## Cambios principales ### Nuevo componente: CollisionMap - **collision_map.hpp/cpp**: Nueva clase que encapsula toda la lógica de detección de colisiones - Responsabilidades extraídas de Room: - Determinación de tipos de tile (getTile) - Generación de geometría de colisión (superficies, rampas, conveyor belts) - Queries de colisión para Player y entidades - 14 métodos de detección de colisión - Getters para visualización debug ### Modificaciones en Room - **room.hpp**: - Añadido CollisionMap como miembro (unique_ptr) - Removidos 7 vectores de geometría de colisión - Removidos 13 métodos privados de generación de geometría - Añadido getTile(int index) para soporte de animated tiles - Añadido destructor explícito (necesario para unique_ptr con forward declaration) - **room.cpp**: - Constructor: Inicializa CollisionMap con tile_map, tile_set_width, conveyor_belt_direction - Delegación: Todos los métodos de colisión ahora llaman a collision_map_ - Restaurados métodos de animated tiles (openTheJail, setAnimatedTiles, updateAnimatedTiles, renderAnimatedTiles) - Actualizado openTheJail() para usar enemy_manager_ en lugar de enemies_ - Debug visualization actualizada para usar getters de CollisionMap ### Build system - **CMakeLists.txt**: Añadido collision_map.cpp a las fuentes del proyecto ## Métricas - **Código eliminado de Room**: ~465 líneas de lógica de colisión - **Nuevo CollisionMap**: 487 líneas (collision_map.cpp) - **Reducción neta en room.cpp**: Significativa mejora en cohesión ## Verificación - ✅ Compilación exitosa sin errores - ✅ Juego inicia y carga recursos correctamente - ✅ clang-tidy: Sin warnings en código de usuario - ✅ cppcheck: Sin issues reales (solo false positive en utils.hpp) ## Próximos pasos - Fase 3: Extracción del sistema de renderizado de tilemap - Fase 4: Extracción del parseo de archivos - Fase 5: Limpieza final y reducción de Room a coordinador ligero 🤖 Generated with [Claude Code](https://claude.com/claude-code) Co-Authored-By: Claude <noreply@anthropic.com>
701 lines
24 KiB
C++
701 lines
24 KiB
C++
#include "game/gameplay/room.hpp"
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#include <algorithm> // Para std::ranges::any_of
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#include <exception> // Para exception
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#include <fstream> // Para basic_ostream, operator<<, basic_istream
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#include <iostream> // Para cout, cerr
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#include <sstream> // Para basic_stringstream
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#include <utility>
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#include "core/audio/audio.hpp" // Para Audio
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#include "core/rendering/screen.hpp" // Para Screen
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#include "core/rendering/surface.hpp" // Para Surface
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#include "core/rendering/surface_sprite.hpp" // Para SSprite
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#include "core/resources/resource_cache.hpp" // Para Resource
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#include "core/resources/resource_helper.hpp" // Para ResourceHelper
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#include "core/system/debug.hpp" // Para Debug
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#include "game/gameplay/collision_map.hpp" // Para CollisionMap
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#include "game/gameplay/enemy_manager.hpp" // Para EnemyManager
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#include "game/gameplay/item_manager.hpp" // Para ItemManager
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#include "game/gameplay/item_tracker.hpp" // Para ItemTracker
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#include "game/gameplay/scoreboard.hpp" // Para Scoreboard::Data
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#include "game/options.hpp" // Para Options, OptionsStats, options
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#include "utils/defines.hpp" // Para BLOCK, PLAY_AREA_HEIGHT, PLAY_AREA_WIDTH
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#include "utils/utils.hpp" // Para LineHorizontal, LineDiagonal, LineVertical
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// Constructor
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Room::Room(const std::string& room_path, std::shared_ptr<Scoreboard::Data> data)
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: data_(std::move(std::move(data))) {
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auto room = Resource::Cache::get()->getRoom(room_path);
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// Crea los managers de enemigos e items
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enemy_manager_ = std::make_unique<EnemyManager>();
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item_manager_ = std::make_unique<ItemManager>(room->name, data_);
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initializeRoom(*room);
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// Crea el mapa de colisiones (necesita tile_map_, tile_set_width_, conveyor_belt_direction_)
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collision_map_ = std::make_unique<CollisionMap>(tile_map_, tile_set_width_, conveyor_belt_direction_);
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openTheJail(); // Abre la Jail si se da el caso
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setAnimatedTiles(); // Busca los tiles animados
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map_surface_ = std::make_shared<Surface>(PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT); // Crea la textura para el mapa de tiles de la habitación
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fillMapTexture(); // Pinta el mapa de la habitación en la textura
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Screen::get()->setBorderColor(stringToColor(border_color_)); // Establece el color del borde
