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maze.cpp
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maze.cpp
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#include <fstream>
#include <iostream>
#include <string>
#include <cstdlib>
#include <stdio.h>
#include <stdlib.h>
#include "maze.h"
#include "block.h"
#include "empty_space.h"
#include "tnt.h"
using namespace std;
Maze::Maze() : Maze("levels/debug.txt"){};
Maze::Maze(const char* path) {
//
// Caricamento delle texture
//
bmps = new TextureBMP*[TEXTURE_COUNT];
bmps[WALL_TEXTURE] = new TextureBMP("./assets/wall512.bmp");
bmps[FLOOR_TEXTURE] = new TextureBMP("./assets/floor512.bmp");
bmps[CEILING_TEXTURE] = new TextureBMP("./assets/ceiling512.bmp");
bmps[TNT_TOP_TEXTURE] = new TextureBMP("./assets/tnt_top512.bmp");
bmps[TNT_LATERAL_TEXTURE] = new TextureBMP("./assets/tnt_lato512.bmp");
textures = new GLuint[TEXTURE_COUNT];
glGenTextures(TEXTURE_COUNT, textures); // Crea i nomi per le texture
loadTexture(textures[WALL_TEXTURE], bmps[WALL_TEXTURE]);
loadTexture(textures[FLOOR_TEXTURE], bmps[FLOOR_TEXTURE]);
loadTexture(textures[CEILING_TEXTURE], bmps[CEILING_TEXTURE]);
loadTexture(textures[TNT_TOP_TEXTURE], bmps[TNT_TOP_TEXTURE]);
loadTexture(textures[TNT_LATERAL_TEXTURE], bmps[TNT_LATERAL_TEXTURE]);
//
// Caricamento dell'audio per le tnt
//
//string audioFile = "./assets/sounds/tnt-active.wav";
string audioFile = "./assets/sounds/sirentone_cut_mono.wav";
tntAudioBuffer = alutCreateBufferFromFile(audioFile.c_str());
//
// Caricamento dei dati del file
//
string line, righe, colonne, bombe, inclinazione;
ifstream file(path);
// Dimensioni
getline(file, righe, '\n');
getline(file, colonne, '\n');
maze_height_ext = atoi(righe.c_str());
maze_width_ext = atoi(colonne.c_str());
cout << "DIMENSIONI: RIGHE: " <<maze_height_ext << " COLONNE " <<maze_width_ext << endl;
// TNT
getline(file, bombe, '\n');
tntCount = atoi(bombe.c_str());
activeTntCount = tntCount;
// Tempo
string time_str;
getline(file, time_str, '\n');
mazeTime = atoi(time_str.c_str());
// Posizione osservatore
string pos_partenza_x;
string pos_partenza_z;
getline(file, pos_partenza_x, '\n');
getline(file, pos_partenza_z, '\n');
getline(file, inclinazione, '\n');
mazeObserverX = atoi(pos_partenza_x.c_str());
mazeObserverZ = atoi(pos_partenza_z.c_str());
mazeObserverA = atoi(inclinazione.c_str());
// Allocazione della memoria e costruzione per la mappa e i blocchi
tnts = new TNT*[tntCount];
mazeMap = new int*[maze_height_ext];
mazeElements = new MazeObject**[maze_height_ext];
for (int i = 0; i < maze_height_ext; i++) {
mazeMap[i] = new int[maze_width_ext];
mazeElements[i] = new MazeObject*[maze_width_ext];
}
//
// Lettura e costurzione della mappa
//
int ind = 0;
cout << "MATRICE LETTA" <<endl;
for(int i=0; i<maze_height_ext; i++) {
// legge la linea fino a che incontra il carattere '\n'
getline(file, line, '\n');
for(int j=0; j<maze_width_ext*2; j=j+2) {
cout << line[j];
mazeMap[i][j/2] = ((int)line[j] - 48);
