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/***************************************************************************
level.cpp - description
-------------------
begin : Fri Aug 31 2001
copyright : (C) 2001 by Giuseppe D'Aqu
email : kumber@tiscalinet.it
***************************************************************************/
/***************************************************************************
* *
* This program 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. *
* *
***************************************************************************/
#include "dephine.h"
#include "entity.h"
#include "entity_all.h"
#include "entity_player.h"
#include "level.h"
#include "levelmap.h"
#include "screen.h"
#include "sprite.h"
#include "spriteset.h"
#include "sfx.h"
#include <vector>
//#include <map>
#include <fstream>
extern int glb_curr_id;
Level::Level(Spriteset& spriteset, Sampleset& sampleset):m_spriteset(spriteset),m_sampleset(sampleset)
{
//pushing back entity with id=0
m_entities_list.push_back(Ntt_pointer());
m_entities_matrix.resize(k_level_size_x);
for(int i=0; i<k_level_size_x; i++)
{
m_entities_matrix[i].resize(k_level_size_y);
}
glb_curr_id=1;
m_acquired_keys=0;
m_min_score=0;
}
void Level::set_key(unsigned int key)
{
m_acquired_keys=m_acquired_keys|key;
}
int Level::get_entity_id(int x, int y)
{
//HCKSMTHNGHR
//check limits
if((x<0)||(y<0))
{
DEBOUT("Something outside limits...\n");
return 0;
}
return m_entities_matrix[x][y];
}
int Level::get_entity_id(int x, int y, Direction d)
{
int dx, dy;
switch(d)
{
case STOP:
dx=0;
dy=0;
break;
case UP:
dx=0;
dy=-1;
break;
case UPRIGHT:
dx=1;
dy=-1;
break;
case RIGHT:
dx=1;
dy=0;
break;
case DOWNRIGHT:
dx=1;
dy=1;
break;
case DOWN:
dx=0;
dy=1;
break;
case DOWNLEFT:
dx=-1;
dy=1;
break;
case LEFT:
dx=-1;
dy=0;
break;
case UPLEFT:
dx=-1;
dy=-1;
break;
}
return get_entity_id(x+dx, y+dy);
}
Ntt_pointer& Level::get_entity(int ntt_id)
{
return m_entities_list[ntt_id];
}
Ntt_pointer& Level::get_entity(int x, int y)
{
return m_entities_list[m_entities_matrix[x][y]];
}
Ntt_pointer& Level::get_entity(int x, int y, Direction d)
{
int dx, dy;
switch(d)
{
case STOP:
dx=0;
dy=0;
break;
case UP:
dx=0;
dy=-1;
break;
case UPRIGHT:
dx=1;
dy=-1;
break;
case RIGHT:
dx=1;
dy=0;
break;
case DOWNRIGHT:
dx=1;
dy=1;
break;
case DOWN:
dx=0;
dy=1;
break;
case DOWNLEFT:
dx=-1;
dy=1;
break;
case LEFT:
dx=-1;
dy=0;
break;
case UPLEFT:
dx=-1;
dy=-1;
break;
}
return get_entity(x+dx, y+dy);
}
std::vector<Ntt_pointer>& Level::get_entities_list()
{
return m_entities_list;
}
void Level::load_map(const char* map_path)
{
Entity_Player* pl;
// Entity_Exit* ex;
Levelmap levelmap;
levelmap.load_map(CL_String(map_path));
unsigned int i,j;
for(j=0; j<levelmap.get_size_y(); j++)
for(i=0; i<levelmap.get_size_x(); i++)
{
set_entity(levelmap.get_map_element(i,j),i,j);
}
m_exit->set_min_score(levelmap.get_min_score());
m_min_score=levelmap.get_min_score();
m_max_time=levelmap.get_max_time();
}
void Level::set_entity(Entity_Type type, unsigned int x, unsigned int y)
{
//DEBOUT(type<<"\n");
switch(type)
{
case UNKNOWN:
//do nothing
break;
case PLAYER:
m_player=new Entity_Player(this,x,y,m_spriteset.get_sprite(PLAYER));
set_entity(m_player);
DEBOUT("Setting player...\n");
break;
case GRASS:
set_entity(new Entity_Grass(this,x,y,m_spriteset.get_sprite(GRASS)));
break;
case STEEL:
set_entity(new Entity_Steel(this,x,y,m_spriteset.get_sprite(STEEL)));
break;
case EMERALD:
set_entity(new Entity_Emerald(this,x,y,m_spriteset.get_sprite(EMERALD)));
break;
case BOULDER:
set_entity(new Entity_Boulder(this,x,y,m_spriteset.get_sprite(BOULDER)));
break;
case SAPPHIRE:
set_entity(new Entity_Sapphire(this,x,y,m_spriteset.get_sprite(SAPPHIRE)));
break;
case EXIT:
m_exit=new Entity_Exit(this,x,y,m_spriteset.get_sprite(EXIT),1);
set_entity(m_exit);
DEBOUT("Setting Exit...\n");
break;
case DOOR_RED:
set_entity(new Entity_Door(this,x,y,m_spriteset.get_sprite(DOOR),1));
break;
case DOOR_BLUE:
