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// Copyright 2003 Jeremy Sawicki
//
// This file is part of OxydLib.
//
// OxydLib is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// OxydLib is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
//
// You should have received a copy of the GNU General Public License
// along with OxydLib; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
#ifndef LEVEL_H
#define LEVEL_H
#include "VecUtils.h"
#include <string>
#include <set>
#include <map>
namespace OxydLib {
// using std::string;
// using std::set;
// using std::map;
enum Language
{
Language_Invalid = -1,
Language_First = 0,
Language_German = Language_First,
Language_English,
Language_French,
Language_International,
Language_Count,
Language_Last = Language_Count - 1
};
enum GameMode
{
GameMode_Invalid = -1,
GameMode_First = 0,
GameMode_Hard = GameMode_First,
GameMode_Easy,
GameMode_Count,
GameMode_Last = GameMode_Count - 1
};
enum GridType
{
GridType_Invalid = -1,
GridType_First = 0,
GridType_Surfaces = GridType_First,
GridType_Pieces,
GridType_Objects,
GridType_Count,
GridType_Last = GridType_Count - 1
};
enum MarbleType
{
MarbleType_Invalid = -1,
MarbleType_First = 0,
MarbleType_Black = MarbleType_First,
MarbleType_White,
MarbleType_Meditation,
MarbleType_Horse,
MarbleType_Jack,
MarbleType_LifeSpitter,
MarbleType_DynamiteHolder,
MarbleType_Rotor, /* Oxyd 1 */
MarbleType_Bug, /* Oxyd 1 */
MarbleType_Count,
MarbleType_Last = MarbleType_Count - 1
};
class Marble
{
public:
Marble();
~Marble();
MarbleType getMarbleType() const { return m_marbleType; }
void setMarbleType(MarbleType marbleType) { m_marbleType = marbleType; }
unsigned int getX() const { return m_x; }
void setX(unsigned int x) { m_x = x; }
unsigned int getY() const { return m_y; }
void setY(unsigned int y) { m_y = y; }
const std::string &getData(GameMode gameMode) const { return m_data[gameMode]; }
std::string *getDataForWrite(GameMode gameMode) { return &m_data[gameMode]; }
private:
MarbleType m_marbleType;
unsigned int m_x;
unsigned int m_y;
std::string m_data[GameMode_Count];
};
class RubberBand
{
public:
RubberBand();
~RubberBand();
int getNaturalLength() const { return m_naturalLength; }
void setNaturalLength(int naturalLength) { m_naturalLength = naturalLength; }
int getForce() const { return m_force; }
void setForce(int force) { m_force = force; }
int getFirstEndMarble() const { return m_firstEndMarble; }
void setFirstEndMarble(int nMarble) { m_firstEndMarble = nMarble; }
bool isSecondEndMarble() const { return m_bSecondEndIsMarble; }
int getSecondEndMarble() const { return m_secondEndMarble; }
void setSecondEndMarble(int nMarble);
unsigned int getSecondEndPieceX() const { return m_secondEndPieceX; }
unsigned int getSecondEndPieceY() const { return m_secondEndPieceY; }
void setSecondEndPiece(unsigned int x, unsigned int y);
bool operator == (const RubberBand &other) const;
bool operator != (const RubberBand &other) const;
private:
int m_naturalLength;
int m_force;
int m_firstEndMarble;
bool m_bSecondEndIsMarble;
int m_secondEndMarble;
unsigned int m_secondEndPieceX;
unsigned int m_secondEndPieceY;
};
class Block
{
public:
Block();
Block(unsigned int x, unsigned int y);
~Block();
unsigned int getX() const { return m_x; }
void setX(unsigned int x) { m_x = x; }
unsigned int getY() const { return m_y; }
void setY(unsigned int y) { m_y = y; }
bool operator < (const Block &other) const;
bool operator == (const Block &other) const;
bool operator != (const Block &other) const;
private:
unsigned int m_x;
unsigned int m_y;
};
enum Direction
{
Direction_Invalid = -1,
Direction_First = 0,
Direction_Up = Direction_First,
Direction_Down,
Direction_Left,
Direction_Right,
Direction_Count,
Direction_Last = Direction_Count - 1
};
class ScrambleItem
{
public:
ScrambleItem();
ScrambleItem(unsigned int x, unsigned int y, Direction dir);
~ScrambleItem();
unsigned int getX() const { return m_x; }
void setX(unsigned int x) { m_x = x; }
unsigned int getY() const { return m_y; }
void setY(unsigned int y) { m_y = y; }
Direction getDir() const { return m_dir; }
void setDir(Direction dir) { m_dir = dir; }
