forked from jaildesigner-jailgames/jaildoctors_dilemma
227 lines
5.3 KiB
C++
227 lines
5.3 KiB
C++
#include "room.h"
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#include <iostream>
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#include <fstream>
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#include <sstream>
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// Constructor
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Room::Room(std::string _file_path, SDL_Renderer *_renderer, Asset *_asset)
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{
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texture = new LTexture();
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asset = _asset;
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renderer = _renderer;
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load(_file_path);
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loadTextureFromFile(texture, asset->get(tileset), renderer);
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// Crea la textura para el mapa de tiles de la habitación
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map_texture = SDL_CreateTexture(renderer, SDL_PIXELFORMAT_RGBA8888, SDL_TEXTUREACCESS_TARGET, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT);
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if (map_texture == NULL)
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printf("Error: map_texture could not be created!\nSDL Error: %s\n", SDL_GetError());
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// Pinta el mapa de la habitación en la textura
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fillMapTexture();
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}
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// Destructor
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Room::~Room()
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{
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texture->unload();
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delete texture;
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texture = nullptr;
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SDL_DestroyTexture(map_texture);
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map_texture = nullptr;
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}
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// Carga una habitación desde un fichero
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bool Room::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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// Carga los datos
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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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int pos = line.find("=");
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if (!setVars(line.substr(0, pos), line.substr(pos + 1, line.length())))
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{
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printf("Warning: file %s, 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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}
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// Cierra el fichero
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printf("Closing file %s\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 partir de dos cadenas
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bool Room::setVars(std::string _var, std::string _value)
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{
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// Indicador de éxito en la asignación
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bool success = true;
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if (_var == "id")
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{
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id = _value;
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}
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else if (_var == "name")
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{
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name = _value;
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}
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else if (_var == "bg_color")
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{
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bg_color = _value;
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}
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else if (_var == "tileset")
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{
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tileset = _value;
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}
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else if (_var == "room_up")
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{
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room_up = _value;
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}
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else if (_var == "room_down")
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{
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room_down = _value;
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}
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else if (_var == "room_left")
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{
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room_left = _value;
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}
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else if (_var == "room_right")
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{
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room_right = _value;
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}
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else if (_var == "tilemap")
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{
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std::stringstream ss(_value);
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std::string tmp;
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while (getline(ss, tmp, ','))
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{
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// printf("text - %s\n",tmp.c_str());
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tilemap.push_back(std::stoi(tmp));
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// printf("int - %i\n",std::stoi(tmp));
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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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// Devuelve el nombre de la habitación
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std::string Room::getName()
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{
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return name;
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}
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// Devuelve el color de la habitación
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color_t Room::getBGColor()
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{
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color_t color = {0x00, 0x00, 0x00};
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if (bg_color == "white")
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{
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color = {0xFF, 0xFF, 0xFF};
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}
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else if (bg_color == "red")
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{
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color = {0xFF, 0x00, 0x00};
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}
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else if (bg_color == "green")
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{
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color = {0x00, 0xFF, 0x00};
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}
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else if (bg_color == "blue")
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{
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color = {0x00, 0x00, 0xFF};
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}
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else if (bg_color == "yellow")
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{
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color = {0xFF, 0xFF, 0x00};
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}
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else if (bg_color == "cyan")
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{
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color = {0x00, 0xFF, 0xFF};
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}
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else if (bg_color == "purple")
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{
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color = {0xFF, 0x00, 0xFF};
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}
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return color;
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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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{
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SDL_SetRenderTarget(renderer, map_texture);
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SDL_SetTextureBlendMode(map_texture, SDL_BLENDMODE_BLEND);
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SDL_SetRenderDrawColor(renderer, 0x00, 0x00, 0x00, 0x00);
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SDL_RenderClear(renderer);
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// Los tilesets son de 20x20 tiles. El primer tile es el 1. Cuentan hacia la derecha y hacia abajo
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// printf("Filling map\n");
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SDL_Rect clip = {0, 0, 8, 8};
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for (int y = 0; y < 16; y++)
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for (int x = 0; x < 32; x++)
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{
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clip.x = ((tilemap[(y * 32) + x] - 1) % 20) * 8;
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clip.y = ((tilemap[(y * 32) + x] - 1) / 20) * 8;
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// printf("tilemap [%i] = %i | x = %i | y = %i\n", ((y * 32) + x), tilemap[(y * 32) + x], clip.x, clip.y);
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texture->render(renderer, x * 8, y * 8, &clip);
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}
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SDL_SetRenderTarget(renderer, nullptr);
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}
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// Dibuja el mapa en pantalla
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void Room::drawMap()
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{
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SDL_Rect rect = {0, 0, GAMECANVAS_WIDTH, GAMECANVAS_HEIGHT};
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// Dibuja la textura con el mapa en pantalla
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SDL_RenderCopy(renderer, map_texture, &rect, NULL);
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}
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// Devuelve el valor de la variable
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std::string Room::getRoomUp()
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{
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return room_up;
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}
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// Devuelve el valor de la variable
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std::string Room::getRoomDown()
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{
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return room_down;
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}
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// Devuelve el valor de la variable
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std::string Room::getRoomLeft()
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{
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return room_left;
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}
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// Devuelve el valor de la variable
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std::string Room::getRoomRight()
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{
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return room_right;
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} |