Пример #1
0
void GameApp::Create()
{
    srand((unsigned int) time(0)); // initialize random
#if !defined(QT_CONFIG) && !defined(IOS)
#if defined (WIN32)
    _CrtSetDbgFlag ( _CRTDBG_ALLOC_MEM_DF | _CRTDBG_LEAK_CHECK_DF );
#elif defined (PSP)
    pspFpuSetEnable(0); //disable FPU Exceptions until we find where the FPU errors come from
    pspDebugScreenPrintf("Wagic:Loading resources...");
#endif
#endif //QT_CONFIG
    //_CrtSetBreakAlloc(368);
    LOG("starting Game");

    string systemFolder = "Res/";
    string foldersRoot = "";

    //Find the Res folder
    ifstream mfile("Res.txt");
    string resPath;
    if (mfile)
    {
        bool found = false;
        while (!found && std::getline(mfile, resPath))
        {
            if (resPath[resPath.size() - 1] == '\r')
                resPath.erase(resPath.size() - 1); //Handle DOS files
            string testfile = resPath + systemFolder;
            testfile.append("graphics/simon.dat");
            ifstream tempfile(testfile.c_str());
            if (tempfile)
            {
                found = true;
                tempfile.close();
                foldersRoot = resPath;
            }
        }
        mfile.close();
    }
    LOG("init Res Folder at " + foldersRoot);
    JFileSystem::init(foldersRoot + "User/", foldersRoot + systemFolder);

    
    // Create User Folders (for write access) if they don't exist
    {
        const char* folders[] = { "ai", "ai/baka", "ai/baka/stats", "campaigns", "graphics", "lang", "packs", "player", "player/stats", "profiles", "rules", "sets", "settings", "sound", "sound/sfx", "themes", "test"};

        for (size_t i = 0; i < sizeof(folders)/sizeof(folders[0]); ++i)
        {
            JFileSystem::GetInstance()->MakeDir(string(folders[i]));
        }
    }

    LOG("Loading Modrules");
    //Load Mod Rules before everything else
    gModRules.load("rules/modrules.xml");

    LOG("Loading Unlockables");
    //Load awards (needs to be loaded before any option are accessed)
    Unlockable::load();

    //Link this to our settings manager.
    options.theGame = this;

    //Ensure that options are partially loaded before loading files.
    LOG("options.reloadProfile()");
    options.reloadProfile();


    //Setup Cache before calling any gfx/sfx functions
	WResourceManager::Instance()->ResetCacheLimits();


    LOG("Checking for music files");
    //Test for Music files presence
    JFileSystem * jfs = JFileSystem::GetInstance();
    HasMusic = jfs->FileExists(WResourceManager::Instance()->musicFile("Track0.mp3")) && jfs->FileExists(WResourceManager::Instance()->musicFile("Track1.mp3"));
    
    LOG("Init Collection");
    MTGAllCards::getInstance();

    LOG("Loading rules");
    Rules::loadAllRules();


    LOG("Loading Textures");
    LOG("--Loading menuicons.png");
    WResourceManager::Instance()->RetrieveTexture("menuicons.png", RETRIEVE_MANAGE);
#if !defined (PSP)
    WResourceManager::Instance()->RetrieveTexture("miconslarge.png", RETRIEVE_MANAGE);
#endif
    LOG("---Gettings menuicons.png quads");
   
    //Load all icons from gModRules and save in manaIcons -> todo. Change the icons positions on menuicons.png to avoid use item->mColorId
    vector<ModRulesBackGroundCardGuiItem *>items = gModRules.cardgui.background;
    for(size_t i= 0; i < items.size(); i ++)
    {
        
        ModRulesBackGroundCardGuiItem * item = items[i];
        if (item->mMenuIcon == 1)
        {
            manaIcons.push_back(WResourceManager::Instance()->RetrieveQuad("menuicons.png", 2 + (float)item->mColorId * 36, 38, 32, 32, "c_" + item->MColorName, RETRIEVE_MANAGE));
            Constants::MTGColorStrings.push_back(item->MColorName.c_str());
        }
    }
    Constants::NB_Colors = (int)Constants::MTGColorStrings.size();
    
    items.erase(items.begin(),items.end());
    

    for (int i = manaIcons.size()-1; i >= 0; --i)
        if (manaIcons[i].get())
            manaIcons[i]->SetHotSpot(16, 16);

    LOG("--Loading back.jpg");
    WResourceManager::Instance()->RetrieveTexture("back.jpg", RETRIEVE_MANAGE);
    JQuadPtr jq = WResourceManager::Instance()->RetrieveQuad("back.jpg", 0, 0, 0, 0, kGenericCardID, RETRIEVE_MANAGE);
    if (jq.get())
        jq->SetHotSpot(jq->mWidth / 2, jq->mHeight / 2);

