skizzle/src/states/level.cpp

600 lines
17 KiB
C++
Raw Normal View History

2016-05-24 19:01:22 +00:00
#include <boost/filesystem.hpp>
#include <cstring>
#include <functional>
2017-02-16 21:00:37 +00:00
#include <cmath>
#include "manager.hpp"
#include "resource_manager.hpp"
#include "utility.hpp"
#include "objects/player.hpp"
#include "objects/block.hpp"
#include "objects/gravity_block.hpp"
#include "objects/switch_block.hpp"
#include "objects/finish_block.hpp"
#include "objects/kill_block.hpp"
#include "states/level.hpp"
2016-05-24 19:01:22 +00:00
#ifdef _WIN32
#include <winsock2.h>
#else
#include <arpa/inet.h>
#endif
2016-04-09 14:31:09 +00:00
/**
* Définition des variables et fonctions globales internes
* (accessibles uniquement dans ce fichier)
2016-04-09 14:31:09 +00:00
*/
namespace {
/**
* Constante de gravité
*/
const float GRAVITY = 235;
/**
* Constante de déplacement des objets à déplacement manuel
*/
const float MOVE = 200;
/**
* Numéro actuel de version du format de fichier
*/
const unsigned int VERSION_NUMBER = 0;
/**
* Dictionnaire associant les types d'objets
* à des instances qui seront utilisées pour la
* construction d'autres objets de ces types
*/
std::map<unsigned int, std::function<Object::Ptr(std::ifstream&)>> object_type_map = {
{Player::TYPE_ID, Player::load},
{Block::TYPE_ID, Block::load},
{GravityBlock::TYPE_ID, GravityBlock::load},
{FinishBlock::TYPE_ID, FinishBlock::load},
{KillBlock::TYPE_ID, KillBlock::load},
{SwitchBlock::TYPE_ID, SwitchBlock::load}
};
}
Level::Level(Manager& manager) : State(manager),
2016-04-29 00:57:23 +00:00
gravity_direction(Utility::Direction::SOUTH),
previously_muted_state(!ResourceManager::get().isMuted()) {
2016-04-11 19:11:34 +00:00
// métadonnées par défaut
2016-04-11 21:07:05 +00:00
setName(sf::String("Nouveau niveau"));
2016-04-20 15:31:13 +00:00
setPath((ResourceManager::get().getLevelsPath() / "new_level.dat").string());
2016-04-11 21:07:05 +00:00
setTotalTime(30);
// zone de jeu par défaut
int size = 8;
zone.push_back(sf::Vector2f(-size * Manager::GRID, -size * Manager::GRID));
zone.push_back(sf::Vector2f(size * Manager::GRID, -size * Manager::GRID));
zone.push_back(sf::Vector2f(size * Manager::GRID, size * Manager::GRID));
zone.push_back(sf::Vector2f(-size * Manager::GRID, size * Manager::GRID));
// ressources par défaut
2016-04-11 21:07:05 +00:00
setMusic("");
setBackground("");
// ajout des boutons d'action de la barre d'action
action_toolbar.addButton(
"back", Utility::Direction::EAST, 0,
std::bind(&Manager::popState, &getManager())
);
mute_button = action_toolbar.addButton(
"music", Utility::Direction::EAST, 1,
[]() {
// on inverse l'état muet ou non
ResourceManager::get().setMuted(
!ResourceManager::get().isMuted()
);
}
);
// ajout de la barre d'objets à l'écran
getManager().addWidget(action_toolbar.getWindow());
2016-04-11 20:03:28 +00:00
}
Level::~Level() {
getManager().removeWidget(action_toolbar.getWindow());
}
void Level::enable() {
// positionnement par défaut de la caméra
2016-04-20 15:31:13 +00:00
sf::Vector2u window_size = getManager().getWindow().getSize();
camera.setSize(window_size.x, window_size.y);
camera_angle = 180.f;
// on affiche la barre d'actions
action_toolbar.getWindow()->Show(true);
}
void Level::load() {
// ouverture du fichier
std::ifstream file;
