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#include <GL/glut.h>
#include <time.h>
#include <string>
#include <iostream>
#include "C_MatchBloxEngine.h"
#include "C_3DObject.h"
#include "C_Environment.h"
#include "C_Hand.h"
#include "C_Block.h"
#include "C_Box.h"
#include "C_Log.h"
#include "bitmap.h"
C_MatchBloxEngine::C_MatchBloxEngine(const char *f_strModelPath,
const char *f_strLogFile)
{
//create logger
//Load models
if (LoadModels(f_strModelPath))
{
//set state to initialised;
m_State = ES_INITIALISED;
}
else
{
m_State = ES_ERROR;
}
//initialise a random seed
srand ( time(NULL) );
//init vars
m_CurrentBox = BS_SMALL;
//debug
m_pBox[0]->SetPos(0.0, -5.0, -15.0);
m_pBox[0]->SetRot(45.0, 0.0, 0.0);
m_pBox[0]->RandomizeTiles();
m_pBlock[0]->SetPos(-6.0, 1.0, -10.0);
m_pBlock[0]->SetRot(90.0, 0.0, 0.0);
m_pBlock[1]->SetPos(-2.0, 1.0, -10.0);
m_pBlock[1]->SetRot(90.0, 0.0, 0.0);
m_pBlock[2]->SetPos(2.0, 1.0, -10.0);
m_pBlock[2]->SetRot(90.0, 0.0, 0.0);
m_pBlock[3]->SetPos(6.0, 1.0, -10.0);
m_pBlock[3]->SetRot(90.0, 0.0, 0.0);
}
C_MatchBloxEngine::~C_MatchBloxEngine()
{
//destroy logger
//delete models
DeleteModels();
}
GameResult C_MatchBloxEngine::GameStep(void)
{
//process message queue
return GR_ERROR;
}
void C_MatchBloxEngine::Render_Basics(unsigned int f_uiElapsedTime)
{
//render the environment
m_pEnvMap->Render();
m_pBox[(intptr_t)m_CurrentBox]->Render();
for (int i=0; i<4; i++)
m_pBlock[i]->Render(f_uiElapsedTime);
// m_pHand->Render(f_uiElapsedTime);
}
void C_MatchBloxEngine::Render(unsigned int f_uiElapsedTime)
{
switch (m_State)
{
case ES_INITIALISED:
Render_Basics(f_uiElapsedTime);
break;
case ES_ERROR:
//render a red cube
glPushMatrix();
glPushAttrib(GL_ENABLE_BIT);
glDisable(GL_LIGHTING);
glColor3d(1.0, 0.0, 0.0);
glTranslated(0.0, 0.0, -5.0);
glutSolidCube(5.0);
glPopAttrib();
glPopMatrix();
break;
case ES_GET_READY:
Render_Basics(f_uiElapsedTime);
//render some GET READY text
break;
case ES_PLAYING_GRAB_BLOCK:
Render_Basics(f_uiElapsedTime);
break;
case ES_PLAYING_PUT_BLOCK:
Render_Basics(f_uiElapsedTime);
break;
case ES_PAUSED:
Render_Basics(f_uiElapsedTime);
//render menu??
break;
case ES_FINISHED:
//render results...
break;
}
//glPushMatrix();
//double l_dSeconds = (double)f_uiElapsedTime/1000.0;
//glRotated(l_dSeconds * 5.0, 0.0, 1.0, 0.0);
////glRotated(l_dSeconds * 10, 0.0, 0.0, 1.0);
//m_pEnvMap->Render();
//glPopMatrix();
//m_pBox[0]->Render();
//for(int i=0; i<4; i++)
//{
// glPushMatrix();
// m_pBlock[i]->Render(f_uiElapsedTime);
// glPopMatrix();
//}
}
bool C_MatchBloxEngine::NewGame(int f_iUserID, int f_iGameId, BoxSize f_BS)
{
if(m_State == ES_INITIALISED)
{
//log new game
//prepare a fresh box
m_CurrentBox = f_BS;
m_pBox[(int)m_CurrentBox]->RandomizeTiles();
//set state to GET READY
m_State = ES_GET_READY;
//init object positions
m_pBox[(int)m_CurrentBox]->SetPos(0.0, -6.0, -15.0);
return true;
}
return false;
}
bool C_MatchBloxEngine::StartGame()
{
return false;
}
bool C_MatchBloxEngine::Pause()
{
//only pause when playing
if (m_State == ES_PLAYING_GRAB_BLOCK ||
m_State == ES_PLAYING_PUT_BLOCK)
{
//save current state
m_SavedState = m_State;
//probably do something with a time variable
//set current state to paused
m_State = ES_PAUSED;
return true;
}
return false;
}
bool C_MatchBloxEngine::Resume()
{
if (m_State == ES_PAUSED)
{
//restore previous state
m_State = m_SavedState;
//restore timers
//
return true;
}
return false;
}
bool C_MatchBloxEngine::Abort()
{
//abort when not in error or init state
if (m_State != ES_ERROR && m_State != ES_INITIALISED)
{
//set state to initialised
m_State = ES_INITIALISED;
//..