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}
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// Destructor
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Room::~Room() = default;
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void Room::initializeRoom(const Data& room) {
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// Asignar valores a las variables miembro
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number_ = room.number;
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name_ = room.name;
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bg_color_ = room.bg_color;
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border_color_ = room.border_color;
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item_color1_ = room.item_color1.empty() ? "yellow" : room.item_color1;
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item_color2_ = room.item_color2.empty() ? "magenta" : room.item_color2;
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upper_room_ = room.upper_room;
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lower_room_ = room.lower_room;
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left_room_ = room.left_room;
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right_room_ = room.right_room;
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tile_set_file_ = room.tile_set_file;
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tile_map_file_ = room.tile_map_file;
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conveyor_belt_direction_ = room.conveyor_belt_direction;
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tile_map_ = Resource::Cache::get()->getTileMap(room.tile_map_file);
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surface_ = Resource::Cache::get()->getSurface(room.tile_set_file);
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tile_set_width_ = surface_->getWidth() / TILE_SIZE;
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is_paused_ = false;
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time_accumulator_ = 0.0F;
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// Crear los enemigos usando el manager
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for (const auto& enemy_data : room.enemies) {
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enemy_manager_->addEnemy(std::make_shared<Enemy>(enemy_data));
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}
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// Crear los items usando el manager
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for (const auto& item : room.items) {
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const SDL_FPoint ITEM_POS = {item.x, item.y};
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if (!ItemTracker::get()->hasBeenPicked(room.name, ITEM_POS)) {
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// Crear una copia local de los datos del item
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Item::Data item_copy = item;
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item_copy.color1 = stringToColor(item_color1_);
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item_copy.color2 = stringToColor(item_color2_);
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// Crear el objeto Item usando la copia modificada
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item_manager_->addItem(std::make_shared<Item>(item_copy));
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}
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}
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}
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// Abre la jail para poder entrar
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void Room::openTheJail() {
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if (data_->jail_is_open && name_ == "THE JAIL") {
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// Elimina el último enemigo (Bry debe ser el último enemigo definido en el fichero)
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if (!enemy_manager_->isEmpty()) {
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enemy_manager_->removeLastEnemy();
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}
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// Abre las puertas
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constexpr int TILE_A = 16 + (13 * 32);
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constexpr int TILE_B = 16 + (14 * 32);
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if (TILE_A < tile_map_.size()) {
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tile_map_[TILE_A] = -1;
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}
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if (TILE_B < tile_map_.size()) {
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tile_map_[TILE_B] = -1;
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}
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}
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}
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// Crea la textura con el mapeado de la habitación
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void Room::fillMapTexture() {
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const Uint8 COLOR = stringToColor(bg_color_);
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auto previuos_renderer = Screen::get()->getRendererSurface();
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Screen::get()->setRendererSurface(map_surface_);
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map_surface_->clear(COLOR);
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// Los tileSetFiles son de 20x20 tiles. El primer tile es el 0. Cuentan hacia la derecha y hacia abajo
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SDL_FRect clip = {0, 0, TILE_SIZE, TILE_SIZE};
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for (int y = 0; y < MAP_HEIGHT; ++y) {
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for (int x = 0; x < MAP_WIDTH; ++x) {
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// Tiled pone los tiles vacios del mapa como cero y empieza a contar de 1 a n.
