#include "Map.h" #include #include #include #include #include #include #include #include #include #include #include #include // Inhalt der Map Klasse aus Map.h // Konstruktor Map::Map( KSGClient::MinigameServerClient *klient ) : GameData( "data/Minigames/Asteroids/models/ship.m2", "data/Minigames/Asteroids/models/asteroids.m2" ) { kamera = new Kamera2D(); kamera->setWelt( world->getThis(), 1 ); kamera->setSize( 800, 500 ); mapKamera = new Kamera2D(); mapKamera->setWelt( world->getThis(), 0 ); this->klient = klient; aTextur = new Bild*[ 7 ](); sTextur = new Bild*[ 2 ](); // lade Flammen animation LTDBDatei flammenStartLTDB; flammenStartLTDB.setDatei( new Text( "data/Minigames/Asteroids/bilder/f_start.ltdb" ) ); flammenStartLTDB.leseDaten( 0 ); Animation2DData *flammenStart = new Animation2DData(); flammenStart->ladeAnimation( flammenStartLTDB.getThis() ); flammenStart->setFPS( 60 ); flammenStart->setWiederhohlend( 0 ); LTDBDatei flammenLTDB; flammenLTDB.setDatei( new Text( "data/Minigames/Asteroids/bilder/f_burn.ltdb" ) ); Animation2DData *flammenBurn = new Animation2DData(); flammenBurn->ladeAnimation( flammenLTDB.getThis() ); flammenBurn->setFPS( 60 ); flammenBurn->setWiederhohlend( 1 ); flammenM = new Textur2D(); flammenM->addAnimationZ( flammenStart->getThis() ); flammenM->addAnimationZ( flammenBurn->getThis() ); flammenL = new Textur2D(); flammenL->addAnimationZ( flammenStart->getThis() ); flammenL->addAnimationZ( flammenBurn->getThis() ); flammenR = new Textur2D(); flammenR->addAnimationZ( flammenStart ); flammenR->addAnimationZ( flammenBurn ); LTDBDatei td; td.setDatei( new Text( "data/Minigames/Asteroids/bilder/asteroids.ltdb" ) ); td.leseDaten( 0 ); for( int i = 0; i < 7; i++ ) { Text name = ""; name.append( (char)( 'a' + i ) ); aTextur[ i ] = td.laden( 0, new Text( (char*)( Text( name ) += ".png" ) ) ); } td.setDatei( new Text( "data/Minigames/Asteroids/bilder/ship.ltdb" ) ); td.leseDaten( 0 ); for( int i = 0; i < 2; i++ ) { Text name = ""; name.append( (char)( 'a' + i ) ); sTextur[ i ] = td.laden( 0, new Text( (char*)( Text( name ) += ".png" ) ) ); } map = new LRahmen(); map->setFarbe( 0xFFFFFFFF ); map->setPosition( 10, 10 ); map->setSize( 200, 200 ); mapKamera->setPosition( 10, 10 ); mapKamera->setSize( 200, 200 ); autoKam = 0; } // Destruktor Map::~Map() { for( int i = 0; i < 7; i++ ) aTextur[ i ]->release(); for( int i = 0; i < 2; i++ ) sTextur[ i ]->release(); delete[] aTextur; delete[] sTextur; map->release(); if( klient ) klient->release(); flammenM->release(); flammenL->release(); flammenR->release(); if( kamera ) kamera->release(); if( mapKamera ) mapKamera->release(); } Asteroid *Map::createNewAsteroid() { Asteroid *a = __super::createNewAsteroid(); if( a ) { Textur2D *text = new Textur2D(); text->setTexturZ( aTextur[ a->getId() ]->getThis() ); a->setTextur( text ); } return a; } // nicht constant void Map::reset( Text *zOptionen ) { flammenL->setAnimation( -1 ); flammenR->setAnimation( -1 ); flammenM->setAnimation( -1 ); __super::reset( zOptionen ); world->setSize( breite, höhe ); world->setSize( 1 ); world->setCircular( 1 ); Text *tmp = zOptionen->getTeilText( zOptionen->positionVon( '=', 