set the path
char buffer[MAX_PATH];
PathCombine(buffer,nGetInstance()->GetModulePath().c_str(),"HiScores.sav");
nFile file;
// Open the file
if(!file.Open(buffer,nFile::OpenFlagExisting|nFile::OpenFlagRead|nFile::OpenFlagShareRead))
{
Trace(__FUNCTION__" Failed to load hiscore file \"%s\".\n",buffer);
return false;
}
// Check file type
unsigned long magic;
double version;
file.Read(&magic);
file.Read(&version);
// Check if invalid file
if(magic != SETTINGS_SCORE_MAGIC)
return false;
// Check if invalid version
if(version != SETTINGS_SCORE_VERSION)
return false;
// Clear scores
while(m_HiScores.size())
m_HiScores.pop_back();
// Read hiscore count
unsigned long count;
file.Read(&count);
// Read hiscores
for(unsigned long i = 0; i < count; i++)
{
HiScore hiscore;
// Read the time
file.Read(&hiscore.time);
// Read the score
file.Read(&hiscore.score);
// Add the score
m_HiScores.push_back(hiscore);
}
// Close the file
file.Close();
Trace(__FUNCTION__" Hiscores file loaded from \"%s\".\n",buffer);
return true;
}
bool nGame::ReadHiScoresXml()
{
char buffer[MAX_PATH];
PathCombine(buffer,nGetInstance()->GetModulePath().c_str(),"HiScores.xml");
// Load the config xml document
TiXmlDocument doc(buffer);
if(!doc.LoadFile())
{
Trace(__FUNCTION__" Failed to load hiscore file \"%s\".\n",buffer);
return false;
}
// Get the config element
TiXmlElement* root = doc.FirstChildElement("hiscores");
if(!root)
{
Trace(__FUNCTION__" Failed to find root element \"hiscores\" in hiscores file.\n");
return false;
}
// Clear scores
while(m_HiScores.size())
m_HiScores.pop_back();
root = root->FirstChildElement("score");
while(root)
{
HiScore score;
if(root->Attribute("time") && root->Attribute("value"))
{
score.time = root->Attribute("time");
score.score = strtoul(root->Attribute("value"),NULL,10);
m_HiScores.push_back(score);
}
root = root->NextSiblingElement("score");
}
Trace(__FUNCTION__" Xml hiscores file loaded from \"%s\".\n",buffer);
return true;
}
bool nGame::WriteHiScores()
{
// Don't write anything if no scores
if(!m_HiScores.size())
return true;
// Set the path
char buffer[MAX_PATH];
PathCombine(buffer,nGetInstance()->GetModulePath().c_str(),"HiScores.sav");
nFile file;
// Create/open the file
if(!file.Open(buffer,nFile::OpenFlagCreate|nFile::OpenFlagWrite))
{
Trace(__FUNCTION__" Failed to create hiscore file \"%s\".\n",buffer);
return false;
}
// Write the magic and vesion numbers
file.Write((unsigned long)SETTINGS_SCORE_MAGIC);
file.Write((double)SETTINGS_SCORE_VERSION);
// Write the score count
file.Write((unsigned long)m_HiScores.size());
// Write the scores
for(unsigned long i = 0; i < m_HiScores.size(); i++)
{
// Write the time
file.Write(m_HiScores[i].time);
// Write the score
file.Write(m_HiScores[i].score);
}
// Close the file
file.Close();
Trace(__FUNCTION__" Hiscores file saved to \"%s\".\n",buffer);
return true;
}
bool nGame::WriteHiScoresXml()
{
if(!m_HiScores.size())
return true;
char buffer[MAX_PATH];
PathCombine(buffer,nGetInstance()->GetModulePath().c_str(),"HiScores.xml");
TiXmlDocument doc(buffer);
TiXmlElement root("hiscores");
for(unsigned long i = 0; i < m_HiScores.size(); i++)
{
HiScore* hiscore = &m_HiScores[i];
TiXmlElement node("score");
node.SetAttribute("time",hiscore->time.c_str());
node.SetAttribute("value",hiscore->score);
root.InsertEndChild(node);
}
doc.InsertEndChild(root);
if(!doc.SaveFile())
{
Trace(__FUNCTION__" Failed to save hiscore file \"%s\".\n",buffer);
return false;
}
Trace(__FUNCTION__" Xml hiscores file saved to \"%s\".\n",buffer);
return true;
}
bool nGame::AddHiScore(unsigned long value)
{
if(!value)
return false;
static const unsigned long maxScores = 20;
