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ModuleEntities.cpp
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#include "Application.h"
#include "ModuleTextures.h"
#include "ModuleAudio.h"
#include "ModuleEntities.h"
#include "ModuleUI.h"
#include "Player.h"
#include "Enemy.h"
#include "Room.h"
#include "Object.h"
#include "JsonHandler.h"
#include "Timer.h"
ModuleEntities::ModuleEntities() : Module(MODULE_ENTITIES)
{
continue_timer = new Timer();
stage_timer = new Timer();
}
ModuleEntities::~ModuleEntities()
{
RELEASE(stage_timer);
RELEASE(continue_timer);
}
bool ModuleEntities::Start()
{
bool ret = true;
LOG("Loading Entities module");
if (App->parser->LoadObject(ENTITY_SECTION))
{
int num_sounds = App->parser->GetInt("NumberOfSounds");
sounds = new unsigned int[num_sounds];
App->parser->LoadArrayInObject("Sounds");
for (int i = 0; i < num_sounds; i++)
sounds[i] = App->audio->LoadFx(App->parser->GetStringFromArray(i));
iMAX_PLAYERS = App->parser->GetInt("MaxPlayers");
initial_coins = App->parser->GetInt("Coins");
players = App->textures->Load(App->parser->GetString("PlayerTexture"));
enemies = App->textures->Load(App->parser->GetString("EnemiesTexture"));
faces = App->textures->Load(App->parser->GetString("PlayerFaces"));
signals = App->textures->Load(App->parser->GetString("SceneSignals"));
float continue_time = App->parser->GetFloat("ContinueTime");
ret = App->parser->UnloadObject();
if (ret == true)
{
continue_timer->SetMaxTime((Uint32)(continue_time*1000.0f));
coins = initial_coins;
}
}
return ret;
}
bool ModuleEntities::CleanUp()
{
LOG("Freeing all Entities");
for (std::list<Entity*>::iterator it = entities.begin(); it != entities.end(); ++it)
RELEASE(*it);
entities.clear();
RELEASE_ARRAY(sounds);
App->textures->Unload(players);
App->textures->Unload(enemies);
App->textures->Unload(faces);
App->textures->Unload(signals);
return true;
}
update_status ModuleEntities::PreUpdate()
{
update_status ret = UPDATE_CONTINUE;
for (std::list<Entity*>::iterator it = entities.begin(); it != entities.end();)
{
if ((*it)->to_delete == true)
{
if ((*it)->type == Entity::Type::PLAYER)
--num_players;
RELEASE(*it);
it = entities.erase(it);
}
else
++it;
}
for (std::list<Entity*>::iterator it = entities.begin(); it != entities.end() && ret == UPDATE_CONTINUE; ++it)
if ((*it)->active == true)
ret = (*it)->PreUpdate();
return UPDATE_CONTINUE;
}
update_status ModuleEntities::Update()
{
update_status ret = UPDATE_CONTINUE;
for (std::list<Entity*>::iterator it = entities.begin(); it != entities.end() && ret == UPDATE_CONTINUE; ++it)
if ((*it)->active == true)
ret = (*it)->Update();
entities.sort(CompareDepth());
for (std::list<Entity*>::iterator it = entities.begin(); it != entities.end() && ret == UPDATE_CONTINUE; ++it)
if ((*it)->active == true)
(*it)->Draw();
return ret;
}
Entity * ModuleEntities::CreateEntity(Entity::Type type, SDL_Texture* texture, const char* name, ModuleStages* stage, Entity* parent)
{
static_assert(Entity::Type::UNKNOWN == 4, "code needs update");
Entity* ret = nullptr;
switch (type)
{
case Entity::ROOM:
ret = new Room(texture, name, stage);
break;
case Entity::PLAYER:
if (num_players < iMAX_PLAYERS)
{
ret = new Player(++num_players, name, stage, parent);
}
else
LOG("Unable to create more players");
break;
case Entity::ENEMY:
ret = new Enemy(name, stage, parent);
break;
case Entity::OBJECT:
ret = new Object(texture, name, stage, parent);
break;
case Entity::UNKNOWN:
break;
default:
break;
}
if (ret != nullptr)
entities.push_back(ret);
return ret;
}
Player* ModuleEntities::GetTargetPlayer(Entity* entity) const
{
Player* ret = nullptr;
for (std::list<Entity*>::const_iterator it = entities.begin(); it != entities.end(); ++it)
{
if ((*it)->type == Entity::Type::PLAYER)
{
Player* player = (Player*)(*it);
if (player->active)
{
if (ret == nullptr)
ret = player;
else
{
if (DistanceBetweenEntities(entity, (*it)) < DistanceBetweenEntities(entity, (Entity*)ret))
{
if (player->assigned_enemies - ret->assigned_enemies < 2)
ret = player;
}
else
{
if (ret->assigned_enemies - player->assigned_enemies >= 2)
ret = player;
}
}
}
}
}
return ret;
}
Player* ModuleEntities::GetPlayerByNumber(int player_num) const
{
if (player_num < num_players)
{
for (std::list<Entity*>::const_iterator it = entities.begin(); it != entities.end(); ++it)
{
if ((*it)->type == Entity::Type::PLAYER)
{
Player* player = (Player*)(*it);
if (player->number_player - 1 == player_num)
{
return player;
}
}
}
}
return nullptr;
}
Player* ModuleEntities::GetAnActivePlayer() const
{
for (std::list<Entity*>::const_iterator it = entities.begin(); it != entities.end(); ++it)
{
if ((*it)->type == Entity::Type::PLAYER)
{
if ((*it)->active == true)
{
return (Player*)(*it);
}
}
}
return nullptr;
}
int ModuleEntities::GetNumberActivePlayers() const
{
int ret = 0;
for (std::list<Entity*>::const_iterator it = entities.begin(); it != entities.end(); ++it)
{
if ((*it)->type == Entity::Type::PLAYER && (*it)->active)
++ret;
}
return ret;
}
float ModuleEntities::DistanceBetweenEntities(const Entity* first, const Entity* second) const
{
return sqrt(Distance2D(first->position.x,first->position.z, second->position.x, second->position.z));
}
float ModuleEntities::Distance2D(int x1, int z1, int x2, int z2) const
{
float ret = 0.0f;
ret += (x2 - x1)*(x2 - x1);
ret += (z2 - z1)*(z2 - z1);
return sqrt(ret);
}