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MapManager.cpp
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MapManager.cpp
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// game engine includes
#include "LogManager.h"
#include "ResourceManager.h"
#include "WorldManager.h"
// IHOP includes
#include "MapManager.h"
#include "Floor.h"
#include "Ladder.h"
#include "Wall.h"
#include "Button.h"
#include "Enemy.h"
#include "Hero.h"
#include "Power.h"
#include "Block.h"
#include "Shelf.h"
#include "Points.h"
#include "Lives.h"
// constructor
MapManager::MapManager(){
}
// destructor
MapManager::~MapManager(){
}
// startup manager
int MapManager::startUp(){
Manager::startUp();
setType("Map Manager");
stackCounter = 0;
return 0;
}
// shutdown manager
void MapManager::shutDown(){
Manager::shutDown();
}
// get instance of manager
MapManager &MapManager::getInstance(){
static MapManager map;
return map;
}
// return true if the position falls anywhere on the map
bool MapManager::onMap(df::Position pos) const {
df::LogManager &lm = df::LogManager::getInstance();
for (int i = 0; i < mo_count; i++) {
MapObject *currentMO = p_map_o[i];
if (currentMO->getType() == "Wall") {
if (currentMO->onMapObject(pos)) {
return false;
}
}
}
for (int i = 0; i < mo_count; i++) {
MapObject *currentMO = p_map_o[i];
if (currentMO->onMapObject(pos)) {
return true;
}
}
return false;
}
// get number of stacks needed to complete a level
int MapManager::getStackCounter() const {
return stackCounter;
}
// add one to stack counter
void MapManager::addStackToCounter() {
df::LogManager &lm = df::LogManager::getInstance();
lm.writeLog("IM GETTIN CALLED\n\n\n");
if (stackCounter == stackNeeded){
loadNextLevel();
}
else {
stackCounter++;
}
}
// set the number stacks that need to be complete to finish a level
void MapManager::setNeededStack(int new_stack_needed) {
stackNeeded = new_stack_needed;
}
// add a MapObject to the MapObject list
int MapManager::addMapObject(MapObject *m_o){
if (mo_count < MAX_MAP_OBJECTS) {
p_map_o[mo_count] = m_o;
mo_count++;
return 0;
}
return -1;
}
// remove a MapObject from the MapObject list
int MapManager::removeMapObject(MapObject *m_o){
for (int i = 0; i < mo_count; i++) {
if (p_map_o[i] == m_o) {
for (int j = i; j < mo_count - 1; j++) {
p_map_o[j] = p_map_o[j + 1];
return 0;
}
}
}
return -1;
}
// remove a MapObject from the MapObject list
int MapManager::removeAllMapObject(){
df::WorldManager &wm = df::WorldManager::getInstance();
for (int i = 0; i < mo_count; i++) {
wm.markForDelete(p_map_o[i]);
}
mo_count = 0;
return 0;
}
// load the next level
int MapManager::loadNextLevel() {
df::ResourceManager::getInstance().getSound("applause")->play();
stackCounter = 0;
if (currentLevel == 1) {
removeAllMapObject();
loadMap2();
return 0;
}
else if (currentLevel == 2) {
removeAllMapObject();
loadMap3();
return 0;
}
else if (currentLevel == 3) {
removeAllMapObject();
loadMap1();
return 0;
}
return -1;
}
// load level 1 of the map
int MapManager::loadMap1(){
currentLevel = 1;
stackNeeded = 7;
new Ladder(df::Position(5, 5), 10);
new Ladder(df::Position(25, 5), 10);
new Ladder(df::Position(40, 5), 10);
new Floor(df::Position(35, 5), 25);
new Floor(df::Position(0, 5), 35);
new Floor(df::Position(0, 15), 10);
new Floor(df::Position(20, 15), 27);
Enemy *enem = new Enemy(df::Position(3, 5));
Hero *hero = new Hero(df::Position(45, 14));
df::Position pos = hero->getPosition();
pos.setX(pos.getX() - 5);