return true;
}
return false;
}
bool C_MatchBloxEngine::LoadModels(const char* f_strModelDir)
{
MatProps_t l_Mat;
std::string l_BaseName = f_strModelDir;
//create the environment mapped cube
m_pEnvMap = new C_Environment("envmaps/terrain_", 50.0);
//load the bitmaps for the textures
LoadTexture((l_BaseName + "/wood1.bmp").c_str(), m_uiWood1Tex);
LoadTexture((l_BaseName + "/wood2.bmp").c_str(), m_uiWood2Tex);
LoadTexture((l_BaseName + "/wood3.bmp").c_str(), m_uiWood3Tex);
//load the block models
//red squares
l_Mat.setAmb(1.0, 0.0, 0.0, 1.0);
l_Mat.setDif(1.0, 0.0, 0.0, 1.0);
m_pBlock[BT_SQUARE] = new C_Block((l_BaseName + "/square.obj").c_str(),
m_uiWood1Tex, l_Mat);
if (!m_pBlock[BT_SQUARE]->Initialized()) return false;
//yellow cricles
l_Mat.setAmb(0.0, 1.0, 1.0, 1.0);
l_Mat.setDif(0.0, 1.0, 1.0, 1.0);
m_pBlock[BT_CIRCLE] = new C_Block((l_BaseName + "/circle.obj").c_str(),
m_uiWood1Tex, l_Mat);
if (!m_pBlock[BT_CIRCLE]->Initialized()) return false;
//green triangles
l_Mat.setAmb(0.0, 1.0, 0.0, 1.0);
l_Mat.setDif(0.0, 1.0, 0.0, 1.0);
m_pBlock[BT_TRIANGLE] = new C_Block((l_BaseName + "/triangle.obj").c_str(),
m_uiWood1Tex, l_Mat);
if (!m_pBlock[BT_TRIANGLE]->Initialized()) return false;
//blue crosses
l_Mat.setAmb(0.0, 0.0, 1.0, 1.0);
l_Mat.setDif(0.0, 0.0, 1.0, 1.0);
m_pBlock[BT_CROSS] = new C_Block((l_BaseName + "/cross.obj").c_str(),
m_uiWood1Tex, l_Mat);
if (!m_pBlock[BT_CROSS]->Initialized()) return false;
//load the hand???
//Load the box tiles
l_Mat.setAmb(1.0, 1.0, 1.0, 1.0);
l_Mat.setDif(1.0, 1.0, 1.0, 1.0);
m_pTiles[BT_SQUARE] = new C_3DObject((l_BaseName + "/tile_square.obj").c_str(),
m_uiWood3Tex, l_Mat);
if (!m_pTiles[BT_SQUARE]->Initialized()) return false;
m_pTiles[BT_CIRCLE] = new C_3DObject((l_BaseName + "/tile_circle.obj").c_str(),
m_uiWood3Tex, l_Mat);
if (!m_pTiles[BT_CIRCLE]->Initialized()) return false;
m_pTiles[BT_TRIANGLE] = new C_3DObject((l_BaseName + "/tile_triangle.obj").c_str(),
m_uiWood3Tex, l_Mat);
if (!m_pTiles[BT_TRIANGLE]->Initialized()) return false;
m_pTiles[BT_CROSS] = new C_3DObject((l_BaseName + "/tile_cross.obj").c_str(),
m_uiWood3Tex, l_Mat);
if (!m_pTiles[BT_CROSS]->Initialized()) return false;
m_pTiles[4] = new C_3DObject((l_BaseName + "/tile_no_hole.obj").c_str(),
m_uiWood3Tex, l_Mat);
if (!m_pTiles[4]->Initialized()) return false;
//Load the box models
m_pBox[0] = new C_Box((l_BaseName + "/box_small.obj").c_str(),
m_uiWood2Tex, l_Mat, 2, 2, m_pTiles);
if (!m_pBox[0]->Initialized()) return false;
m_pBox[1] = new C_Box((l_BaseName + "/box_med.obj").c_str(),
m_uiWood2Tex, l_Mat, 4, 2, m_pTiles);
if (!m_pBox[1]->Initialized()) return false;
m_pBox[2] = new C_Box((l_BaseName + "/box_large.obj").c_str(),
m_uiWood2Tex, l_Mat, 4, 4, m_pTiles);
if (!m_pBox[2]->Initialized()) return false;
return true;
}
void C_MatchBloxEngine::DeleteModels()
{
//delete objects
delete m_pEnvMap;
delete m_pBlock[0];
delete m_pBlock[1];
delete m_pBlock[2];
delete m_pBlock[3];
//delete m_pHand;
delete m_pBox[0];
delete m_pBox[1];
delete m_pBox[2];
delete m_pTiles[0];
delete m_pTiles[1];
delete m_pTiles[2];
delete m_pTiles[3];
delete m_pTiles[4];
//delete textures
glDeleteTextures(1, &m_uiWood1Tex);
glDeleteTextures(1, &m_uiWood2Tex);
glDeleteTextures(1, &m_uiWood3Tex);
}
void C_MatchBloxEngine::LoadTexture(const char* f_BmpName, GLuint &f_uiTexHandle)
{
BitmapStruct l_Bmp;
l_Bmp = BitmapLoad((char*)f_BmpName);
f_uiTexHandle = (GLuint)l_Bmp.m_iImageId;
glBindTexture(GL_TEXTURE_2D, f_uiTexHandle);
//set the texture paramaters
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
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