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Map.cpp
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Map.cpp
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#include "Map.h"
#include <fstream>
#include <assert.h>
#include <math.h>
#include "GameBase.h"
#include "PacketProtocol.h"
// ------------------------------------------------------------------------------------------------
Map :: Map(Vector2df setScreenPos, GameBase* setGameBase)
{
tileSurfaces[TILE_TYPE_SPACE] = LoadSurface("Surfaces/Space.png");
tileSurfaces[TILE_TYPE_WALL] = LoadSurface("Surfaces/Metal_Wall_01.png");
tileSurfaces[TILE_TYPE_UP_WELL] = LoadSurface("Surfaces/UpGravityWell.png");
tileSurfaces[TILE_TYPE_DOWN_WELL] = LoadSurface("Surfaces/DownGravityWell.png");
tileSurfaces[TILE_TYPE_LEFT_WELL] = LoadSurface("Surfaces/LeftGravityWell.png");
tileSurfaces[TILE_TYPE_RIGHT_WELL] = LoadSurface("Surfaces/RightGravityWell.png");
tileSurfaces[TILE_TYPE_BULLET_PICKUP] = LoadSurface("Surfaces/BulletPickUpTile.png");
tileSurfaces[TILE_TYPE_MINE_PICKUP] = LoadSurface("Surfaces/MinePickupTile.png");
tileSurfaces[TILE_TYPE_MISSILE_PICKUP] = LoadSurface("Surfaces/MissilePickUpTile.png");
tileSurfaces[TILE_TYPE_REPAIR_PICKUP] = LoadSurface("Surfaces/RepairPickUpTile.png");
tileSurfaces[TILE_TYPE_SPAWN] = LoadSurface("Surfaces/SpawnTile.png");
screenPos = setScreenPos;
game = setGameBase;
currentSpawnPoint = 0;
for(Tile y = 0; y < MAP_NUM_TILES_Y; y++)
{
for(Tile x = 0; x < MAP_NUM_TILES_X; x++)
{
tileTypes[x][y] = TILE_TYPE_SPACE;
}
}
} // ----------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
Map :: ~Map()
{
for(int i = 0; i < NUM_OF_TILE_TYPES; i++)
{
if(tileSurfaces[i] != 0)
{
FreeSurface(tileSurfaces[i]);
}
}
} // ----------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
void Map :: LoadMap(std::string fileName)
{
std::ifstream mapFile (fileName.c_str());
assert(mapFile.is_open());
int data;
for(Tile y = 0; y < MAP_NUM_TILES_Y; y++)
{
for(Tile x = 0; x < MAP_NUM_TILES_X; x++)
{
mapFile >> data;
if( (TileType)data < TILE_TYPE_BULLET_PICKUP)
{
tileTypes[x][y] = (TileType)data;
}
else
{
tileTypes[x][y] = TILE_TYPE_SPACE;
if((TileType)data == TILE_TYPE_BULLET_PICKUP)
{
game->CreatePickUp(Vector2df(x * MAP_TILE_SIZE + MAP_TILE_SIZE / 2, y * MAP_TILE_SIZE + MAP_TILE_SIZE / 2), PICK_UP_TYPE_BULLETS);
}
else if((TileType)data == TILE_TYPE_MINE_PICKUP)
{
game->CreatePickUp(Vector2df(x * MAP_TILE_SIZE + MAP_TILE_SIZE / 2, y * MAP_TILE_SIZE + MAP_TILE_SIZE / 2), PICK_UP_TYPE_MINES);
}
else if((TileType)data == TILE_TYPE_MISSILE_PICKUP)
{
game->CreatePickUp(Vector2df(x * MAP_TILE_SIZE + MAP_TILE_SIZE / 2, y * MAP_TILE_SIZE + MAP_TILE_SIZE / 2), PICK_UP_TYPE_MISSILES);
}
else if((TileType)data == TILE_TYPE_REPAIR_PICKUP)
{
game->CreatePickUp(Vector2df(x * MAP_TILE_SIZE + MAP_TILE_SIZE / 2, y * MAP_TILE_SIZE + MAP_TILE_SIZE / 2), PICK_UP_TYPE_REPAIR);
}
else if((TileType)data == TILE_TYPE_SPAWN)
{
CreateSpawnPoint(Vector2df(x * MAP_TILE_SIZE + MAP_TILE_SIZE / 2, y * MAP_TILE_SIZE + MAP_TILE_SIZE / 2));
}
}
}
}
mapFile.close();
CalculateGravityVectors();
} // ----------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
void Map :: CalculateGravityVectors()
{
Vector2df closestTile[MAP_NUM_TILES_X][MAP_NUM_TILES_Y];
// initilize all closestTiles to be very far away so that we are guranteed to get a closer tile from map
for(Tile y = 0; y < MAP_NUM_TILES_Y; y++)
{
for(Tile x = 0; x < MAP_NUM_TILES_X; x++)
{
closestTile[x][y].Set(MAP_NUM_TILES_X * 2, MAP_NUM_TILES_Y * 2);
}
}
// For every tile
for(Tile y = 0; y < MAP_NUM_TILES_Y; y++)
{
for(Tile x = 0; x < MAP_NUM_TILES_X; x++)
{
// Check every other tile
for(Tile testY = 0; testY < MAP_NUM_TILES_Y; testY++)
{
for(Tile testX = 0; testX < MAP_NUM_TILES_X; testX++)
{