file.open(path, std::ios::binary | std::ios::in);
2016-04-11 20:03:28 +00:00
// on vérifie que le fichier ait correctement été ouvert en lecture
if (file.fail()) {
throw std::runtime_error(
"Impossible de charger le niveau \"" + path + "\" " +
"(" + std::string(strerror(errno)) + ")"
);
}
// lecture de la signature du fichier ("BAR")
char read_signature[3];
file.read(read_signature, 3);
if (strncmp(read_signature, "BAR", 3) != 0) {
throw std::runtime_error(
"Impossible de charger le niveau \"" + path + "\" " +
"(en-tête invalide)"
);
}
// lecture de la version du fichier
char read_file_version;
file.read(&read_file_version, 1);
if (read_file_version != VERSION_NUMBER) {
throw std::runtime_error(
"Impossible de charger le niveau \"" + path + "\" " +
"(version non prise en charge)"
);
}
// lecture du nom du niveau
std::string read_name;
std::getline(file, read_name, '\0');
setName(read_name);
// lecture du temps total du niveau
int read_total_time;
file.read(reinterpret_cast<char*>(&read_total_time), 4);
setTotalTime(ntohl(read_total_time));
// lecture de la zone de jeu
char read_control_points;
file.read(&read_control_points, 1);
zone.clear();
for (int i = 0; i < read_control_points; i++) {
float read_pos_x, read_pos_y;
file.read(reinterpret_cast<char*>(&read_pos_x), 4);
file.read(reinterpret_cast<char*>(&read_pos_y), 4);
read_pos_x *= Manager::GRID;
read_pos_y *= Manager::GRID;
zone.push_back(sf::Vector2f(read_pos_x, read_pos_y));
}
// lecture des chemins de la musique et du fond
std::string read_music;
std::string read_background;
std::getline(file, read_music, '\0');
std::getline(file, read_background, '\0');
setMusic(read_music);
setBackground(read_background);
// lecture des objets
int read_object_count;
file.read(reinterpret_cast<char*>(&read_object_count), 4);
read_object_count = ntohl(read_object_count);
objects.clear();
players.clear();
for (int i = 0; i < read_object_count; i++) {
char read_object_type;
file.read(&read_object_type, 1);
// vérifie que le type est pris en charge
// pour éviter une erreur de segmentation
if (object_type_map.count(read_object_type) == 0) {
throw std::runtime_error(
"Impossible de charger le niveau \"" + path + "\" " +
"(type d'objet " + std::to_string(read_object_type) + " inconnu)"
);
}
// lecture de l'objet
addObject(object_type_map[read_object_type](file));
}
}
void Level::save() {
std::ofstream file;
file.open(path, std::ios::binary | std::ios::out);
// on vérifie que le fichier ait correctement été ouvert en lecture
if (file.fail()) {
throw std::runtime_error(
"Impossible d'enregistrer le niveau \"" + path + "\" " +
"(" + std::string(strerror(errno)) + ")"
);
}
2016-04-10 04:53:45 +00:00
// écriture de la signture du fichier ("BAR")
char write_signature[3] = {'B', 'A', 'R'};
file.write(write_signature, 3);
2016-04-10 04:53:45 +00:00
// écriture de la version du fichier
char write_file_version = VERSION_NUMBER;
file.write(&write_file_version, 1);
2016-04-10 04:53:45 +00:00
// écriture du nom du niveau
char *write_name = (char*) name.toAnsiString().data();
file.write(write_name, name.getSize() + 1);
// écriture du temps total du niveau
int write_total_time = htonl(total_time);
file.write(reinterpret_cast<char*>(&write_total_time), 4);
2016-04-10 04:53:45 +00:00
// écriture de la zone de jeu
