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