// If the tile is a solid tile and if it is closer then the previous 'closestTile'
if((x != testX || y != testY) && IsTileSolid(testX, testY))
{
float distanceToCurrentTile = sqrt( pow((Sint32)x - closestTile[x][y].x, 2) + pow((Sint32)y - closestTile[x][y].y, 2));
float distanceToTestTile = sqrt( pow((Sint32)x - (Sint32)testX, 2) + pow((Sint32)y - (Sint32)testY, 2));
if(distanceToTestTile < distanceToCurrentTile)
{
// then set the tile to be the new closest tile
closestTile[x][y].Set(testX, testY);
}
}
}
}
}
}
// The gravity vector of each tile is the normal vector pointing towards the closest tile:
for(Tile x = 0; x < MAP_NUM_TILES_X; x++)
{
for(Tile y = 0; y < MAP_NUM_TILES_Y; y++)
{
if(tileTypes[x][y] == TILE_TYPE_UP_WELL)
{
tileGravity[x][y].Set(0, -MAP_GRAVITY_WELL_FORCE);
}
else if(tileTypes[x][y] == TILE_TYPE_DOWN_WELL)
{
tileGravity[x][y].Set(0, MAP_GRAVITY_WELL_FORCE);
}
else if(tileTypes[x][y] == TILE_TYPE_LEFT_WELL)
{
tileGravity[x][y].Set(-MAP_GRAVITY_WELL_FORCE, 0);
}
else if(tileTypes[x][y] == TILE_TYPE_RIGHT_WELL)
{
tileGravity[x][y].Set(MAP_GRAVITY_WELL_FORCE, 0);
}
else
{
tileGravity[x][y].Set(closestTile[x][y].x - x, closestTile[x][y].y - y);
tileGravity[x][y] *= MAP_GRAVITY_FORCE_SCALER;
}
}
}
} // ----------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
void Map :: Draw(Vector2df camPos) const
{
int camTileX = camPos.x / MAP_TILE_SIZE; // the map tile at camPos.x
int camTileY = camPos.y / MAP_TILE_SIZE; // the map tile at camPos.y
int camTileOffsetX = ((int)camPos.x - camTileX * MAP_TILE_SIZE); // the offset of the camera
int camTileOffsetY = ((int)camPos.y - camTileY * MAP_TILE_SIZE); // the offset of the camera
// for each of the screen tiles
for(Tile screenTileX = 0; screenTileX < MAP_NUM_TILES_ON_SCREEN_X; screenTileX++)
{
for(Tile screenTileY = 0; screenTileY < MAP_NUM_TILES_ON_SCREEN_Y; screenTileY++)
{
// determine which map tile is going to be drawn for this screen tile
Uint32 mapTileX = camTileX + screenTileX;
Uint32 mapTileY = camTileY + screenTileY;
// only draw the screen tile if the map tile is actually a valid tile (within the bounds of the map)
if(mapTileX >= 0 && mapTileX < MAP_NUM_TILES_X && mapTileY >= 0 && mapTileY < MAP_NUM_TILES_Y)
{
DrawSurface(
screenPos.x - camTileOffsetX + screenTileX * MAP_TILE_SIZE, // ScreenPosX of tile
screenPos.y - camTileOffsetY + screenTileY * MAP_TILE_SIZE, // ScreenPosY of tile
tileSurfaces[tileTypes[mapTileX][mapTileY]]); // TileType
}
}
}
} // ----------------------------------------------------------------------------------------------
// ------------------------------------------------------------------------------------------------
bool Map :: IsPosSolid(Vector2df atPos) const
{
// Out of bounds positions are always considered solid:
if(atPos.x < MAP_MIN_POS_X || atPos.x >= MAP_MAX_POS_X || atPos.y < MAP_MIN_POS_Y || atPos.y >= MAP_MAX_POS_Y)
{
return true;
}
else
{
int tileX = (atPos.x - screenPos.x) / MAP_TILE_SIZE;
int tileY = (atPos.y - screenPos.y) / MAP_TILE_SIZE;
return IsTileSolid(tileX, tileY);
}
} // ----------------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------------------------
bool Map :: IsTileSolid(Tile atTileX, Tile atTileY) const
{
// Out of bounds tiles are always considered solid:
if(atTileX < 0 || atTileX >= MAP_NUM_TILES_X || atTileY < 0 || atTileY >= MAP_NUM_TILES_Y)
{
return true;
}
else
{
return tileTypes[atTileX][atTileY] == TILE_TYPE_WALL;
}
} // --------------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------------------------
bool Map :: IsPosGravityWell(Vector2df atPos) const
{
// Out of bounds positions are always considered not gravity wells:
if(atPos.x < MAP_MIN_POS_X || atPos.x >= MAP_MAX_POS_X || atPos.y < MAP_MIN_POS_Y || atPos.y >= MAP_MAX_POS_Y)
{
return false;
}
else
{
