#include "maploader.hpp" #include "../sdlpp/sdlpp_rectrenderer.hpp" #include #include "sprites.hpp" #include "blocks.hpp" #include "objectids.hpp" std::shared_ptr decodeObject( char obj, BlockType type, double x, double y, std::shared_ptr &renderer) { switch(obj) { case 'F': return createTerrainBlock(FLOOR_ID, type, renderer, x, y, true); case 'I': return createTerrainBlock(HILL_INCLINE_ID, type, renderer, x, y); case 'R': return createTerrainBlock(HILL_DOTS_RIGHT_ID, type, renderer, x, y); case 'G': return createTerrainBlock(HILL_FILL_ID, type, renderer, x, y); case 'L': return createTerrainBlock(HILL_DOTS_LEFT_ID, type, renderer, x, y); case 'D': return createTerrainBlock(HILL_DECLINE_ID, type, renderer, x, y); case 'T': return createTerrainBlock(HILL_TOP_ID, type, renderer, x, y); case 'q': return createTerrainBlock(BUSH_LEFT_ID, type, renderer, x, y); case 'w': return createTerrainBlock(BUSH_MIDDLE_ID, type, renderer, x, y); case 'r': return createTerrainBlock(BUSH_RIGHT_ID, type, renderer, x, y); case 'a': return createTerrainBlock(CLOUD_LEFT_BOTTOM_ID, type, renderer, x, y); case 's': return createTerrainBlock(CLOUD_MIDDLE_BOTTOM_ID, type, renderer, x, y); case 'd': return createTerrainBlock(CLOUD_RIGHT_BOTTOM_ID, type, renderer, x, y); case 'z': return createTerrainBlock(CLOUD_LEFT_TOP_ID, type, renderer, x, y); case 'x': return createTerrainBlock(CLOUD_MIDDLE_TOP_ID, type, renderer, x, y); case 'c': return createTerrainBlock(CLOUD_RIGHT_TOP_ID, type, renderer, x, y); } return nullptr; } void loadMap(std::shared_ptr &scene, std::shared_ptr mario, const std::string &file, std::shared_ptr &renderer) { std::fstream mapFile; mapFile.open(file, std::ios::in); std::string buffer; std::getline(mapFile, buffer); auto cols = std::stoi(buffer); std::getline(mapFile, buffer); auto rows = std::stoi(buffer); std::getline(mapFile, buffer); auto mario_x = std::stoi(buffer); std::getline(mapFile, buffer); auto mario_y = std::stoi(buffer); auto cur_y = 1 - rows * BLOCK_SIZE; for(int i = 0; i < rows; i++) { std::getline(mapFile, buffer); auto cur_x = -BLOCK_SIZE; for(int j = 0; j < cols; j++) { cur_x += BLOCK_SIZE; if(buffer[j] == ' ') continue; auto obj = decodeObject(buffer[j], OVERWORLD, cur_x, cur_y, renderer); if(obj != nullptr) scene->addObject(obj); } cur_y += BLOCK_SIZE; } if(mario != nullptr) { mario->setPos(mario_x * BLOCK_SIZE, 1 - (rows - mario_y) * BLOCK_SIZE); } else { //createMarioBlock } scene->moveZTop(mario); }