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// Al cargar el mapa en memoria, se resta uno, por tanto los tiles vacios son -1
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// Tampoco hay que dibujar los tiles animados que estan en la fila 19 (indices)
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const int INDEX = (y * MAP_WIDTH) + x;
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const bool A = (tile_map_[INDEX] >= 18 * tile_set_width_) && (tile_map_[INDEX] < 19 * tile_set_width_);
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const bool B = tile_map_[INDEX] > -1;
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if (B && !A) {
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clip.x = (tile_map_[INDEX] % tile_set_width_) * TILE_SIZE;
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clip.y = (tile_map_[INDEX] / tile_set_width_) * TILE_SIZE;
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surface_->render(x * TILE_SIZE, y * TILE_SIZE, &clip);
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}
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}
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}
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#ifdef _DEBUG
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if (Debug::get()->getEnabled()) {
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auto surface = Screen::get()->getRendererSurface();
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// BottomSurfaces
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{
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for (auto l : collision_map_->getBottomFloors()) {
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surface->drawLine(l.x1, l.y, l.x2, l.y, static_cast<Uint8>(PaletteColor::BLUE));
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}
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}
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// TopSurfaces
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{
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for (auto l : collision_map_->getTopFloors()) {
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surface->drawLine(l.x1, l.y, l.x2, l.y, static_cast<Uint8>(PaletteColor::RED));
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}
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}
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// LeftSurfaces
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{
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for (auto l : collision_map_->getLeftWalls()) {
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surface->drawLine(l.x, l.y1, l.x, l.y2, static_cast<Uint8>(PaletteColor::GREEN));
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}
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}
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// RightSurfaces
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{
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for (auto l : collision_map_->getRightWalls()) {
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surface->drawLine(l.x, l.y1, l.x, l.y2, static_cast<Uint8>(PaletteColor::MAGENTA));
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}
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}
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// LeftSlopes
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{
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for (auto l : collision_map_->getLeftSlopes()) {
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surface->drawLine(l.x1, l.y1, l.x2, l.y2, static_cast<Uint8>(PaletteColor::CYAN));
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}
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}
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// RightSlopes
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{
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for (auto l : collision_map_->getRightSlopes()) {
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surface->drawLine(l.x1, l.y1, l.x2, l.y2, static_cast<Uint8>(PaletteColor::YELLOW));
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}
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}
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// AutoSurfaces
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{
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for (auto l : collision_map_->getConveyorBeltFloors()) {
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surface->drawLine(l.x1, l.y, l.x2, l.y, static_cast<Uint8>(PaletteColor::WHITE));
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}
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}
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}
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#endif // _DEBUG
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Screen::get()->setRendererSurface(previuos_renderer);
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}
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// Dibuja el mapa en pantalla
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void Room::renderMap() {
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// Dibuja la textura con el mapa en pantalla
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SDL_FRect dest = {0, 0, PLAY_AREA_WIDTH, PLAY_AREA_HEIGHT};
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map_surface_->render(nullptr, &dest);
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// Dibuja los tiles animados
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#ifdef _DEBUG
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if (!Debug::get()->getEnabled()) {
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renderAnimatedTiles();
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}
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#else
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renderAnimatedTiles();
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#endif
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}
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// Dibuja los enemigos en pantalla
