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[crack-attack.git] / src / MetaState.cxx
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1 /*
2 * MetaState.cxx
3 * Daniel Nelson - 10/22/0
5 * Copyright (C) 2000 Daniel Nelson
6 * Copyright (C) 2004 Andrew Sayman
7 *
8 * This program is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU General Public License
10 * as published by the Free Software Foundation; either version 2
11 * of the License, or (at your option) any later version.
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 * Daniel Nelson - aluminumangel.org
23 * 174 W. 18th Ave.
24 * Columbus, OH 43210
26 * Handles the program's state and transfers between them.
29 #include <GL/glut.h>
30 #include <cstring>
32 #ifndef _WIN32
33 #else
34 # include <glext.h>
35 #endif
37 using namespace std;
39 #include "Game.h"
40 #include "MetaState.h"
41 #include "Displayer.h"
42 #include "CelebrationManager.h"
43 #include "Controller.h"
44 #include "Communicator.h"
45 #include "WinRecord.h"
46 #include "MessageManager.h"
48 int MetaState::state;
49 int MetaState::mode = 0;
50 int MetaState::final_time_step;
51 char MetaState::player_name[GC_PLAYER_NAME_LENGTH];
53 void MetaState::programStart ( int _mode,
54 char _player_name[GC_PLAYER_NAME_LENGTH],
55 int width,
56 int height)
58 state = MS_BOTH_KEY_WAIT;
59 mode |= _mode;
60 strncpy(player_name, _player_name, GC_PLAYER_NAME_LENGTH);
62 Game::initialize();
63 Displayer::initialize(width, height);
65 MessageManager::mode = MM_NORMAL;
66 MessageManager::readyMessage(MS_ANYKEY);
68 glutKeyboardFunc(Controller::keyboardMeta);
69 glutSpecialFunc(Controller::specialMeta);
70 glutKeyboardUpFunc(null);
71 glutSpecialUpFunc(null);
72 glutEntryFunc(Controller::entry);
73 glutDisplayFunc(Displayer::displayMeta);
74 glutReshapeFunc(Displayer::reshape);
75 glutIdleFunc(Game::idleMeta);
77 if (!(mode & CM_SOLO))
78 Communicator::barrier();
80 atexit(programEnd);
82 Game::go();
85 void MetaState::programEnd ( )
87 Game::cleanUp();
88 Displayer::cleanUp();
89 Communicator::cleanUp();
92 void MetaState::gameStart ( )
94 state = MS_GAME_PLAY;
96 MessageManager::freeMessage();
98 if (!(mode & CM_SOLO))
99 Communicator::gameStart();
100 Game::gameStart();
101 Displayer::gameStart();
103 glutKeyboardFunc(Controller::keyboardPlay);
104 glutSpecialFunc(Controller::specialPlay);
105 glutKeyboardUpFunc(Controller::keyboardUpPlay);
106 glutSpecialUpFunc(Controller::specialUpPlay);
107 glutDisplayFunc(Displayer::displayPlay);
108 glutIdleFunc(Game::idlePlay);
110 if (!(mode & CM_SOLO))
111 Communicator::barrier();
113 Game::go();
116 void MetaState::gameWon ( )
118 DOT(3);
119 WinRecord::gameWon();
120 DOT(3);
121 gameFinish();
124 void MetaState::gameLoss ( )
126 WinRecord::gameLoss();
127 gameFinish();
130 void MetaState::gameFinish ( )
132 final_time_step = Game::time_step;
134 DOT(3);
135 if (state & MS_CONCESSION)
136 WinRecord::matchConceded();
138 DOT(3);
139 if (!(mode & CM_SOLO))
140 Communicator::gameFinish();
141 Game::gameFinish();
142 Displayer::gameFinish();
144 if (WinRecord::isMatchFinished()) {
145 if (!(mode & CM_SOLO))
146 Communicator::cleanUp();
147 state = MS_GAME_OVER_KEY_WAIT;
149 } else
150 state = MS_CELEBRATION_WAIT | MS_BOTH_KEY_WAIT;
152 glutKeyboardFunc(Controller::keyboardMeta);
153 glutSpecialFunc(Controller::specialMeta);
154 glutDisplayFunc(Displayer::displayMeta);
155 glutIdleFunc(Game::idleMeta);
157 // GLUT 3.7 is seg faulting if glutKeyboardUpFunc is unset and
158 // glutSpecialUpFunc is set. This is the only use of
159 // Controller::keyboardUpMeta() .
160 // glutKeyboardUpFunc(null); // removed
161 if (mode & CM_SOLO || mode & CM_AI) {
162 glutSpecialUpFunc(Controller::specialUpMeta);
163 glutKeyboardUpFunc(Controller::keyboardUpMeta); // workaround
164 } else {
165 glutSpecialUpFunc(null);
166 glutKeyboardUpFunc(null); // workaround
169 if (!(mode & CM_SOLO) && !WinRecord::isMatchFinished())
170 Communicator::barrier();
172 Game::go();
175 void MetaState::celebrationComplete ( )
177 // allow the player to end the celebration
178 state &= ~MS_CELEBRATION_WAIT;
181 void MetaState::localKeyPressed ( bool esc )
183 if (state & MS_CELEBRATION_WAIT) return;
185 switch (state) {
186 case MS_BOTH_KEY_WAIT:
187 if (WinRecord::current_game == -1)
188 MessageManager::freeMessage();
189 else
190 CelebrationManager::celebrationFinish();
191 MessageManager::readyMessage(MS_WAITING);
192 if (!(mode & CM_SOLO))
193 state = MS_REMOTE_KEY_WAIT;
194 else {
195 state = MS_READY_GAME_START;
196 remoteReady();
198 return;
200 case MS_LOCAL_KEY_WAIT:
201 if (WinRecord::current_game == -1)
202 MessageManager::freeMessage();
203 else
204 CelebrationManager::celebrationFinish();
205 MessageManager::readyMessage(MS_WAITING);
206 state = MS_READY_GAME_START;
207 return;
209 case MS_GAME_OVER_KEY_WAIT:
210 if (!esc) return;
211 exit(0);
212 return;
216 void MetaState::remoteKeyPressed ( )
218 switch (state) {
219 case MS_BOTH_KEY_WAIT:
220 state = MS_LOCAL_KEY_WAIT;
221 return;
223 case MS_REMOTE_KEY_WAIT:
224 state = MS_READY_GAME_START;
225 return;
229 void MetaState::remoteReady ( )
231 switch (state) {
232 case MS_READY_GAME_START:
233 gameStart();
234 return;
236 case MS_REMOTE_KEY_WAIT:
237 state = MS_READY_GAME_START;
238 return;
240 case MS_BOTH_KEY_WAIT:
241 state = MS_LOCAL_KEY_WAIT;
242 return;