5 ) + 1, zOptionen->positionVon( ',', 5 ) ); bool fortsetzen = (int)*tmp != 0; tmp->release(); tmp = zOptionen->getTeilText( zOptionen->positionVon( '=', 6 ) + 1, zOptionen->positionVon( ',', 6 ) > 0 ? zOptionen->positionVon( ',', 6 ) : zOptionen->getLength() ); autoKam = (int)*tmp != 0; if( !autoKam ) kamera->setDrehung( 0 ); tmp->release(); if( fortsetzen && DateiExistiert( "data/Minigames/Asteroids/data/game.save" ) && klient ) { M2Datei sad; int index = 0; int sadI = 0; Text pfad = "data/Minigames/Asteroids/data/sasave_"; pfad += sadI; pfad += ".m2"; sad.setPfad( pfad ); sad.leseDaten(); if( capture.istOffen() ) capture.close(); capture.setDatei( "data/Minigames/Asteroids/data/game.mgc" ); capture.open( Datei::Style::schreiben | Datei::Style::ende | Datei::Style::lesen ); Datei *save = new Datei(); save->setDatei( "data/Minigames/Asteroids/data/game.save" ); save->open( Datei::Style::lesen ); int br = 0; int hö = 0; int gr = 0; int shn = 0; __int64 seed; if( rGen ) rGen = rGen->release(); save->lese( (char*)&seed, 8 ); rGen = new RandomGenerator(); rGen->setSeed( seed ); save->lese( (char*)&gameTime, 8 ); save->lese( (char*)&br, 4 ); save->lese( (char*)&hö, 4 ); save->lese( (char*)&gr, 4 ); save->lese( (char*)&shn, 4 ); if( br == breite && hö == höhe && gr == aGröße && shn == shipN ) { save->lese( (char*)&score, 4 ); scoreCheck = score * 11197; save->lese( (char*)&mTimer, 4 ); // Schiff laden Vec2< float > shipPos( (float)( breite / 2 ), (float)( höhe / 2 ) ); Vec2< float > shipSpeed( 0, 0 ); float shipR = (float)-PI / 2; float shipRSpeed = 0; save->lese( (char*)&shipPos.x, 4 ); save->lese( (char*)&shipPos.y, 4 ); save->lese( (char*)&shipSpeed.x, 4 ); save->lese( (char*)&shipSpeed.y, 4 ); save->lese( (char*)&shipR, 4 ); save->lese( (char*)&shipRSpeed, 4 ); ship->setPRS( shipPos, shipSpeed, shipR, shipRSpeed ); int anz = 0; save->lese( (char*)&anz, 4 ); for( int i = 0; i < anz; i++ ) { // Asteroiden Laden char n = 0; float x = 0; float y = 0; float xs = 0; float ys = 0; float rs = 0; float r = 0; float gr = 0; save->lese( &n, 1 ); save->lese( (char*)&x, 4 ); save->lese( (char*)&y, 4 ); save->lese( (char*)&xs, 4 ); save->lese( (char*)&ys, 4 ); save->lese( (char*)&rs, 4 ); save->lese( (char*)&r, 4 ); save->lese( (char*)&gr, 4 ); Bild *at = 0; Model2DData *ad = 0; if( n < 0 ) { at = aTextur[ -n - 1 ]->getThis(); ad = sad.ladeModel( sad.zModelName( index++ )->getText() ); if( index == 120 ) { index = 0; sadI++; Text pfad = "data/Minigames/Asteroids/data/sasave_"; pfad += sadI; pfad += ".m2"; sad = M2Datei(); sad.setPfad( pfad ); sad.leseDaten(); } } else { at = aTextur[ n ]->getThis(); ad = aData[ n ]->getThis(); } asteroid->add( new Asteroid( ad, at, Vec2< float >( x, y ), Vec2< float >( xs, ys ), rs, r, gr, n ) ); } save->lese( (char*)&anz, 4 ); for( int i = 0; i < anz; i++ ) { // Schüsse Laden float x = 0; float y = 0; float xs = 0; float ys = 0; save->lese( (char*)&x, 4 ); save->lese( (char*)&y, 4 ); save->lese( (char*)&xs, 4 ); save->lese( (char*)&ys, 4 ); if( schuss->getEintragAnzahl() > 100 ) { Schuss *newS = new Schuss( Vec2< float >( x, y ), Vec2< float >( xs, ys ) ); schuss->add( newS ); world->addObject( newS->getThis() ); } } } save->close(); save->release(); } else { if( klient ) { if( capture.istOffen() ) capture.close(); DateiRemove( "data/Minigames/Asteroids/data/game.mgc" ); capture.setDatei( "data/Minigames/Asteroids/data/game.mgc" ); capture.erstellen(); capture.open( Datei::Style::schreiben ); __int64 seed = rGen->getSeed(); capture.schreibe( (char*)&seed, 8 ); } } ship->setTexture( flammenM, flammenL, flammenR, sTextur[ shipN ]->getThis() ); } void Map::doMausEreignis( MausEreignis &me ) {} void Map::doTastaturEreignis( TastaturEreignis &te ) { cs.lock(); bool ok = 1; if( !beendet ) { char tmp = tastenStände; if( te.taste == 'w' || te.taste == 'W' || te.taste == T_Oben ) { if( te.id == TE_Press ) { if( (tastenStände | 1) != tastenStände ) flammenM->setAnimation( 0 ); tastenStände |= 1; } else { tastenStände &= ~1; flammenM->setAnimation( -1 ); } } if( te.taste == 'd' || te.taste == 'D' || te.taste == T_Rechts ) { if( te.id == TE_Press ) { if( ( tastenStände | 2 ) != tastenStände ) flammenL->setAnimation( 0 ); tastenStände |= 2; } else { tastenStände &= ~2; flammenL->setAnimation( -1 ); } } if( te.taste == 'a' || te.taste == 'A' || te.taste == T_Links ) { if( te.id == TE_Press ) { if( ( tastenStände | 4 ) != tastenStände ) flammenR->setAnimation( 0 ); tastenStände |= 4; } else { tastenStände &= ~4; flammenR->setAnimation( -1 ); } } if( te.taste == T_Space ) { if( te.id == TE_Press ) { if( ( tastenStände | 8 ) != tastenStände ) ok = 0; tastenStände |= 8; } else tastenStände &= ~8; } if( tmp != tastenStände && klient ) { if( klient ) { capture.schreibe( (char*)&gameTime, 8 ); capture.schreibe( &tastenStände, 1 ); } } } if( te.taste == T_Space && te.id == TE_Press ) { if( klient && ok ) { capture.schreibe( (char*)&gameTime, 8 ); capture.schreibe( "\x10", 1 ); } if( schuss->getEintragAnzahl() < 100 ) { Schuss *newS = ship->getSchuss(); schuss->add( newS ); world->addObject( newS->getThis() ); } } cs.unlock(); } bool Map::tick( double t ) { if( beendet ) return 0; bool ret = __super::tick( t ); ret |= kamera->tick( t ); if( beendet && klient ) { capture.close(); DateiRemove( "data/Minigames/Asteroids/data/upload.mgc" ); DateiUmbenennen( "data/Minigames/Asteroids/data/game.mgc", "data/Minigames/Asteroids/data/upload.mgc" ); int tmpScore = score; KSGClient::MinigameServerClient *tmpKlient = klient->getThis(); new AsynchronCall( [ tmpScore, tmpKlient ]() { InitDatei *opd = new InitDatei( "data/Minigames/Asteroids/data/optionen.ini" ); opd->laden(); Text optionen = "Width="; optionen += opd->zWert( "Breite" )->getText(); optionen += ",Height="; optionen += opd->zWert( "Höhe" )->getText(); optionen += ",Size="; optionen += opd->zWert( "Größe" )->getText(); optionen += ",Timer="; optionen += opd->zWert( "Timer" )->getText(); optionen += ",Ship="; optionen += opd->zWert( "Ship" )->getText(); opd->release(); Datei d; d.setDatei( "data/Minigames/Asteroids/data/upload.mgc" ); tmpKlient->reportEndOfGame( "Asteroids", optionen, tmpScore, &d ); DateiRemove( "data/Minigames/Asteroids/data/upload.mgc" ); tmpKlient->release(); } ); KSGTDatei *stb = new