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void Room::renderEnemies() {
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enemy_manager_->render();
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}
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// Dibuja los objetos en pantalla
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void Room::renderItems() {
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item_manager_->render();
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}
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// Actualiza las variables y objetos de la habitación
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void Room::update(float delta_time) {
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if (is_paused_) {
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// Si está en modo pausa no se actualiza nada
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return;
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}
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// Actualiza el acumulador de tiempo
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time_accumulator_ += delta_time;
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// Actualiza los tiles animados
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updateAnimatedTiles();
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// Actualiza los enemigos usando el manager
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enemy_manager_->update(delta_time);
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// Actualiza los items usando el manager
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item_manager_->update(delta_time);
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}
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// Pone el mapa en modo pausa
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void Room::setPaused(bool value) {
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is_paused_ = value;
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item_manager_->setPaused(value);
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}
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// Localiza todos los tiles animados de la habitación
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void Room::setAnimatedTiles() {
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// Recorre la habitación entera por filas buscando tiles de tipo t_animated
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for (int i = 0; i < (int)tile_map_.size(); ++i) {
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if (getTile(i) == Tile::ANIMATED) {
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// La i es la ubicación
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const int X = (i % MAP_WIDTH) * TILE_SIZE;
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const int Y = (i / MAP_WIDTH) * TILE_SIZE;
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// TileMap[i] es el tile a poner
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const int XC = (tile_map_[i] % tile_set_width_) * TILE_SIZE;
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const int YC = (tile_map_[i] / tile_set_width_) * TILE_SIZE;
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AnimatedTile at;
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at.sprite = std::make_shared<SurfaceSprite>(surface_, X, Y, 8, 8);
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at.sprite->setClip(XC, YC, 8, 8);
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at.x_orig = XC;
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animated_tiles_.push_back(at);
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}
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}
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}
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// Actualiza los tiles animados
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void Room::updateAnimatedTiles() {
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const int NUM_FRAMES = 4;
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// Calcular frame actual basado en tiempo
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const int CURRENT_FRAME = static_cast<int>(time_accumulator_ / CONVEYOR_FRAME_DURATION) % NUM_FRAMES;
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// Calcular offset basado en dirección
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int offset = 0;
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if (conveyor_belt_direction_ == -1) {
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offset = CURRENT_FRAME * TILE_SIZE;
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} else {
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offset = (NUM_FRAMES - 1 - CURRENT_FRAME) * TILE_SIZE;
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}
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for (auto& a : animated_tiles_) {
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SDL_FRect rect = a.sprite->getClip();
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rect.x = a.x_orig + offset;
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a.sprite->setClip(rect);
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}
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}
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// Pinta los tiles animados en pantalla
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void Room::renderAnimatedTiles() {
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for (const auto& a : animated_tiles_) {
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a.sprite->render();
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}
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}
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// Devuelve la cadena del fichero de la habitación contigua segun el borde
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auto Room::getRoom(Border border) -> std::string {
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switch (border) {
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case Border::TOP:
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return upper_room_;
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break;
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case Border::BOTTOM:
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return lower_room_;
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break;
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case Border::RIGHT:
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return right_room_;
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break;
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case Border::LEFT:
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return left_room_;
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break;
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default:
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break;
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}
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return "";
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}
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// Devuelve el tipo de tile que hay en ese pixel
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auto Room::getTile(SDL_FPoint point) -> Tile {
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// Delega a CollisionMap y convierte el resultado
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const auto collision_tile = collision_map_->getTile(point);
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return static_cast<Tile>(collision_tile);
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}
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// Devuelve el tipo de tile en un índice del tilemap
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auto Room::getTile(int index) -> Tile {
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// Delega a CollisionMap y convierte el resultado
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const auto collision_tile = collision_map_->getTile(index);
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return static_cast<Tile>(collision_tile);
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}
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// Indica si hay colision con un enemigo a partir de un rectangulo
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auto Room::enemyCollision(SDL_FRect& rect) -> bool {
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return enemy_manager_->checkCollision(rect);
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}
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// Indica si hay colision con un objeto a partir de un rectangulo
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auto Room::itemCollision(SDL_FRect& rect) -> bool {
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return item_manager_->checkCollision(rect);
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}
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// Obten la coordenada de la cuesta a partir de un punto perteneciente a ese tile
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auto Room::getSlopeHeight(SDL_FPoint p, Tile slope) -> int {
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// Delega a CollisionMap (método estático)
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const auto collision_tile = static_cast<CollisionMap::Tile>(slope);
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return CollisionMap::getSlopeHeight(p, collision_tile);
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}
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// === Métodos de colisión (delegados a CollisionMap) ===
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// Comprueba las colisiones con paredes derechas
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auto Room::checkRightSurfaces(SDL_FRect& rect) -> int {
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return collision_map_->checkRightSurfaces(rect);
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}
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// Comprueba las colisiones con paredes izquierdas
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auto Room::checkLeftSurfaces(SDL_FRect& rect) -> int {
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return collision_map_->checkLeftSurfaces(rect);
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}
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// Comprueba las colisiones con techos
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auto Room::checkTopSurfaces(SDL_FRect& rect) -> int {
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return collision_map_->checkTopSurfaces(rect);
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}
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// Comprueba las colisiones punto con techos
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auto Room::checkTopSurfaces(SDL_FPoint& p) -> bool {
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return collision_map_->checkTopSurfaces(p);
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}
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// Comprueba las colisiones con suelos
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auto Room::checkBottomSurfaces(SDL_FRect& rect) -> int {
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return collision_map_->checkBottomSurfaces(rect);
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}
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// Comprueba las colisiones con conveyor belts
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auto Room::checkAutoSurfaces(SDL_FRect& rect) -> int {
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return collision_map_->checkAutoSurfaces(rect);
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}
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// Comprueba las colisiones punto con conveyor belts
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auto Room::checkConveyorBelts(SDL_FPoint& p) -> bool {
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return collision_map_->checkConveyorBelts(p);