private:
unsigned int m_x;
unsigned int m_y;
Direction m_dir;
};
class Laser
{
public:
Laser();
Laser(Direction dir, bool bOn);
~Laser();
Direction getDir() const { return m_dir; }
void setDir(Direction dir) { m_dir = dir; }
bool getOn() const { return m_bOn; }
void setOn(bool bOn) { m_bOn = bOn; }
bool operator == (const Laser &other) const;
bool operator != (const Laser &other) const;
private:
Direction m_dir;
bool m_bOn;
};
class Oscillator
{
public:
Oscillator();
Oscillator(unsigned int period, bool bOn);
~Oscillator();
unsigned int getPeriod() const { return m_period; }
void setPeriod(unsigned int period) { m_period = period; }
bool getOn() const { return m_bOn; }
void setOn(bool bOn) { m_bOn = bOn; }
bool operator == (const Oscillator &other) const;
bool operator != (const Oscillator &other) const;
private:
unsigned int m_period;
bool m_bOn;
};
typedef std::map<Block, Oscillator> OscillatorMap;
class SignalLocation
{
public:
SignalLocation();
SignalLocation(unsigned int x, unsigned int y, GridType gridType);
~SignalLocation();
unsigned int getX() const { return m_x; }
void setX(unsigned int x) { m_x = x; }
unsigned int getY() const { return m_y; }
void setY(unsigned int y) { m_y = y; }
GridType getGridType() const { return m_gridType; }
void setGridType(GridType gridType) { m_gridType = gridType; }
bool operator < (const SignalLocation &other) const;
bool operator == (const SignalLocation &other) const;
bool operator != (const SignalLocation &other) const
{ return !(*this == other); }
private:
unsigned int m_x;
unsigned int m_y;
GridType m_gridType;
};
class Grid
{
public:
Grid();
Grid(int width, int height);
~Grid();
unsigned int getWidth() const { return m_width; }
unsigned int getHeight() const { return m_height; }
private:
friend class Level;
void resize(unsigned int width, unsigned int height);
public:
unsigned char get(unsigned int x, unsigned int y) const;
void set(unsigned int x, unsigned int y, unsigned char val);
private:
unsigned int m_width;
unsigned int m_height;
ByteVec m_data;
};
class Level
{
public:
Level();
~Level();
void clear();
bool getInit() const { return m_bInit; }
void setInit(bool bInit) { m_bInit = bInit; }
bool isEmpty() const { return m_bEmpty; }
void setEmpty(bool bEmpty) { m_bEmpty = bEmpty; }
unsigned int getWidth() const { return m_width; }
unsigned int getHeight() const { return m_height; }
void resize(unsigned int width, unsigned int height);
bool getMeditation() const { return m_bMeditation; }
void setMeditation(bool bMeditation) { m_bMeditation = bMeditation; }
bool getHarmlessMeditationMarbles() const
{ return m_bHarmlessMeditationMarbles; }
void setHarmlessMeditationMarbles(bool bHarmlessMeditationMarbles)
{ m_bHarmlessMeditationMarbles = bHarmlessMeditationMarbles; }
size_t getNumMarbles() const { return m_marbles.size(); }
void setNumMarbles(int num) { m_marbles.resize(num); }
const Marble &getMarble(int nMarble) const { return m_marbles[nMarble]; }
Marble *getMarbleForWrite(int nMarble) { return &m_marbles[nMarble]; }
int getNumRubberBands(GameMode gameMode) const;
const RubberBand &getRubberBand(GameMode gameMode, int nRubberBand) const;
RubberBand *getRubberBandForWrite(GameMode gameMode, int nRubberBand);
void addRubberBand(GameMode gameMode,
const RubberBand &rubberBand,
int nRubberBand = -1);
void removeRubberBand(GameMode gameMode, int nRubberBand);
int getBlackRubberBandPieceNaturalLength(GameMode gameMode) const;
void setBlackRubberBandPieceNaturalLength(GameMode gameMode,
int naturalLength);
int getBlackRubberBandPieceForce(GameMode gameMode) const;
void setBlackRubberBandPieceForce(GameMode gameMode, int force);
int getWhiteRubberBandPieceNaturalLength(GameMode gameMode) const;
void setWhiteRubberBandPieceNaturalLength(GameMode gameMode,
int naturalLength);
int getWhiteRubberBandPieceForce(GameMode gameMode) const;
void setWhiteRubberBandPieceForce(GameMode gameMode, int force);
int getRubberBandObjectNaturalLength(GameMode gameMode) const;
void setRubberBandObjectNaturalLength(GameMode gameMode, int naturalLength);
int getRubberBandObjectForce(GameMode gameMode) const;
void setRubberBandObjectForce(GameMode gameMode, int force);