for(unsigned long i = 0; i < m_HiScores.size(); i++)
if(m_HiScores[i].score < value)
break;
HiScore hiscore;
static char time[100];
GetTimeFormat(LOCALE_USER_DEFAULT,NULL,NULL,NULL,time,100);
static char date[100];
GetDateFormat(LOCALE_USER_DEFAULT,DATE_LONGDATE,NULL,NULL,date,100);
hiscore.score = value;
hiscore.time = nString(time) + " " + nString(date);
if(i < m_HiScores.size())
m_HiScores.insert(m_HiScores.begin() + i,hiscore);
else
m_HiScores.push_back(hiscore);
while(m_HiScores.size() > maxScores)
m_HiScores.pop_back();
return true;
}
bool nGame::RemoveHiScore(unsigned long index)
{
if(index >= m_HiScores.size())
return false;
m_HiScores.erase(m_HiScores.begin() + index);
return true;
}
void nGame::ClearHiScore()
{
while(m_HiScores.size())
m_HiScores.pop_back();
}
bool nGame::AddSilo(const nVector2& position,const nColor& color)
{
Silo silo;
silo.position = position;
silo.time = 0.0f;
m_Silos.push_back(silo);
return true;
}
bool nGame::FireSilo(Silo& silo,const nVector2& target,float speed,float blast,bool trail)
{
if(silo.time != 0.0f)
return false;
AddMissle(silo.position,target,speed,blast,GAME_FRENDLY_COLOR,true,trail);
if(trail)
silo.time = 5.0f;
else
silo.time = 1.0f;
return true;
}
bool nGame::RemoveSilo(unsigned long index)
{
if(index >= m_Silos.size())
return false;
m_Silos.erase(m_Silos.begin() + index);
return true;
}
void nGame::ClearSilos()
{
while(m_Silos.size())
m_Silos.pop_back();
}
bool nGame::AddMissle(const nVector2& source,const nVector2& destination,float speed,float blast,const nColor& color,bool frendly,bool trail)
{
Missle missle;
missle.source = source;
missle.position = missle.source;
missle.destination = destination;
missle.speed = speed;
missle.blast = blast;
missle.color = color;
missle.frendly = frendly;
missle.trail = trail;
missle.dead = 0.0f;
missle.target = 1.0f;
m_Missles.push_back(missle);
return true;
}
bool nGame::RemoveMissle(unsigned long index)
{
if(index >= m_Missles.size())
return false;
m_Missles.erase(m_Missles.begin() + index);
return true;
}
void nGame::ClearMissles()
{
while(m_Missles.size())
m_Missles.pop_back();
}
bool nGame::AddExplosion(const nVector2& position,float power,float speed,const nColor& color)
{
Explosion explosion;
explosion.position = position;
explosion.power = power;
explosion.size = 0.0f;
explosion.speed = speed;
explosion.color = color;
m_Explosions.push_back(explosion);
return true;
}
bool nGame::RemoveExplosion(unsigned long index)
{
if(index >= m_Explosions.size())
return false;
m_Explosions.erase(m_Explosions.begin() + index);
return true;
}
void nGame::ClearExplosions()
{
while(m_Explosions.size())
m_Explosions.pop_back();
}
bool nGame::AddParticle(const nVector2& position,const nVector2& velocity,const nVector2& force,float life,const nColor& color)
{
Particle particle;
particle.position = position;
particle.velocity = velocity;
particle.force = force;
particle.color = color;
particle.life = life;
particle.lived = 0.0f;
m_Particles.push_back(particle);
return true;
}
void nGame::RenderParticle(const Particle& particle)
{
nGetInstance()->GetGraphics()->SetLineWidth(3);
nVector2 lines[2] = {particle.position,particle.position - particle.velocity};
nGetInstance()->GetGraphics()->DrawLines(lines,2,nColor(1.0f - particle.lived / particle.life,particle.color));
}
bool nGame::RemoveParticle(unsigned long index)
{
if(index >= m_Particles.size())
return false;
m_Particles.erase(m_Particles.begin() + index);
return true;
}
void nGame::ClearParticles()
{
while(m_Particles.size())
m_Particles.pop_back();
}
void nGame::SetPause(bool pause)
{
if(m_Pause == pause)
return;
m_Pause = pause;
m_PauseTime = nGetInstance()->GetAbsoluteTime();
}