fysxasteroids/asteroids/Model.cc

280 lines
7.6 KiB
C++

#include <iostream>
#include <fstream>
#include <algorithm>
#include <boost/filesystem.hpp>
#include "Model.h"
#include "Physics.h"
#include "PhysicsBase.h"
#include "EntityFactory.h"
#include "AsteroidsEvents.h"
#include <assert.h>
namespace asteroids {
static Model* ModelInstance = NULL;
/*
* Inherited Module functions
*/
int Model::OnInit (int argc, char* argv[]) {
int result = Engine::ModelBase::OnInit (argc, argv);
ModelInstance = this;
mGameState = GameStateMainMenu;
mLastGameState = GameStateMainMenu;
/// \TODO use <optional> or similar for initialization of mCurrentLevelIndex
mCurrentLevelIndex = 99999;
if (InitLevelList() == 0)
Engine::LogError ("No levels found!");
mLevelCompleteEventHandler = new LevelCompleteEventHandler (this);
Engine::RegisterListener (mLevelCompleteEventHandler, EventLevelComplete);
Engine::LogMessage ("Model Initialization!");
return result;
}
void Model::Process () {
if (mLastGameState == mGameState) {
if (mGameState == GameStateRunning) {
Engine::ModelBase::Process();
}
return;
}
// when we are here we know that something has changed so we need to take
// some action.
Engine::LogDebug ("Switching from %s->%s", GetStringGameState(mLastGameState), GetStringGameState(mGameState));
if (mLastGameState == GameStateMainMenu && mGameState == GameStateRunning) {
mPlayerLives = 3;
mCurrentLevelIndex = 0;
DoLoadLevel (mLevelList[mCurrentLevelIndex].c_str());
}
else if (mLastGameState == GameStateRunning && mGameState == GameStatePlayerDied) {
mPlayerLives --;
ClearEntities();
if (mPlayerLives == 0)
mGameState = GameStateGameOver;
}
else if (mLastGameState == GameStateLevelComplete && mGameState == GameStateRunning) {
mCurrentLevelIndex++;
if (mCurrentLevelIndex == mLevelList.size()) {
SetGameState(GameStateGameOver);
} else {
DoLoadLevel(mLevelList[mCurrentLevelIndex].c_str());
}
}
else if (mLastGameState == GameStatePlayerDied && mGameState == GameStateRunning)
// DoLoadLevel (mLevelPath);
assert (0);
else if (mLastGameState == GameStateRunning && mGameState == GameStateGameOver)
ClearEntities();
// ... and we have to set the last game state to the current gamestate
// otherwise we end up in an infinit loop of performing the switching
// action.
mLastGameState = mGameState;
}
void DoLoadLevel (unsigned int level_index) {
}
unsigned int Model::InitLevelList () {
const char* level_dir_name = "./data/levels/";
Engine::LogDebug ("Searching for levels in %s", level_dir_name);
mLevelList.clear();
boost::filesystem::path level_dir(level_dir_name);
if (!boost::filesystem::exists(level_dir)) {
Engine::LogError ("Could not init level list: %s does not exist!");
}
if (!boost::filesystem::is_directory(level_dir)) {
Engine::LogError ("Could not init level list: %s is not a directory!");
}
boost::filesystem::directory_iterator end_iter;
for (boost::filesystem::directory_iterator dir_iter(level_dir);
dir_iter != end_iter;
++dir_iter) {
if (boost::filesystem::is_regular_file (dir_iter->status())) {
mLevelList.push_back (std::string(level_dir_name) + dir_iter->path().filename());
Engine::LogDebug ("Found level %s", mLevelList[mLevelList.size()-1].c_str());
}
}
std::sort(mLevelList.begin(), mLevelList.end());
return mLevelList.size();
}
int Model::DoLoadLevel (const char* filename) {
Engine::LogMessage ("Loading level from %s", filename);
std::fstream level_file (filename, std::ios::in);
if (!level_file) {
Engine::LogError ("Unable to open file %s for writing!", filename);
exit (-1);
}
ClearEntities();
mAsteroids.clear();
std::string entity_type_str;
int entity_count = 0;
while (level_file >> entity_type_str) {
if (entity_type_str[0] == '#') {
getline (level_file, entity_type_str);
