Mario: initial commit
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#include "maploader.hpp"
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#include "../sdlpp/sdlpp_rectrenderer.hpp"
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#include <fstream>
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#include "sprites.hpp"
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#include "blocks.hpp"
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#include "objectids.hpp"
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std::shared_ptr<SDLPP::RectangleRender> decodeObject( char obj, double x, double y, std::shared_ptr<SDLPP::Renderer> &renderer) {
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switch(obj) {
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case 'F':
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return createTerrainBlock(FLOOR_OVERWORLD_ID, renderer, x, y, true);
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case 'I':
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return createTerrainBlock(HILL_OVERWORLD_INCLINE_ID, renderer, x, y);
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case 'R':
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return createTerrainBlock(HILL_OVERWORLD_DOTS_RIGHT_ID, renderer, x, y);
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case 'G':
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return createTerrainBlock(HILL_OVERWORLD_FILL_ID, renderer, x, y);
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case 'L':
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return createTerrainBlock(HILL_OVERWORLD_DOTS_LEFT_ID, renderer, x, y);
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case 'D':
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return createTerrainBlock(HILL_OVERWORLD_DECLINE_ID, renderer, x, y);
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case 'T':
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return createTerrainBlock(HILL_OVERWORLD_TOP_ID, renderer, x, y);
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case 'q':
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return createTerrainBlock(BUSH_OVERWORLD_LEFT_ID, renderer, x, y);
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case 'w':
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return createTerrainBlock(BUSH_OVERWORLD_MIDDLE_ID, renderer, x, y);
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case 'r':
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return createTerrainBlock(BUSH_OVERWORLD_RIGHT_ID, renderer, x, y);
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case 'a':
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return createTerrainBlock(CLOUD_OVERWORLD_LEFT_BOTTOM_ID, renderer, x, y);
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case 's':
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return createTerrainBlock(CLOUD_OVERWORLD_MIDDLE_BOTTOM_ID, renderer, x, y);
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case 'd':
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return createTerrainBlock(CLOUD_OVERWORLD_RIGHT_BOTTOM_ID, renderer, x, y);
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case 'z':
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return createTerrainBlock(CLOUD_OVERWORLD_LEFT_TOP_ID, renderer, x, y);
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case 'x':
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return createTerrainBlock(CLOUD_OVERWORLD_MIDDLE_TOP_ID, renderer, x, y);
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case 'c':
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return createTerrainBlock(CLOUD_OVERWORLD_RIGHT_TOP_ID, renderer, x, y);
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}
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return nullptr;
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}
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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;
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mapFile.open(file, std::ios::in);
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std::string buffer;
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std::getline(mapFile, buffer);
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auto cols = std::stoi(buffer);
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std::getline(mapFile, buffer);
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auto rows = std::stoi(buffer);
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std::getline(mapFile, buffer);
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auto mario_x = std::stoi(buffer);
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std::getline(mapFile, buffer);
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auto mario_y = std::stoi(buffer);
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auto cur_y = 1 - rows * BLOCK_SIZE;
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for(size_t i = 0; i < rows; i++) {
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std::getline(mapFile, buffer);
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auto cur_x = -BLOCK_SIZE;
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for(size_t j = 0; j < cols; j++) {
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cur_x += BLOCK_SIZE;
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if(buffer[j] == ' ')
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continue;
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auto obj = decodeObject(buffer[j], cur_x, cur_y, renderer);
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if(obj != nullptr)
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scene->addObject(obj);
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}
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cur_y += BLOCK_SIZE;
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}
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mario->setPos(mario_x * BLOCK_SIZE, 1 - (rows - mario_y) * BLOCK_SIZE);
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scene->moveZTop(mario);
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}
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