new Power(SHIELD, pos);
Button *butt = new Button();
butt->addWall(new Wall(df::Position(30, 0), 25));
butt->setPosition(df::Position(45, 5));
new Block(df::Position(40, 5));
new Block(df::Position(40, 7));
new Block(df::Position(40, 9));
new Block(df::Position(40, 11));
new Shelf(df::Position(40, 15));
new Shelf(df::Position(40, 23), true);
new Block(df::Position(25, 5));
new Block(df::Position(25, 7));
new Block(df::Position(25, 9));
new Block(df::Position(25, 11));
new Shelf(df::Position(25, 15));
new Shelf(df::Position(25, 23), true);
return 0;
}
// load level 2 of the map
int MapManager::loadMap2(){
currentLevel = 2;
stackNeeded = 15;
new Floor(df::Position(3, 3), 72);
new Floor(df::Position(3, 10), 72);
new Floor(df::Position(3, 17), 72);
new Ladder(df::Position(3, 4), 13);
new Ladder(df::Position(27, 4), 13);
new Ladder(df::Position(51, 4), 13);
new Ladder(df::Position(75, 4), 13);
for (int i = 3; i < 76; i += 24){
for (int j = 3; j < 14; j += 3){
new Block(df::Position(i, j));
new Shelf(df::Position(i, j));
if (j > 10){
new Shelf(df::Position(i, 23), true);
}
}
}
Enemy *enem = new Enemy(df::Position(3, 5));
Enemy *enem1 = new Enemy(df::Position(75, 5));
Hero *hero = new Hero(df::Position(51, 15));
df::Position pos = hero->getPosition();
pos.setX(pos.getX() - 5);
new Power(SHIELD, df::Position(3, 2));
Button *butt = new Button();
butt->addWall(new Wall(df::Position(35, 0), 25));
butt->setPosition(df::Position(42, 3));
return 0;
return 0;
}
int MapManager::loadMap3(){
currentLevel = 3;
stackNeeded = 11;
new Floor(df::Position(3, 5), 40);
new Floor(df::Position(50, 5), 20);
new Floor(df::Position(5, 10), 15);
new Floor(df::Position(30, 10), 40);
new Floor(df::Position(20, 14), 45);
new Floor(df::Position(38, 18), 17);
new Ladder(df::Position(19, 11), 4);
new Ladder(df::Position(5, 6), 5);
new Ladder(df::Position(69, 6), 5);
new Ladder(df::Position(38, 6), 13);
new Ladder(df::Position(50, 6), 5);
new Ladder(df::Position(55, 15), 4);
new Ladder(df::Position(60, 11), 4);
int col1 = 9;
new Block(df::Position(col1, 5));
new Shelf(df::Position(col1, 5));
new Block(df::Position(col1, 10));
new Shelf(df::Position(col1, 10));
new Shelf(df::Position(col1, 23), true);
int col2 = 30;
new Block(df::Position(col2, 5));
new Shelf(df::Position(col2, 5));
new Block(df::Position(col2, 10));
new Shelf(df::Position(col2, 10));
new Block(df::Position(col2, 14));
new Shelf(df::Position(col2, 14));
new Shelf(df::Position(col2, 23), true);
int col3 = 43;
new Block(df::Position(col3, 5));
new Shelf(df::Position(col3, 5));
new Block(df::Position(col3, 10));
new Shelf(df::Position(col3, 10));
new Block(df::Position(col3, 14));
new Shelf(df::Position(col3, 14));
new Block(df::Position(col3, 18));
new Shelf(df::Position(col3, 18));
new Shelf(df::Position(col3, 23), true);
int col4 = 65;
new Block(df::Position(col4, 5));
new Shelf(df::Position(col4, 5));
new Block(df::Position(col4, 10));
new Shelf(df::Position(col4, 10));
new Block(df::Position(col4, 14));
new Shelf(df::Position(col4, 14));
new Shelf(df::Position(col4, 23), true);
Button *butt = new Button();
butt->addWall(new Wall(df::Position(35, 0), 25));
butt->setPosition(df::Position(53, 5));
Enemy *enem = new Enemy(df::Position(3, 5));
Enemy *enem1 = new Enemy(df::Position(55, 9));
Hero *hero = new Hero(df::Position(51, 17));
new Power(SHIELD, df::Position(20, 4));
return 0;
}
// get array of map objects
MapObject **MapManager::getMapObjects(){
return p_map_o;
}