Engine::LogDebug ("Read Comment: %s", entity_type_str.c_str());
continue;
}
GameEntityType entity_type = GameEntityTypeUnknown;
if (entity_type_str == "GameEntityTypeShip")
entity_type = GameEntityTypeShip;
else if (entity_type_str == "GameEntityTypeAsteroid")
entity_type = GameEntityTypeAsteroid;
else {
Engine::LogError ("Unknown Entity type: %s", entity_type_str.c_str());
exit (-1);
}
Engine::EntityBase* entity = CreateEntity (entity_type);
bool is_player;
level_file >> is_player;
if (is_player)
mPlayerEntityId = entity->mId;
level_file >> entity->mPhysicState->mPosition[0];
level_file >> entity->mPhysicState->mPosition[1];
level_file >> entity->mPhysicState->mPosition[2];
level_file >> entity->mPhysicState->mOrientation[0];
level_file >> entity->mPhysicState->mOrientation[1];
level_file >> entity->mPhysicState->mOrientation[2];
level_file >> entity->mPhysicState->mVelocity[0];
level_file >> entity->mPhysicState->mVelocity[1];
level_file >> entity->mPhysicState->mVelocity[2];
level_file >> entity->mPhysicState->mAngleVelocity;
entity_count ++;
}
level_file.close();
Engine::LogDebug ("%d Entities loaded!", mEntities.size());
return 0;
}
int Model::DoSaveLevel (const char* filename) {
Engine::LogMessage ("Saving level to %s", filename);
std::fstream level_file (filename, std::ios::out);
if (!level_file) {
Engine::LogError ("Unable to open file %s for writing!", filename);
exit (-1);
}
level_file << "# Format" << std::endl;
level_file << "# <Type> <player?> <xpos> <ypos> <zpos> <zrot> <yrot> <xrot> <xvel> <yvel> <zvel> <rotvel>" << std::endl;
std::map<unsigned int, Engine::EntityBase*>::iterator iter = mEntities.begin();
unsigned int player_id = GetPlayerEntityId();
for (iter = mEntities.begin(); iter != mEntities.end(); iter++) {
Engine::EntityBase* game_entity = iter->second;
level_file << GetStringGameEntityType((GameEntityType)game_entity->mType) << "\t"
// this stores the player id
<< (game_entity->mId == player_id) << "\t"
<< game_entity->mPhysicState->mPosition[0] << "\t"
<< game_entity->mPhysicState->mPosition[1] << "\t"
<< game_entity->mPhysicState->mPosition[2] << "\t"
<< game_entity->mPhysicState->mOrientation[0] << "\t"
<< game_entity->mPhysicState->mOrientation[1] << "\t"
<< game_entity->mPhysicState->mOrientation[2] << "\t"
<< game_entity->mPhysicState->mVelocity[0] << "\t"
<< game_entity->mPhysicState->mVelocity[1] << "\t"
<< game_entity->mPhysicState->mVelocity[2] << "\t"
<< game_entity->mPhysicState->mAngleVelocity << "\t"
<< std::endl;
}
level_file.close();
return 0;
}
bool Model::OnLevelComplete() {
Engine::LogMessage ("Level complete!");
if (mCurrentLevelIndex + 1== mLevelList.size()) {
SetGameState(GameStateGameOver);
} else {
SetGameState (GameStateLevelComplete);
}
}
void Model::OnCreateEntity (const int type, const unsigned int id) {
GameEntityType entity_type = (GameEntityType) type;
if (entity_type == GameEntityTypeAsteroid) {
mAsteroids.push_back (id);
}
}
void Model::OnKillEntity (const Engine::EntityBase *entity) {
GameEntityType entity_type = (GameEntityType) entity->mType;
if (entity_type == GameEntityTypeAsteroid) {
unsigned int i;
for (i = 0; i < mAsteroids.size(); i++) {
if (mAsteroids.at(i) == entity->mId) {
std::vector<unsigned int>::iterator entity_iter = mAsteroids.begin() + i;
mAsteroids.erase (entity_iter);
break;
}
}
if (mAsteroids.size() == 0) {
Engine::EventBasePtr level_complete_event (new Engine::EventBase());
level_complete_event->mEventType = EventLevelComplete;
TriggerEvent (level_complete_event);
// SetGameState (GameStateLevelComplete);
}
}
}
float Model::GetWorldWidth () {
return static_cast<Physics*>(mPhysics)->GetWorldWidth();
}
float Model::GetWorldHeight () {
return static_cast<Physics*>(mPhysics)->GetWorldHeight();
}
}