191 lines
4.3 KiB
C++
191 lines
4.3 KiB
C++
#include "enemy_engine.h"
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#include <fstream>
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#include <sstream>
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// Constructor
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EnemyEngine::EnemyEngine(SDL_Renderer *renderer, Asset *asset, Player *player, Map *map, std::string file)
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{
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this->renderer = renderer;
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this->asset = asset;
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this->player = player;
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this->map = map;
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load(file);
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}
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// Destructor
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EnemyEngine::~EnemyEngine()
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{
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// Elimina todos los enemigos anteriores
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for (auto enemy : enemies)
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{
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delete enemy;
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}
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enemies.clear();
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delete enemy;
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}
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// Pinta los enemigos en pantalla
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void EnemyEngine::render()
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{
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for (auto enemy : enemies)
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{
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enemy->render();
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}
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enemy->render();
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}
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// Actualiza las variables del objeto
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void EnemyEngine::update()
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{
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for (auto enemy : enemies)
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{
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enemy->update();
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}
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enemy->update();
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}
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// Carga las variables desde un fichero
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bool EnemyEngine::load(std::string file_path)
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{
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// Indicador de éxito en la carga
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bool success = true;
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std::string filename = file_path.substr(file_path.find_last_of("\\/") + 1);
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std::string line;
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std::ifstream file(file_path);
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// El fichero se puede abrir
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if (file.good())
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{
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// Procesa el fichero linea a linea
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printf("Reading file %s\n", filename.c_str());
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while (std::getline(file, line))
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{
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// Si la linea contiene el texto [actor] se realiza el proceso de carga de los actores
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if (line == "[path]")
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{
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enemy_t enemy;
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enemy.asset = asset;
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enemy.renderer = renderer;
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SDL_Point p1, p2;
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do
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{
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std::getline(file, line);
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// Encuentra la posición del caracter '='
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int pos = line.find("=");
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// Procesa las dos subcadenas
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if (!setEnemy(&enemy, &p1, &p2, line.substr(0, pos), line.substr(pos + 1, line.length())))
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{
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printf("Warning: file %s\n, unknown parameter \"%s\"\n", filename.c_str(), line.substr(0, pos).c_str());
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success = false;
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}
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} while (line != "[/path]");
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printf("** enemy path loaded\n\n");
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//enemies.push_back(new EnemyPath(enemy, p1, p2));
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enemy = new EnemyPath(enemy, p1, p2);
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}
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}
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// Cierra el fichero
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printf("Closing file %s\n\n", filename.c_str());
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file.close();
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}
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// El fichero no se puede abrir
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else
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{
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printf("Warning: Unable to open %s file\n", filename.c_str());
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success = false;
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}
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return success;
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}
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// Asigna variables a una estructura enemy_t
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bool EnemyEngine::setEnemy(enemy_t *enemy, SDL_Point *p1, SDL_Point *p2, std::string var, std::string value)
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{
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const int tile_size = 8;
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// Indicador de éxito en la asignación
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bool success = true;
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if (var == "tileset")
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{
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enemy->tileset = value;
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}
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else if (var == "animation")
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{
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enemy->animation = value;
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}
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else if (var == "width")
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{
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enemy->w = std::stof(value);
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}
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else if (var == "height")
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{
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enemy->h = std::stof(value);
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}
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else if (var == "x")
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{
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enemy->x = std::stof(value) * tile_size;
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}
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else if (var == "y")
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{
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enemy->y = std::stof(value) * tile_size;
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}
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else if (var == "vx")
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{
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enemy->vx = std::stof(value);
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}
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else if (var == "vy")
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{
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enemy->vy = std::stof(value);
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}
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else if (var == "x1")
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{
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p1->x = std::stoi(value) * tile_size;
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}
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else if (var == "x2")
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{
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p2->x = std::stoi(value) * tile_size;
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}
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else if (var == "y1")
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{
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p1->y = std::stoi(value) * tile_size;
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}
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else if (var == "y2")
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{
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p2->y = std::stoi(value) * tile_size;
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}
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else if (var == "[/path]")
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{
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}
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else
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{
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success = false;
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}
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return success;
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}
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// Carga el vector de enemigos
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//bool EnemyEngine::setEnemies(std::string file)
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//{
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// // Elimina todos los enemigos anteriores
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// for (auto enemy : enemies)
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// {
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// delete enemy;
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// }
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// enemies.clear();
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//
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// // Carga el vector de enemigos desde un fichero
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// const bool success = load(file);
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//
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// return success;
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//}
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