char write_control_points = (char) zone.size();
file.write(&write_control_points, 1);
2016-04-10 04:53:45 +00:00
for (int i = 0; i < write_control_points; i++) {
float write_pos_x = zone[i].x / Manager::GRID;
float write_pos_y = zone[i].y / Manager::GRID;
2016-04-10 04:53:45 +00:00
file.write(reinterpret_cast<char*>(&write_pos_x), 4);
file.write(reinterpret_cast<char*>(&write_pos_y), 4);
2016-04-10 04:53:45 +00:00
}
// écriture des noms de la musique et du fond
char *write_music = (char*) music.data();
file.write(write_music, music.size() + 1);
2016-04-10 04:53:45 +00:00
char *write_background = (char*) background.data();
file.write(write_background, background.size() + 1);
// écriture des objets
int write_object_count = htonl(objects.size());
file.write(reinterpret_cast<char*>(&write_object_count), 4);
2016-04-10 04:53:45 +00:00
for (unsigned int i = 0; i < objects.size(); i++) {
char write_object_type = objects[i]->getTypeId();
file.write(&write_object_type, 1);
2016-04-10 04:53:45 +00:00
// écriture de l'objet
objects[i]->save(file);
}
}
std::string Level::getPath() {
return path;
}
void Level::setPath(std::string set_path) {
path = set_path;
}
void Level::processEvent(const sf::Event& event) {
2016-04-08 00:21:19 +00:00
// lorsque la fenêtre est redimensionnée, mise à jour
// de la taille de la caméra
if (event.type == sf::Event::Resized) {
camera.setSize(event.size.width, event.size.height);
}
}
void Level::frame() {
sf::RenderWindow& window = getManager().getWindow();
sf::Vector2i window_size = (sf::Vector2i) window.getSize();
// mise à jour de l'icône du mute en fonction de l'état
2016-04-29 00:57:23 +00:00
if (previously_muted_state != ResourceManager::get().isMuted()) {
if (ResourceManager::get().isMuted()) {
previously_muted_state = true;
mute_button->SetImage(sfg::Image::Create(
*ResourceManager::get().getImage("no_music.tga")
));
} else {
previously_muted_state = false;
mute_button->SetImage(sfg::Image::Create(
*ResourceManager::get().getImage("music.tga")
));
}
}
// positionnement de la barre d'actions
action_toolbar.getWindow()->SetAllocation(sf::FloatRect(
0, 0, window_size.x,
action_toolbar.getHeight()
));
// animation du centre et de la rotation de la caméra
sf::Vector2f cur_center = camera.getCenter();
cur_center.x = Utility::animateValue(cur_center.x, 5, goal_center.x);
cur_center.y = Utility::animateValue(cur_center.y, 5, goal_center.y);
2016-04-08 00:21:19 +00:00
camera_angle = Utility::animateValue(
camera_angle, 5,
std::fmod((float) gravity_direction * 90, 360)
);
2016-04-09 15:37:12 +00:00
camera.setCenter(cur_center);
2016-04-09 15:37:12 +00:00
camera.setRotation(camera_angle + 180);
2016-04-08 00:21:19 +00:00
window.setView(camera);
}
void Level::draw() {
sf::RenderWindow& window = getManager().getWindow();
sf::Vector2u window_size = window.getSize();
2016-04-08 00:21:19 +00:00
2016-04-12 19:04:44 +00:00
// efface la scène précédente
window.clear(sf::Color(66, 165, 245));
2016-04-10 04:53:45 +00:00
// on englobe la caméra dans un rectangle circonscrit, dans
// le cas où elle serait en rotation
sf::Vector2f camera_corners[] = {
pixelToCoords(sf::Vector2i(0, 0)),
pixelToCoords(sf::Vector2i(window_size.x, 0)),
pixelToCoords(sf::Vector2i(window_size.x, window_size.y)),
pixelToCoords(sf::Vector2i(0, window_size.y))
};