KSGTDatei( "data/Minigames/Asteroids/data/score.ksgt" ); if( !stb->laden() ) DateiPfadErstellen( "data/Minigames/Asteroids/data/score.ksgt" ); RCArray< Text > *zeile = new RCArray< Text >(); Zeit *zeit = getZeit(); zeile->add( zeit->getZeit( "y-m-d h:i:s" ) ); zeit->release(); Text *scoreT = new Text(); scoreT->append( score ); zeile->add( scoreT ); Text *breiteT = new Text(); breiteT->append( breite ); zeile->add( breiteT ); Text *höheT = new Text(); höheT->append( höhe ); zeile->add( höheT ); Text *timerT = new Text(); timerT->append( maxTimer ); zeile->add( timerT ); Text *aGrößeT = new Text(); aGrößeT->append( aGröße ); zeile->add( aGrößeT ); Text *shipT = new Text(); shipT->append( shipN ); zeile->add( shipT ); stb->addZeile( 7, zeile ); zeile->release(); stb->speichern(); stb->release(); DateiRemove( "data/Minigames/Asteroids/data/game.save" ); } ret |= flammenM->tick( t ); ret |= flammenL->tick( t ); ret |= flammenR->tick( t ); return ret; } void Map::render( Bild &zRObj ) { cs.lock(); kamera->lookAtWorldPos( (int)ship->getPosition().x, (int)ship->getPosition().y ); if( autoKam ) kamera->setDrehung( -ship->getDrehung() ); kamera->render( zRObj ); if( breite >= 800 || höhe >= 500 ) { // Minimap zRObj.setAlpha( 50 ); if( breite > höhe ) mapKamera->setSize( 200, (int)( ( 200.0 / world->getWorldInfo().size.x ) * world->getWorldInfo().size.y ) ); else mapKamera->setSize( (int)( ( 200.0 / world->getWorldInfo().size.y ) * world->getWorldInfo().size.x ), 200 ); mapKamera->lookAtWorldPos( world->getWorldInfo().size.x / 2, world->getWorldInfo().size.y / 2 ); mapKamera->lookAtWorldArea( world->getWorldInfo().size.x, world->getWorldInfo().size.y ); mapKamera->render( zRObj ); map->setSize( mapKamera->getBreite(), mapKamera->getHeight() ); map->render( zRObj ); zRObj.releaseAlpha(); } cs.unlock(); } void Map::speichern() { if( !beendet && klient ) { if( capture.istOffen() ) capture.close(); cs.lock(); int anz = asteroid->getEintragAnzahl(); int index = 0; for( int i = 0; index < anz; i++ ) { M2Datei sad; Text pfad = "data/Minigames/Asteroids/data/sasave_"; pfad += i; pfad += ".m2"; DateiRemove( pfad ); sad.setPfad( pfad ); sad.leseDaten(); char name[ 2 ]; name[ 1 ] = 0; for( char n = 1; n <= 120 && index < anz; n++ ) { name[ 0 ] = n; if( asteroid->z( index++ )->getId() < 0 ) sad.saveModel( asteroid->z( index - 1 )->zModel(), name ); else n--; } } Datei *d = new Datei(); d->setDatei( "data/Minigames/Asteroids/data/game.save" ); d->erstellen(); d->open( Datei::Style::schreiben ); __int64 seed = rGen->getSeed(); d->schreibe( (char*)&seed, 8 ); d->schreibe( (char*)&gameTime, 8 ); d->schreibe( (char*)&breite, 4 ); d->schreibe( (char*)&höhe, 4 ); d->schreibe( (char*)&aGröße, 4 ); d->schreibe( (char*)&shipN, 4 ); d->schreibe( (char*)&score, 4 ); d->schreibe( (char*)&mTimer, 4 ); ship->save( d ); d->schreibe( (char*)&anz, 4 ); for( int i = 0; i < anz; i++ ) asteroid->z( i )->save( d ); anz = schuss->getEintragAnzahl(); d->schreibe( (char*)&anz, 4 ); for( int i = 0; i < anz; i++ ) schuss->z( i )->save( d ); d->close(); d->release(); cs.unlock(); } else if( klient ) DateiRemove( "data/Minigames/Asteroids/data/game.save" ); }