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}
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// Comprueba las colisiones línea con rampas izquierdas
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auto Room::checkLeftSlopes(const LineVertical& line) -> int {
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return collision_map_->checkLeftSlopes(line);
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}
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// Comprueba las colisiones punto con rampas izquierdas
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auto Room::checkLeftSlopes(SDL_FPoint& p) -> bool {
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return collision_map_->checkLeftSlopes(p);
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}
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// Comprueba las colisiones línea con rampas derechas
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auto Room::checkRightSlopes(const LineVertical& line) -> int {
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return collision_map_->checkRightSlopes(line);
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}
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// Comprueba las colisiones punto con rampas derechas
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auto Room::checkRightSlopes(SDL_FPoint& p) -> bool {
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return collision_map_->checkRightSlopes(p);
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}
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// Asigna variables a una estructura RoomData
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auto Room::setRoom(Data& room, const std::string& key, const std::string& value) -> bool {
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// Indicador de éxito en la asignación
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bool success = true;
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try {
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if (key == "tileMapFile") {
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room.tile_map_file = value;
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} else if (key == "name") {
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room.name = value;
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} else if (key == "bgColor") {
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room.bg_color = value;
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} else if (key == "border") {
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room.border_color = value;
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} else if (key == "itemColor1") {
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room.item_color1 = value;
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} else if (key == "itemColor2") {
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room.item_color2 = value;
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} else if (key == "tileSetFile") {
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room.tile_set_file = value;
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} else if (key == "roomUp") {
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room.upper_room = value;
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} else if (key == "roomDown") {
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room.lower_room = value;
|
|
} else if (key == "roomLeft") {
|
|
room.left_room = value;
|
|
} else if (key == "roomRight") {
|
|
room.right_room = value;
|
|
} else if (key == "autoSurface") {
|
|
room.conveyor_belt_direction = (value == "right") ? 1 : -1;
|
|
} else if (key.empty() || key.substr(0, 1) == "#") {
|
|
// No se realiza ninguna acción para estas claves
|
|
} else {
|
|
success = false;
|
|
}
|
|
} catch (const std::exception& e) {
|
|
std::cerr << "Error al asignar la clave " << key << " con valor " << value << ": " << e.what() << '\n';
|
|
success = false;
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
// Asigna variables a una estructura EnemyData
|
|
auto Room::setEnemy(Enemy::Data& enemy, const std::string& key, const std::string& value) -> bool {
|
|
// Indicador de éxito en la asignación
|
|
bool success = true;
|
|
|
|
try {
|
|
if (key == "animation") {
|
|
enemy.animation_path = value;
|
|
} else if (key == "x") {
|
|
enemy.x = std::stof(value) * TILE_SIZE;
|
|
} else if (key == "y") {
|
|
enemy.y = std::stof(value) * TILE_SIZE;
|
|
} else if (key == "vx") {
|
|
enemy.vx = std::stof(value);
|
|
} else if (key == "vy") {
|
|
enemy.vy = std::stof(value);
|
|
} else if (key == "x1") {
|
|
enemy.x1 = std::stoi(value) * TILE_SIZE;
|
|
} else if (key == "x2") {
|
|
enemy.x2 = std::stoi(value) * TILE_SIZE;
|
|
} else if (key == "y1") {
|
|
enemy.y1 = std::stoi(value) * TILE_SIZE;
|
|
} else if (key == "y2") {
|
|
enemy.y2 = std::stoi(value) * TILE_SIZE;
|
|
} else if (key == "flip") {
|
|
enemy.flip = stringToBool(value);
|
|
} else if (key == "mirror") {
|
|
enemy.mirror = stringToBool(value);
|
|
} else if (key == "color") {
|
|
enemy.color = value;
|
|
} else if (key == "frame") {
|
|
enemy.frame = std::stoi(value);
|
|
} else if (key == "[/enemy]" || key == "tileSetFile" || key.substr(0, 1) == "#") {
|
|
// No se realiza ninguna acción para estas claves
|
|
} else {
|
|
success = false;
|
|
}
|
|
} catch (const std::exception& e) {
|
|
std::cerr << "Error al asignar la clave " << key << " con valor " << value << ": " << e.what() << '\n';
|
|
success = false;
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
// Asigna variables a una estructura ItemData
|
|
auto Room::setItem(Item::Data& item, const std::string& key, const std::string& value) -> bool {
|
|
// Indicador de éxito en la asignación
|
|
bool success = true;
|
|
|
|
try {
|
|
if (key == "tileSetFile") {
|
|
item.tile_set_file = value;
|
|
} else if (key == "counter") {
|
|
item.counter = std::stoi(value);
|
|
} else if (key == "x") {
|
|
item.x = std::stof(value) * TILE_SIZE;
|
|
} else if (key == "y") {
|
|
item.y = std::stof(value) * TILE_SIZE;
|
|
} else if (key == "tile") {
|
|
item.tile = std::stof(value);
|
|