int tileX = (atPos.x - screenPos.x) / MAP_TILE_SIZE;
int tileY = (atPos.y - screenPos.y) / MAP_TILE_SIZE;
return IsTileGravityWell(tileX, tileY);
}
} // ----------------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------------------------
bool Map :: IsTileGravityWell(Tile atTileX, Tile atTileY) const
{
// Out of bounds tiles are always considered not to be gravity wells:
if(atTileX < 0 || atTileX >= MAP_NUM_TILES_X || atTileY < 0 || atTileY >= MAP_NUM_TILES_Y)
{
return false;
}
else
{
return tileTypes[atTileX][atTileY] == TILE_TYPE_DOWN_WELL
|| tileTypes[atTileX][atTileY] == TILE_TYPE_UP_WELL
|| tileTypes[atTileX][atTileY] == TILE_TYPE_RIGHT_WELL
|| tileTypes[atTileX][atTileY] == TILE_TYPE_LEFT_WELL;
}
} // --------------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------------------------
Vector2df Map :: GetPosGravity(Vector2df atPos) const
{
// Out of bounds positions are always considered to have 0 gravity:
if(atPos.x < MAP_MIN_POS_X || atPos.x >= MAP_MAX_POS_X || atPos.y < MAP_MIN_POS_Y || atPos.y >= MAP_MAX_POS_Y)
{
return Vector2df();
}
else
{
// This is probly fucky:
int tileX = (atPos.x - screenPos.x) / MAP_TILE_SIZE;
int tileY = (atPos.y - screenPos.y) / MAP_TILE_SIZE;
return GetTileGravity(tileX, tileY);
}
} // --------------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------------------------
Vector2df Map :: GetTileGravity(Tile atTileX, Tile atTileY) const
{
// Out of bounds tiles are always considered to have gravity of 0:
if(atTileX < 0 || atTileX >= MAP_NUM_TILES_X || atTileY < 0 || atTileY >= MAP_NUM_TILES_Y)
{
return 0.0f;
}
else
{
return tileGravity[atTileX][atTileY];
}
} // --------------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------------------------
Vector2df Map :: GetRandomSpawnPointPos() const
{
if(currentSpawnPoint != 0)
{
int spawnPointID = rand() % currentSpawnPoint;
return spawnPoints[spawnPointID];
}
else
{
return Vector2df(0,0);
}
} // --------------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------------------------
void Map :: CreateSpawnPoint(Vector2df atPos)
{
assert(currentSpawnPoint < MAP_MAX_NUM_OF_SPAWN_POINTS && "Map::CreateSpawnPoint currentSpawnPoint < MAP_MAX_NUM_OF_SPAWN_POINTS");
if(currentSpawnPoint < MAP_MAX_NUM_OF_SPAWN_POINTS)
{
spawnPoints[currentSpawnPoint] = atPos;
currentSpawnPoint++;
}
} // --------------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------------------------
Uint32 Map :: WriteLevelDataToPacket(Uint8 data[])
{
Uint32 dataWritePos = PACKET_LEVEL_DATA_CONTENTS;
for(Uint32 y = 0; y < MAP_NUM_TILES_Y; y++)
{
for(Uint32 x = 0; x < MAP_NUM_TILES_X; x++)
{
Uint8 temp = (Uint8)tileTypes[x][y];
memcpy(&data[dataWritePos], &temp, 1 );
dataWritePos += 1;
}
}
return dataWritePos;
} // --------------------------------------------------------------------------------------------
// ----------------------------------------------------------------------------------------------
void Map :: HandleLevelData(UDPpacket* packet)
{
Uint32 dataReadPos = PACKET_LEVEL_DATA_CONTENTS;
for(Uint32 y = 0; y < MAP_NUM_TILES_Y; y++)
{
for(Uint32 x = 0; x < MAP_NUM_TILES_X; x++)
{
Uint8 temp;
memcpy(&temp, &packet->data[dataReadPos], 1 );
tileTypes[x][y] = (TileType)temp;
dataReadPos += 1;
}
}
} // --------------------------------------------------------------------------------------------
void Map :: SetTile(Uint32 tileX, Uint32 tileY, TileType type)
{
tileTypes[tileX][tileY] = type;
}
SDL_Surface* Map :: GetTileSurface(TileType type)
{
return tileSurfaces[(int)type];
}
void Map :: SaveMap()
{
std::ofstream myfile;
myfile.open ("Data/newLevel.txt", std::ios::trunc);
for(Uint32 y = 0; y < MAP_NUM_TILES_Y; y++)
for(Uint32 x = 0; x < MAP_NUM_TILES_X; x++)
{
myfile << (int)tileTypes[x][y];
myfile << " ";
}
myfile.close();
}