    WResourceManager::Instance()->RetrieveTexture("back_thumb.jpg", RETRIEVE_MANAGE);
    WResourceManager::Instance()->RetrieveQuad("back_thumb.jpg", 0, 0, MTG_MINIIMAGE_WIDTH, MTG_MINIIMAGE_HEIGHT, kGenericCardThumbnailID, RETRIEVE_MANAGE);

    LOG("--Loading particles.png");
    WResourceManager::Instance()->RetrieveTexture("particles.png", RETRIEVE_MANAGE);
    jq = WResourceManager::Instance()->RetrieveQuad("particles.png", 0, 0, 32, 32, "particles", RETRIEVE_MANAGE);
    if (jq)
        jq->SetHotSpot(16, 16);
    jq = WResourceManager::Instance()->RetrieveQuad("particles.png", 64, 0, 32, 32, "stars", RETRIEVE_MANAGE);
    if (jq)
        jq->SetHotSpot(16, 16);

    LOG("--Loading fonts");
    string lang = options[Options::LANG].str;
    std::transform(lang.begin(), lang.end(), lang.begin(), ::tolower);
    WResourceManager::Instance()->InitFonts(lang);
    Translator::GetInstance()->init();
    // The translator is ready now.

    LOG("--Loading various textures");
    // Load in this function only textures that are used frequently throughout the game. These textures will constantly stay in Ram, so be frugal
    WResourceManager::Instance()->RetrieveTexture("phasebar.png", RETRIEVE_MANAGE);
    WResourceManager::Instance()->RetrieveTexture("wood.png", RETRIEVE_MANAGE);
    WResourceManager::Instance()->RetrieveTexture("gold.png", RETRIEVE_MANAGE);
    WResourceManager::Instance()->RetrieveTexture("goldglow.png", RETRIEVE_MANAGE);
    WResourceManager::Instance()->RetrieveTexture("backdrop.jpg", RETRIEVE_MANAGE);
    WResourceManager::Instance()->RetrieveTexture("handback.png", RETRIEVE_MANAGE);
    WResourceManager::Instance()->RetrieveTexture("shadows.png", RETRIEVE_MANAGE);

    jq = WResourceManager::Instance()->RetrieveQuad("shadows.png", 2, 2, 16, 16, "white", RETRIEVE_MANAGE);
    if (jq)
        jq->SetHotSpot(8, 8);
    jq = WResourceManager::Instance()->RetrieveQuad("shadows.png", 20, 2, 16, 16, "shadow", RETRIEVE_MANAGE);
    if (jq)
        jq->SetHotSpot(8, 8);
    jq = WResourceManager::Instance()->RetrieveQuad("shadows.png", 38, 2, 16, 16, "extracostshadow", RETRIEVE_MANAGE);
    if (jq)
        jq->SetHotSpot(8, 8);

    jq = WResourceManager::Instance()->RetrieveQuad("phasebar.png", 0, 0, 0, 0, "phasebar", RETRIEVE_MANAGE);



    LOG("Creating Game States");
    mGameStates[GAME_STATE_DECK_VIEWER] = NEW GameStateDeckViewer(this);
    mGameStates[GAME_STATE_DECK_VIEWER]->Create();

    mGameStates[GAME_STATE_MENU] = NEW GameStateMenu(this);
    mGameStates[GAME_STATE_MENU]->Create();

    mGameStates[GAME_STATE_DUEL] = NEW GameStateDuel(this);
    mGameStates[GAME_STATE_DUEL]->Create();

    mGameStates[GAME_STATE_SHOP] = NEW GameStateShop(this);
    mGameStates[GAME_STATE_SHOP]->Create();

    mGameStates[GAME_STATE_OPTIONS] = NEW GameStateOptions(this);
    mGameStates[GAME_STATE_OPTIONS]->Create();

    mGameStates[GAME_STATE_AWARDS] = NEW GameStateAwards(this);
    mGameStates[GAME_STATE_AWARDS]->Create();

    mGameStates[GAME_STATE_STORY] = NEW GameStateStory(this);
    mGameStates[GAME_STATE_STORY]->Create();

    mGameStates[GAME_STATE_TRANSITION] = NULL;

    mCurrentState = NULL;
    mNextState = mGameStates[GAME_STATE_MENU];

    //Set Audio volume
    JSoundSystem::GetInstance()->SetSfxVolume(options[Options::SFXVOLUME].number);
    JSoundSystem::GetInstance()->SetMusicVolume(options[Options::MUSICVOLUME].number);

    DebugTrace("size of MTGCardInstance: " << sizeof(MTGCardInstance));
    DebugTrace("size of MTGCard: "<< sizeof(MTGCard));
    DebugTrace("size of CardPrimitive: "<< sizeof(CardPrimitive));
    DebugTrace("size of ExtraCost: " << sizeof(ExtraCost));
    DebugTrace("size of ManaCost: " << sizeof(ManaCost));

    LOG("Game Creation Done.");
}