sf::Vector2f camera_topleft = camera_corners[0];
sf::Vector2f camera_botright = camera_corners[0];
for (unsigned int i = 0; i < 4; i++) {
camera_topleft.x = std::min(camera_topleft.x, camera_corners[i].x);
camera_topleft.y = std::min(camera_topleft.y, camera_corners[i].y);
camera_botright.x = std::max(camera_botright.x, camera_corners[i].x);
camera_botright.y = std::max(camera_botright.y, camera_corners[i].y);
}
// on dessine le fond s'il y en a un
2016-04-10 04:53:45 +00:00
if (background != "") {
2016-04-20 15:31:13 +00:00
auto bg_texture = ResourceManager::get().getTexture("levels/" + background);
sf::Vector2f bg_size = (sf::Vector2f) bg_texture->getSize();
2016-04-12 19:04:44 +00:00
background_sprite.setTexture(*bg_texture);
2016-04-12 19:04:44 +00:00
// on regarde la position du coin où il faut commencer à
// dessiner le fond, et la zone sur laquelle il faut le dessiner
int x_left = std::floor(camera_topleft.x / bg_size.x);
int y_top = std::floor(camera_topleft.y / bg_size.y);
int x_right = std::ceil(camera_botright.x / bg_size.x);
int y_bottom = std::ceil(camera_botright.y / bg_size.y);
2016-04-12 19:04:44 +00:00
// et on dessine aux positions calculées
for (int x = x_left; x < x_right; x++) {
for (int y = y_top; y < y_bottom; y++) {
2016-04-12 19:04:44 +00:00
background_sprite.setPosition(sf::Vector2f(
x * (bg_size.x), y * (bg_size.y)
));
window.draw(background_sprite);
}
}
2016-04-10 04:53:45 +00:00
}
// tri des objets par ordre d'affichage
std::sort(
objects.begin(), objects.end(),
[](const Object::Ptr &a, const Object::Ptr &b) {
sf::Vector2f a_pos = a->getPosition();
sf::Vector2f b_pos = b->getPosition();
return a_pos.x - a_pos.y + a->getLayer()
< b_pos.x - b_pos.y + b->getLayer();
}
);
// dessin des objets de la file d'affichage couche par couche
for (auto it = objects.begin(); it != objects.end(); it++) {
sf::Vector2i screen_pos = coordsToPixel((*it)->getPosition());
sf::FloatRect aabb = (*it)->getAABB();
// si l'objet est visible à l'écran, on le dessine
if (screen_pos.x >= -aabb.width && screen_pos.y >= -aabb.height &&
screen_pos.x <= window_size.x + aabb.width &&
screen_pos.y <= window_size.y + aabb.height) {
(*it)->draw(*this);
}
}
}
sf::String Level::getName() const {
return name;
}
void Level::setName(sf::String set_name) {
name = set_name;
}
int Level::getTotalTime() const {
return total_time;
}
void Level::setTotalTime(int set_total_time) {
2016-04-05 22:30:18 +00:00
// faisons rester le temps entre 10s et 59:59
set_total_time = std::min(set_total_time, 3599);
set_total_time = std::max(set_total_time, 10);
total_time = set_total_time;
}
2016-04-10 04:53:45 +00:00
std::string Level::getMusic() const {
return music;
}
void Level::setMusic(std::string set_music) {
music = set_music;
}
std::string Level::getBackground() const {
return background;
}
2016-04-10 04:53:45 +00:00
void Level::setBackground(std::string set_background) {
background = set_background;
}
sf::Vector2f Level::getGravity() const {
switch (gravity_direction) {
case Utility::Direction::NORTH:
return sf::Vector2f(0, -GRAVITY);
case Utility::Direction::EAST:
return sf::Vector2f(GRAVITY, 0);
case Utility::Direction::SOUTH:
return sf::Vector2f(0, GRAVITY);
case Utility::Direction::WEST:
return sf::Vector2f(-GRAVITY, 0);
}
return sf::Vector2f(0, 0);
}