ind=ind+1;
}
cout << endl;
}
//
// Costruzione dei blocchi
//
int contr_TNT = 0;
for (int i = 0; i < maze_height_ext; i++) { // z
for (int j = 0; j < maze_width_ext; j++) { // x
if (mazeMap[i][j] == WALL_SPACE) { // 1: tipo muro
mazeElements[i][j] = new Block(j,i, textures[WALL_TEXTURE]);
cout << "W";
} else if (mazeMap[i][j] == TNT_SPACE) { // 2: tipo TNT
mazeElements[i][j] = new TNT(j,i,textures[FLOOR_TEXTURE], textures[CEILING_TEXTURE], textures[TNT_TOP_TEXTURE], textures[TNT_LATERAL_TEXTURE], tntAudioBuffer);
tnts[contr_TNT] = (TNT*)mazeElements[i][j];
contr_TNT = contr_TNT + 1;
cout << "T";
} else {
mazeElements[i][j] = new EmptySpace(j,i, textures[FLOOR_TEXTURE], textures[CEILING_TEXTURE]);
cout << "E";
}
}
cout << endl;
}
//
// Controlli sul file in input
//
if (contr_TNT != activeTntCount){
cout << "ERROR: Numero di TNT errato!!!" <<endl;
exit(0);
}
};
Maze::~Maze() {
// Deallocazione della mappa
for (int i = 0; i < maze_height_ext; i++) {
delete[] mazeMap[i];
}
delete[] mazeMap;
// Deallocazione degli elementi della mappa
for (int i = 0; i < maze_height_ext; i++) {
//for (int j = 0; j < MAZE_WIDTH; j++) {
for (int j = 0; j < maze_width_ext; j++) {
delete mazeElements[i][j];
}
delete[] mazeMap[i];
}
delete[] mazeElements;
// Deallocazione delle texture
for (int i = 0; i < TEXTURE_COUNT; ++i) {
delete bmps[i];
}
delete[] bmps;
delete[] textures;
delete[] tnts;
alDeleteBuffers(1, &tntAudioBuffer);
};
/*
Funzione che associa il file BMP ad una texture OpenGL
*/
void Maze::loadTexture(GLuint texture, TextureBMP* bmp){
glBindTexture(GL_TEXTURE_2D, texture);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE , GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, bmp->getWidth(), bmp->getHeight(), GL_RGB, GL_UNSIGNED_BYTE, bmp->getData());
}
bool Maze::isWall(int x, int z) {
if (z < 0 || z >= maze_height_ext || x < 0 || x >= maze_width_ext) { //index out of bound
/*
I labirinti sono costruiti con tutto il muro in torno,
quindi non dovrebbe mai verificarsi questo caso
*/
return true;
}
//cout <<"MAZE MAP[Z:"<<z<<"][X:"<<x<<"]:"<<mazeMap[z][x] <<endl;
return mazeMap[z][x] == WALL_SPACE;
}
bool Maze::deactiveTnt(int x, int z) {
if (z < 0 || z >= maze_height_ext || x < 0 || x >= maze_width_ext) { //index out of bound
/*
I labirinti sono costruiti con tutto il muro in torno, quindi non dovrebbe mai
verificarsi questo caso
*/
return false;
}
if (mazeMap[z][x] == TNT_SPACE){
TNT* tnt = dynamic_cast<TNT*>(mazeElements[z][x]);
if (tnt->deactive()) { // Se ritorna false la tnt è già stata disinnescata
activeTntCount--;
return true;
}
}
return false;
}
void Maze::stopSounds() {
for (int i = 0; i < tntCount; i++){
tnts[i]->stopSound();
}
}
void Maze::draw() {
glEnable( GL_TEXTURE_2D );
// Disegna gli elementi del labirinto
for (int i = 0; i < maze_height_ext; i++) {
for (int j = 0; j < maze_width_ext; j++) {
if (mazeElements[i][j] != NULL) {
mazeElements[i][j]->draw();
}
}
}
glBindTexture(GL_TEXTURE_2D, 0);
glDisable( GL_TEXTURE_2D );
};