int getBlackRubberBandObjectMarble() const;
void setBlackRubberBandObjectMarble(int nMarble);
int getWhiteRubberBandObjectMarble() const;
void setWhiteRubberBandObjectMarble(int nMarble);
bool getRequireMagicPiece() const
{ return m_bRequireMagicPiece; }
void setRequireMagicPiece(bool bRequireMagicPiece)
{ m_bRequireMagicPiece = bRequireMagicPiece; }
bool getScrolling() const { return m_bScrolling; }
void setScrolling(bool bScrolling) { m_bScrolling = bScrolling; }
bool getReset(GameMode gameMode) const
{ return m_bReset[gameMode]; }
void setReset(GameMode gameMode, bool bReset)
{ m_bReset[gameMode] = bReset; }
bool getWalkThroughPuzzle() const
{ return m_bWalkThroughPuzzle; }
void setWalkThroughPuzzle(bool bWalkThroughPuzzle)
{ m_bWalkThroughPuzzle = bWalkThroughPuzzle; }
int getFlatForce(GameMode gameMode) const
{ return m_flatForce[gameMode]; }
void setFlatForce(GameMode gameMode, int flatForce)
{ m_flatForce[gameMode] = flatForce; }
int getSlopeForce(GameMode gameMode) const
{ return m_slopeForce[gameMode]; }
void setSlopeForce(GameMode gameMode, int slopeForce)
{ m_slopeForce[gameMode] = slopeForce; }
int getFriction(GameMode gameMode) const
{ return m_friction[gameMode]; }
void setFriction(GameMode gameMode, int friction)
{ m_friction[gameMode] = friction; }
int getNumScrambleItems() const;
const ScrambleItem &getScrambleItem(int nScrambleItem) const;
ScrambleItem *getScrambleItemForWrite(int nScrambleItem);
void addScrambleItem(const ScrambleItem &scrambleItem,
int nScrambleItem = -1);
void removeScrambleItem(int nScrambleItem);
const Laser &getLaser(int nLaser) const;
void setLaser(int nLaser, const Laser &laser);
const OscillatorMap &getOscillators(GameMode gameMode) const;
OscillatorMap *getOscillatorsForWrite(GameMode gameMode);
const std::string &getNoteText(int nNote, Language lang) const;
void setNoteText(int nNote, Language lang, const std::string ¬eText);
const Grid &getGrid(GridType gridType) const { return m_grids[gridType]; }
Grid *getGridForWrite(GridType gridType) { return &m_grids[gridType]; }
const std::vector<std::string> &getSpecialItems() const { return m_specialItems; }
std::vector<std::string> *getSpecialItemsForWrite() { return &m_specialItems; }
void getSenders(std::set<SignalLocation> *pSenders) const;
int getNumRecipients(const SignalLocation &sender) const;
const SignalLocation &getRecipient(const SignalLocation &sender,
int nRecipient) const;
void setRecipient(const SignalLocation &sender,
int nRecipient,
const SignalLocation &recipient);
void addRecipient(const SignalLocation &sender,
const SignalLocation &recipient,
int nRecipient = -1);
void removeRecipient(const SignalLocation &sender,
int nRecipient);
private:
bool m_bInit;
bool m_bEmpty;
unsigned int m_width;
unsigned int m_height;
bool m_bMeditation;
bool m_bHarmlessMeditationMarbles;
std::vector<Marble> m_marbles;
std::vector<RubberBand> m_rubberBands[GameMode_Count];
int m_blackRubberBandPieceNaturalLength[GameMode_Count];
int m_blackRubberBandPieceForce[GameMode_Count];
int m_whiteRubberBandPieceNaturalLength[GameMode_Count];
int m_whiteRubberBandPieceForce[GameMode_Count];
int m_rubberBandObjectNaturalLength[GameMode_Count];
int m_rubberBandObjectForce[GameMode_Count];
int m_blackRubberBandObjectMarble;
int m_whiteRubberBandObjectMarble;
bool m_bRequireMagicPiece;
bool m_bScrolling;
bool m_bReset[GameMode_Count];
bool m_bWalkThroughPuzzle;
int m_flatForce[GameMode_Count];
int m_slopeForce[GameMode_Count];
int m_friction[GameMode_Count];
std::vector<ScrambleItem> m_scrambleItems;
Laser m_lasers[3];
OscillatorMap m_oscillators[GameMode_Count];
std::string m_noteText[2][Language_Count];
Grid m_grids[GridType_Count];
std::vector<std::string> m_specialItems;
typedef std::map<SignalLocation, std::vector<SignalLocation> > SignalMap;
SignalMap m_signals;
};
bool parseNumberList(const std::string &str, std::vector<int> *pNumberList);
bool parseLevel(const ByteVec &in, Level *pLevel, std::string *pMsg = 0);
bool unparseLevel(const Level &level, ByteVec *pOut, std::string *pMsg = 0);
}
#endif
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