sf::Vector2f Level::getLeftDirection() const {
switch (gravity_direction) {
case Utility::Direction::NORTH:
return sf::Vector2f(MOVE, 0);
case Utility::Direction::EAST:
return sf::Vector2f(0, MOVE);
case Utility::Direction::SOUTH:
return sf::Vector2f(-MOVE, 0);
case Utility::Direction::WEST:
return sf::Vector2f(0, -MOVE);
}
return sf::Vector2f(0, 0);
}
sf::Vector2f Level::getRightDirection() const {
return -1.f * getLeftDirection();
}
Utility::Direction Level::getGravityDirection() {
return gravity_direction;
}
void Level::setGravityDirection(Utility::Direction set_gravity_direction) {
gravity_direction = set_gravity_direction;
}
std::vector<Object::Ptr>& Level::getObjects() {
return objects;
}
2016-04-10 05:37:09 +00:00
const std::vector<Object::Ptr>& Level::getObjects() const {
return objects;
}
std::vector<Player::Ptr>& Level::getPlayers() {
return players;
}
const std::vector<Player::Ptr>& Level::getPlayers() const {
return players;
}
2016-04-10 23:36:20 +00:00
Object::Ptr Level::addObject(Object::Ptr object) {
// si c'est un joueur, on le met dans le tableau des joueurs
// et on lui attribue un numéro
if (object->getTypeId() == Player::TYPE_ID) {
2016-04-10 23:36:20 +00:00
// on n'autorise pas plus de deux joueurs
if (players.size() >= 2) {
return nullptr;
}
Player::Ptr player = std::dynamic_pointer_cast<Player>(object);
player->setPlayerNumber(players.size());
players.push_back(std::dynamic_pointer_cast<Player>(object));
}
objects.push_back(object);
2016-04-10 23:36:20 +00:00
return object;
}
void Level::removeObject(Object::Ptr object) {
// si c'est un joueur, on le supprime de la liste des joueurs
if (object->getTypeId() == Player::TYPE_ID) {
Player::Ptr player = std::dynamic_pointer_cast<Player>(object);
players.erase(std::remove(
players.begin(), players.end(), player
), players.end());
}
// on supprime l'objet de la liste d'objets
objects.erase(std::remove(
objects.begin(), objects.end(), object
), objects.end());
}
std::vector<sf::Vector2f>& Level::getZone() {
return zone;
}
const std::vector<sf::Vector2f>& Level::getZone() const {
return zone;
}
sf::View Level::getCamera() const {
2016-04-08 00:21:19 +00:00
return camera;
}
void Level::setCamera(sf::View set_camera) {
camera = set_camera;
goal_center = set_camera.getCenter();
}
sf::Vector2f Level::pixelToCoords(sf::Vector2i pixel) {
2016-04-20 15:31:13 +00:00
sf::RenderWindow& window = getManager().getWindow();
2016-04-08 00:21:19 +00:00
sf::View old_view = window.getView();
window.setView(camera);
sf::Vector2f coords = window.mapPixelToCoords(pixel);
2016-04-08 00:21:19 +00:00
window.setView(old_view);
return coords;
}
sf::Vector2i Level::coordsToPixel(sf::Vector2f coords) {
2016-04-20 15:31:13 +00:00
sf::RenderWindow& window = getManager().getWindow();
sf::View old_view = window.getView();
window.setView(camera);
sf::Vector2i pixel = window.mapCoordsToPixel(coords);
window.setView(old_view);
return pixel;
}
sf::Vector2f Level::getCenterGoal() {
return goal_center;
}
void Level::setCenterGoal(sf::Vector2f set_center) {
goal_center = set_center;
}
sf::Vector2f Level::getPlayerCenter() {
sf::Vector2f sum;
for (auto const &player : getPlayers()) {
sum += player->getPosition();
}
if (getPlayers().size() == 0) {
return sf::Vector2f(0, 0);
}
return sum / (float) getPlayers().size();
}