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Map.cpp
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Map.cpp
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#include "Map.h"
#include <string.h>
#include <cstdio>
#include "Game.h"
using namespace std;
Map::Map(int ID, Game* game)
{
selfGame_ = game;
mapID = ID;
loadMap();
}
Map::~Map()
{
for (int i = 0; i < mapHeight; i++) {
for (int j = 0; j < mapWidth; j++) {
delete itemMap[i][j];
}
delete itemMap[i];
}
delete itemMap;
delete player;
}
Coords Map::itemToMapCoords(int itemX, int itemY) {
int x = itemX;
x *= SPRITE_SIZE;
x += SPRITE_SIZE / 2;
// shift to center of screen
int dx = (SCREEN_WIDTH - (mapWidth*SPRITE_SIZE)) / 2;
x += dx;
int y = itemY;
y *= SPRITE_SIZE;
y += SPRITE_SIZE / 2;
const int MENU_HEIGHT = 40;
int dy = (SCREEN_HEIGHT - (mapHeight*SPRITE_SIZE)) / 2;
dy += MENU_HEIGHT / 2;
y += dy;
Coords toReturn;
toReturn.x = x;
toReturn.y = y;
return toReturn;
}
void Map::drawMap() {
for (int i = 0; i < mapHeight; i++) {
for (int j = 0; j < mapWidth; j++) {
Coords itemCoords = itemToMapCoords(j, i);
DrawSurface(selfGame_->getScreen(), itemMap[i][j]->getSprite(), itemCoords.x, itemCoords.y);
}
}
player->draw(mapWidth, mapHeight);
}
void Map::allocateItemMap() {
itemMap = new Item**[mapHeight];
for (int i = 0; i < mapHeight; i++) {
itemMap[i] = new Item*[mapWidth];
}
}
int Map::getIDSize() {
int sizeReturned = 0;
int ID = mapID;
while (ID != 0) {
ID /= 10;
sizeReturned++;
}
return sizeReturned;
}
char* Map::getMapPath() {
char firstPart[] = "./maps/map";
const int MID_POSITION = 10;
const int CHARS_TO_ALLOC = 15;
int ID = mapID;
//allocate the path char array
int currentIDSize = getIDSize();
char* path = new char[CHARS_TO_ALLOC + currentIDSize];
strcpy(path, firstPart);
//copy ID numbers to path
for (int i = currentIDSize - 1; i >= 0; i--) {
char number = (ID % 10) + '0';
ID /= 10;
path[MID_POSITION + i] = number;
}
path[MID_POSITION + currentIDSize] = '.';
path[MID_POSITION + currentIDSize + 1] = 't';
path[MID_POSITION + currentIDSize + 2] = 'x';
path[MID_POSITION + currentIDSize + 3] = 't';
path[MID_POSITION + currentIDSize + 4] = '\0';
return path;
}
bool Map::loadMap() {
char* path = getMapPath();
FILE* mapToLoad;
mapToLoad = fopen(path, "rb");
if (mapToLoad == NULL) {
printf("CANNOT LOAD MAP");
return false;
}
fscanf(mapToLoad, "%d\n", &mapHeight);
fscanf(mapToLoad, "%d\n", &mapWidth);
//allocate map
allocateItemMap();
//convert corresponding chars to objects
//fill itemMap
for (int i = 0; i < mapHeight; i++) {
for (int j = 0; j < mapWidth; j++) {
switch (getc(mapToLoad)) {
case 'B':
itemMap[i][j] = new Crate(i, j, this);
numberOfCrates++;
itemMap[i][j]->loadSprite(itemMap[i][j]->getPath());
break;
case 'G':
itemMap[i][j] = new Grass(i, j);
itemMap[i][j]->loadSprite(itemMap[i][j]->getPath());
break;
case 'E':
itemMap[i][j] = new Ground(i, j);
itemMap[i][j]->loadSprite(itemMap[i][j]->getPath());
break;
case 'W':
itemMap[i][j] = new Wall(i, j);
itemMap[i][j]->loadSprite(itemMap[i][j]->getPath());
break;
case 'F':
itemMap[i][j] = new EndPoint(i, j);
itemMap[i][j]->loadSprite(itemMap[i][j]->getPath());
break;
case 'P':
itemMap[i][j] = new Ground(i, j);
itemMap[i][j]->loadSprite(itemMap[i][j]->getPath());
//spawn player here
player = new Player(j, i, selfGame_);
player->loadTexture();
break;
default:
break;
}
}
fscanf(mapToLoad, "\n");
}
}
// cause the player is kinda drawn other way than other blocks
void Map::drawPlayer() {
player->draw(mapWidth, mapHeight);
}
Player* Map::getPlayer() {
return player;
}
Item* Map::getItem(int x, int y) {
return itemMap[y][x];
}
int Map::getMapHeight() {
return mapHeight;
}
int Map::getMapWidth() {
return mapWidth;
}
int Map::getID() {
return mapID;
}
void Map::moveCrate(Item* crate, Directions dir) {
int x = crate->getYPosition();
int y = crate->getXPosition();
int tmpX = x;
int tmpY = y;
switch (dir) {
case UP:
y--;
break;
case DOWN:
y++;
break;
case LEFT:
x--;
break;
case RIGHT:
x++;
break;
}
// item on next field
Item* check = itemMap[y][x];
//stored for later usage
bool isOnEndPoint = crate->getIsOnEndPoint();
bool willBeEndPoint = false;
// is next field endpoint
char type = check->getType();
if (type == 'F') {
willBeEndPoint = true;
//check->setIsOnEndPoint(true);
cratesOnPosition++;
}
else {
//check->setIsOnEndPoint(false);
}
//put crate on next field
delete check;
check = new Crate(y, x, this);
if (willBeEndPoint) {
check->setIsOnEndPoint(true);
}
itemMap[y][x] = check;
itemMap[y][x]->loadSprite(itemMap[y][x]->getPath());
if (isOnEndPoint) {
//1. if crate is on endpoint
//put endpoint on crate's coords
delete crate;
itemMap[tmpY][tmpX] = new EndPoint(tmpY, tmpX);
itemMap[tmpY][tmpX]->loadSprite(itemMap[tmpY][tmpX]->getPath());
cratesOnPosition--;
//decrease cratesOnPosition from Map.h
}
else {
//2. if crate is not on endpoint
//put ground on crate's coords
delete crate;
itemMap[tmpY][tmpX] = new Ground(tmpY, tmpX);
itemMap[tmpY][tmpX]->loadSprite(itemMap[tmpY][tmpX]->getPath());
}
//redraw?
selfGame_->drawMenu();
selfGame_->getMap()->drawMap();
selfGame_->render();
//check for endgame
if (cratesOnPosition == numberOfCrates) {
selfGame_->drawVictoryMenu();
selfGame_->render();
}
}
int Map::getCratesOnPosition() {
return cratesOnPosition;
}
int Map::getNumberOfCrates() {
return numberOfCrates;
}