set_entity(new Entity_Door(this,x,y,m_spriteset.get_sprite(DOOR),2));
break;
case DOOR_GREEN:
set_entity(new Entity_Door(this,x,y,m_spriteset.get_sprite(DOOR),4));
break;
case DOOR_YELLOW:
set_entity(new Entity_Door(this,x,y,m_spriteset.get_sprite(DOOR),8));
break;
case KEY_RED:
set_entity(new Entity_Key(this,x,y,m_spriteset.get_sprite(KEY),1));
break;
case KEY_BLUE:
set_entity(new Entity_Key(this,x,y,m_spriteset.get_sprite(KEY),2));
break;
case KEY_GREEN:
set_entity(new Entity_Key(this,x,y,m_spriteset.get_sprite(KEY),4));
break;
case KEY_YELLOW:
set_entity(new Entity_Key(this,x,y,m_spriteset.get_sprite(KEY),8));
break;
case FLINTSTONE:
set_entity(new Entity_Flintstone(this,x,y,m_spriteset.get_sprite(FLINTSTONE)));
break;
case PEPERON_UP:
set_entity(new Entity_Peperon(this,x,y,m_spriteset.get_sprite(PEPERON),UP));
break;
case PEPERON_RIGHT:
set_entity(new Entity_Peperon(this,x,y,m_spriteset.get_sprite(PEPERON),RIGHT));
break;
case PEPERON_DOWN:
set_entity(new Entity_Peperon(this,x,y,m_spriteset.get_sprite(PEPERON),DOWN));
break;
case PEPERON_LEFT:
set_entity(new Entity_Peperon(this,x,y,m_spriteset.get_sprite(PEPERON),LEFT));
break;
case BRICK:
set_entity(new Entity_Brick(this,x,y,m_spriteset.get_sprite(BRICK)));
break;
case WOOD:
set_entity(new Entity_Wood(this,x,y,m_spriteset.get_sprite(WOOD)));
break;
case TOMATO_UP:
set_entity(new Entity_Tomato(this,x,y,m_spriteset.get_sprite(TOMATO),UP));
break;
case TOMATO_RIGHT:
set_entity(new Entity_Tomato(this,x,y,m_spriteset.get_sprite(TOMATO),RIGHT));
break;
case TOMATO_DOWN:
set_entity(new Entity_Tomato(this,x,y,m_spriteset.get_sprite(TOMATO),DOWN));
break;
case TOMATO_LEFT:
set_entity(new Entity_Tomato(this,x,y,m_spriteset.get_sprite(TOMATO),LEFT));
break;
default:
//do nothing
break;
}
}
/*
void Level::set_player(Entity_Player* pl)
{
m_player=pl;
// m_entities_list[m_player->get_id()]=Ntt_pointer(*m_player);
m_entities_list.push_back(Ntt_pointer(*m_player));
m_entities_matrix[pl->get_position_x()][pl->get_position_y()]=m_player->get_id();
}
*/
void Level::set_entity(Entity* ntt)
{
m_entities_list.push_back(Ntt_pointer(*ntt));
m_entities_matrix[ntt->get_position_x()][ntt->get_position_y()]=ntt->get_id();
}
int Level::get_size_x()
{
return k_level_size_x;
}
int Level::get_size_y()
{
return k_level_size_y;
}
std::vector<std::vector<int> >& Level::get_entities_matrix()
{
return m_entities_matrix;
}
Entity_Player& Level::get_player()
{
return *m_player;
}
Sprite& Level::get_sprite(Entity_Type entity_type)
{
return m_spriteset.get_sprite(entity_type);
}
Level::~Level()
{
// for (unsigned int i=0; i<m_entities_list.size(); i++)
// m_entities_list[i].remove();
}
unsigned int Level::get_acquired_keys()
{
return m_acquired_keys;
}
void Level::explode(unsigned int x, unsigned int y, Entity_Type transform_to)
{
// Ntt_pointer& curr_ntt=m_entities_list[m_entities_matrix[x][y]];
Ntt_pointer& curr_ntt=get_entity(x,y);
/*
if(((curr_ntt.is_referenced())&&(curr_ntt->exists()))&&(!curr_ntt->explode()))
{
}
else
{
set_entity(new Entity_Explosion(this,x,y,m_spriteset.get_sprite(EXPLOSION), transform_to));
}
*/
if(curr_ntt.is_referenced())
{
// DEBOUT("Entering Level::explode("<<x<<", "<<y<<")\n");
// DEBOUT("id: "<<m_entities_matrix[x][y]<<"\n");
// DEBOUT("curr_ntt: id="<<curr_ntt->get_id()<<")\n");
if(curr_ntt->exists())
{
bool result=curr_ntt->explode();
// DEBOUT("result of explode="<<result<<"\n");
if(result)
{
set_entity(new Entity_Explosion(this,x,y,m_spriteset.get_sprite(EXPLOSION), transform_to));
}
}
else
{
set_entity(new Entity_Explosion(this,x,y,m_spriteset.get_sprite(EXPLOSION),transform_to));
}
}
else
{
set_entity(new Entity_Explosion(this,x,y,m_spriteset.get_sprite(EXPLOSION), transform_to));
}
}
unsigned int Level::get_min_score()
{
return m_min_score;
}
unsigned int Level::get_max_time()
{
return m_max_time;
}
Sample* Level::get_sample(Sample_Type sample_type)
{
return m_sampleset.get_sample(sample_type);
}
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