Unuk/src/libUnuk/Map/Map.cpp

252 lines
6.9 KiB
C++

#include "Map.h"
#include "../Engine/NPC.h"
Map::Map(void) {
}
Map::~Map(void) {
}
void Map::Load(const string filename) {
Unload();
_currentMap = filename;
string fullMapPath = "../Data/Media/Maps/" + filename;
TiXmlDocument mapFile(fullMapPath.c_str());
assert(mapFile.LoadFile() == true);
// Getting dirty with some XML. This seems like a nicer
// approach to loading maps, rather than parsing tet files.
TiXmlElement* rootElem = NULL;
TiXmlElement* lineElem = NULL;
TiXmlElement* tileElem = NULL;
TiXmlElement* dataElem = NULL;
x = -1;
y = -1;
// <map> - Let's start parsing the map.
rootElem = mapFile.FirstChildElement("map");
assert(rootElem != NULL);
if(rootElem) {
// <line> - We want to tile one line at a time. line represents
// the row we are tiling.
lineElem = rootElem->FirstChildElement("line");
assert(lineElem != NULL);
while(lineElem) {
y++;
x = -1;
// <tile> - Then we will select the tile. and increment x to keep tiling that row.
tileElem = lineElem->FirstChildElement("tile");
assert(tileElem != NULL);
while(tileElem) {
x++;
_tile[x][y].SetTileXY(x * TILE_WIDTH, y * TILE_HEIGHT);
// <tileTexture> - Apply a teture to the tile.
dataElem = tileElem->FirstChildElement("tileTexture");
assert(dataElem != NULL);
stringstream tilePath;
tilePath << "../Data/Media/Images/Tiles/" << dataElem->GetText() << ".png";
_tile[x][y].SetTileTexture(_tileTextures.Add(tilePath.str()));
// <tileTexture> - Finished applying the texture, move to the next sibling.
// <solidTile> - Check to see if the tile is solid or not.
dataElem = dataElem->NextSiblingElement("solidTile");
assert(dataElem != NULL);
string tileSolidity = dataElem->GetText();
assert(tileSolidity == "false" || tileSolidity == "true");
if(tileSolidity == "false")
_tile[x][y].SetTileSolidity(false);
else
_tile[x][y].SetTileSolidity(true);
// </solidTile>
// <entityTexture>
dataElem = dataElem->NextSiblingElement("entityTexture");
assert(dataElem != NULL);
string entityName = dataElem->GetText();
if(entityName != "null") {
stringstream entityPath;
entityPath << "../Data/Media/Images/Entities/" << entityName << ".png";
_tile[x][y].SetEntityTexture(_entityTextures.AddAlpha(entityPath.str()));
_tile[x][y].SetEntityXY(_tile[x][y].GetTileX() + TILE_WIDTH / 2 - _tile[x][y].GetEntityWidth() / 2,
_tile[x][y].GetTileY() + TILE_HEIGHT / 2 - _tile[x][y].GetEntityHeight() / 2);
}
// </entityTexture>
// <SolidEntity>
dataElem = dataElem->NextSiblingElement("solidEntity");
assert(dataElem != NULL);
string entitySolidity = dataElem->GetText();
assert(entitySolidity == "false" || entitySolidity == "true");
if(entitySolidity == "false")
_tile[x][y].SetEntitySolidity(false);
else
_tile[x][y].SetEntitySolidity(true);
// </solidEntity>
// <zlevel>
dataElem = dataElem->NextSiblingElement("zLevel");
assert(dataElem != NULL);
_tile[x][y].SetZLevel(atoi(dataElem->GetText()));
// </zlevel>
// <mapTransition>
dataElem = dataElem->NextSiblingElement("mapTransition");
assert(dataElem != NULL);
_tile[x][y].SetMapTransitionName(dataElem->GetText());
// </mapTransition>
// <mapTransX>
dataElem = dataElem->NextSiblingElement("mapTransX");
assert(dataElem != NULL);
// int mapTransX = atoi(dataElem->GetText()); // not referenced
// </mapTransX>
// <mapTransY>
dataElem = dataElem->NextSiblingElement("mapTransY");
assert(dataElem != NULL);
// int mapTransY = atoi(dataElem->GetText()); // not referenced
// </mapTransY>
tileElem = tileElem->NextSiblingElement("tile");
}
//</tile>
lineElem = lineElem->NextSiblingElement("line");
}
// </line>
}
// </map>
levelWidth = x * TILE_WIDTH;
levelHeight = y * TILE_HEIGHT;
//character->Load(filename);
NPC* npc = new NPC(this);
npc->SetXY(300, 300);
npc->LoadSprites("../Data/Media/Images/Characters/template.png", 40,45);
_world.AddNPC(npc);
npc = new NPC(this);
npc->SetXY(150, 350);
npc->LoadSprites("../Data/Media/Images/Characters/template.png", 40,45);
_world.AddNPC(npc);
npc = new NPC(this);
npc->SetXY(100, 250);
npc->LoadSprites("../Data/Media/Images/Characters/template.png", 40,45);
_world.AddNPC(npc);
}
void Map::Update(void) {
_world.Update();
// Update the map so we can render when camera moves.
}
void Map::Render(void) {
int xOrig = (camera.x / TILE_WIDTH) - 1;
int yOrig = (camera.y / TILE_HEIGHT) - 1;
if (xOrig < 0) xOrig = 0;
if (yOrig < 0) yOrig = 0;
int xEnd = xOrig + (SCREEN_WIDTH / TILE_WIDTH) + 3;
int yEnd = yOrig + (SCREEN_HEIGHT / TILE_HEIGHT) + 3;
/* the fuck is this Allanis? --konom
if(xEnd < x)
xEnd++;
else
xEnd = x;
if(yEnd < y)
yEnd++;
else
yEnd = y;
*/
if (xEnd > x) xEnd = x;
if (yEnd > y) yEnd = y;
if (xEnd < 0) xEnd = 0;
if (yEnd < 0) yEnd = 0;
if (xOrig > xEnd) xOrig = xEnd - 1;
if (yOrig > yEnd) yOrig = yEnd - 1;
for(int i = xOrig; i < xEnd; i++) {
for(int j = yOrig; j < yEnd; j++) {
_tile[i][j].Render();
}
}
_world.Render();
}
void Map::Unload(void) {
_tileTextures.Unload();
_entityTextures.Unload();
}
string Map::GetCurrentMap(void) {
return _currentMap;
}
bool Map::GetTileSolidity(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetTileSolidity();
}
int Map::GetTileX(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetTileX();
}
int Map::GetTileY(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetTileY();
}
bool Map::GetEntitySolidity(int xArg, int yArg) {
if(xArg > x || yArg > y || yArg < 0 || yArg < 0) {
return false;
}
return _tile[xArg + 1][yArg + 1].GetEntitySolitity();
}
int Map::GetEntityX(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetEntityX();
}
int Map::GetEntityY(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetEntityY();
}
int Map::GetEntityWidth(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetEntityWidth();
}
int Map::GetEntityHeight(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetEntityHeight();
}
int Map::GetTileZLevel(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetZLevel();
}
string Map::GetMapTransitionName(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetMapTransitionName();
}
int Map::GetMapTransitionX(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetMapTransitionX();
}
int Map::GetMapTransitionY(int xArg, int yArg) {
return _tile[xArg + 1][yArg + 1].GetMapTransitionY();
}