} else if (key == "[/item]") {
|
|
// No se realiza ninguna acción para esta clave
|
|
} else {
|
|
success = false;
|
|
}
|
|
} catch (const std::exception& e) {
|
|
std::cerr << "Error al asignar la clave " << key << " con valor " << value << ": " << e.what() << '\n';
|
|
success = false;
|
|
}
|
|
|
|
return success;
|
|
}
|
|
|
|
// Carga las variables y texturas desde un fichero de mapa de tiles
|
|
auto Room::loadRoomTileFile(const std::string& file_path, bool verbose) -> std::vector<int> {
|
|
std::vector<int> tile_map_file;
|
|
const std::string FILENAME = file_path.substr(file_path.find_last_of("\\/") + 1);
|
|
|
|
// Load file using ResourceHelper (supports both filesystem and pack)
|
|
auto file_data = Resource::Helper::loadFile(file_path);
|
|
|
|
if (!file_data.empty()) {
|
|
// Convert bytes to string and parse
|
|
std::string content(file_data.begin(), file_data.end());
|
|
std::istringstream stream(content);
|
|
std::string line;
|
|
|
|
// Procesa el fichero linea a linea
|
|
while (std::getline(stream, line)) { // Lee el fichero linea a linea
|
|
if (line.find("data encoding") != std::string::npos) {
|
|
// Lee la primera linea
|
|
std::getline(stream, line);
|
|
// Trim line to handle Windows line endings
|
|
line.erase(0, line.find_first_not_of(" \t\r\n"));
|
|
line.erase(line.find_last_not_of(" \t\r\n") + 1);
|
|
while (line != "</data>") { // Procesa lineas mientras haya
|
|
std::stringstream ss(line);
|
|
std::string tmp;
|
|
while (getline(ss, tmp, ',')) {
|
|
// Trim whitespace (including \r, \n, spaces, tabs)
|
|
tmp.erase(0, tmp.find_first_not_of(" \t\r\n"));
|
|
tmp.erase(tmp.find_last_not_of(" \t\r\n") + 1);
|
|
|
|
// Skip empty strings (from trailing commas)
|
|
if (!tmp.empty()) {
|
|
tile_map_file.push_back(std::stoi(tmp) - 1);
|
|
}
|
|
}
|
|
|
|
// Lee la siguiente linea
|
|
std::getline(stream, line);
|
|
// Trim line to handle Windows line endings
|
|
line.erase(0, line.find_first_not_of(" \t\r\n"));
|
|
line.erase(line.find_last_not_of(" \t\r\n") + 1);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (verbose) {
|
|
std::cout << "TileMap loaded: " << FILENAME.c_str() << '\n';
|
|
}
|
|
} else { // El fichero no se puede abrir
|
|
if (verbose) {
|
|
std::cout << "Warning: Unable to open " << FILENAME.c_str() << " file" << '\n';
|
|
}
|
|
}
|
|
|
|
return tile_map_file;
|
|
}
|
|
|
|
// Carga las variables desde un fichero de mapa
|
|
auto Room::loadRoomFile(const std::string& file_path, bool verbose) -> Data {
|
|
Data room;
|
|
room.item_color1 = "yellow";
|
|
room.item_color2 = "magenta";
|
|
room.conveyor_belt_direction = 1;
|
|
|
|
const std::string FILE_NAME = file_path.substr(file_path.find_last_of("\\/") + 1);
|
|
room.number = FILE_NAME.substr(0, FILE_NAME.find_last_of('.'));
|
|
|
|
// Load file using ResourceHelper (supports both filesystem and pack)
|
|
auto file_data = Resource::Helper::loadFile(file_path);
|
|
|
|
if (!file_data.empty()) {
|
|
// Convert bytes to string and parse
|
|
std::string content(file_data.begin(), file_data.end());
|
|
std::istringstream stream(content);
|
|
std::string line;
|
|
|
|
// Procesa el fichero linea a linea
|
|
while (std::getline(stream, line)) {
|
|
// Remove Windows line ending if present
|
|
if (!line.empty() && line.back() == '\r') {
|
|
line.pop_back();
|
|
}
|
|
// Si la linea contiene el texto [enemy] se realiza el proceso de carga de un enemigo
|
|
if (line == "[enemy]") {
|
|
room.enemies.push_back(loadEnemyFromFile(stream, FILE_NAME, verbose));
|
|
}
|
|
// Si la linea contiene el texto [item] se realiza el proceso de carga de un item
|
|
else if (line == "[item]") {
|
|
room.items.push_back(loadItemFromFile(stream, FILE_NAME, verbose));
|
|
}
|
|
// En caso contrario se parsea el fichero para buscar las variables y los valores
|
|
else {
|
|
auto [key, value] = parseKeyValue(line);
|
|
if (!setRoom(room, key, value)) {
|
|
logUnknownParameter(FILE_NAME, key, verbose);
|
|
}
|
|
}
|
|
}
|
|
|
|
if (verbose) {
|
|
std::cout << "Room loaded: " << FILE_NAME.c_str() << '\n';
|
|
}
|
|
} else { // El fichero no se puede abrir
|
|
std::cout << "Warning: Unable to open " << FILE_NAME.c_str() << " file" << '\n';
|
|
}
|
|
|
|
return room;
|
|
}
|
|
|
|
// Parsea una línea en key y value separados por '='
|
|
auto Room::parseKeyValue(const std::string& line) -> std::pair<std::string, std::string> {
|
|
int pos = line.find('=');
|
|
std::string key = line.substr(0, pos);
|
|
std::string value = line.substr(pos + 1, line.length());
|
|
return {key, value};
|
|
}
|
|
|
|
// Muestra un warning de parámetro desconocido
|
|
void Room::logUnknownParameter(const std::string& file_name, const std::string& key, bool verbose) {
|
|
if (verbose) {
|
|
std::cout << "Warning: file " << file_name.c_str() << "\n, unknown parameter \"" << key.c_str() << "\"" << '\n';
|
|
}
|
|
}
|
|
|
|
// Carga un bloque [enemy]...[/enemy] desde un archivo
|
|
auto Room::loadEnemyFromFile(std::istream& file, const std::string& file_name, bool verbose) -> Enemy::Data {
|
|
Enemy::Data enemy;
|
|
enemy.flip = false;
|
|
enemy.mirror = false;
|
|
enemy.frame = -1;
|
|
|
|
std::string line;
|
|
do {
|
|
std::getline(file, line);
|
|
// Remove Windows line ending if present
|
|
if (!line.empty() && line.back() == '\r') {
|
|
line.pop_back();
|
|
}
|
|
auto [key, value] = parseKeyValue(line);
|
|
|
|
if (!setEnemy(enemy, key, value)) {
|
|
logUnknownParameter(file_name, key, verbose);
|
|
}
|
|
} while (line != "[/enemy]");
|
|
|
|
return enemy;
|
|
}
|
|
|
|
// Carga un bloque [item]...[/item] desde un archivo
|
|
auto Room::loadItemFromFile(std::istream& file, const std::string& file_name, bool verbose) -> Item::Data {
|
|
Item::Data item;
|
|
item.counter = 0;
|
|
item.color1 = stringToColor("yellow");
|
|
item.color2 = stringToColor("magenta");
|
|
|
|
std::string line;
|
|
do {
|
|
std::getline(file, line);
|
|
// Remove Windows line ending if present
|
|
if (!line.empty() && line.back() == '\r') {
|
|
line.pop_back();
|
|
}
|
|
auto [key, value] = parseKeyValue(line);
|
|
|
|
if (!setItem(item, key, value)) {
|
|
logUnknownParameter(file_name, key, verbose);
|
|
}
|
|
} while (line != "[/item]");
|
|
|
|
return item;
|
|
} |