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#include "sceneholder.h"
#include "constants.h"
#include "gameentity.h"
#include "block.h"
#include "actor.h"
#include "bonuspoint.h"
#include "point.h"
#include "util.h"

SceneHolder::SceneHolder(QObject *parent)
  : QGraphicsScene(parent), m_color(Color::none), m_pointsLeft(0)
{
  setSceneRect(0, 0, Constants::map_size_pixel.width, Constants::map_size_pixel.height);
  setBackgroundBrush(Qt::black);

  visualMap.resize(Constants::map_size.width);
  for (int i = 0; i < visualMap.size(); ++i)
    visualMap[i].resize(Constants::map_size.height);
}

void SceneHolder::updateMap(const Transmission::map_t& map)
{
  /* remove items that got marked for removal from scene */
  QMutableListIterator<GameEntity *> i(m_oldItems);
  while(i.hasNext())
  {
    i.next();
    GameEntity *item = i.value();
    removeItem(item);
    i.remove();
    delete item;
  }

  /* process update */
  for (unsigned int x = 0; x < Constants::map_size.width; ++x)
  {
    for (unsigned int y = 0; y < Constants::map_size.height; ++y)
    {
      const Transmission::field_t &cur = map[x][y];
      if (cur == Transmission::none)
        continue;
      updateMap(map, x, y);
    }
  }
}

void SceneHolder::updateMap(const Transmission::map_t& map, const unsigned int x, unsigned int y)
{
  const Transmission::field_t &cur = map[x][y];
  if (cur == Transmission::none)
    return;

  Color::Color color = static_cast<Color::Color>(cur & Transmission::color_mask);
  GameEntity* item = NULL;

  if (cur & Transmission::empty)
  {
    GameEntity *oldItem = visualMap[x][y];
    /* special handling for purging field
     * remove elements (in case it's not an actor)
     */
    if (oldItem != NULL && qgraphicsitem_cast<Actor *>(oldItem) == NULL)
    {
      visualMap[x][y] = NULL;
      Actor *actor = NULL;
      foreach (Actor *tmp, m_actors)
      {
        if (cur & tmp->color())
        {
          actor = tmp;
          break;
        }
      }

      /* an item must be removed by an actor */
      if (actor == NULL) {
        Q_ASSERT(false);
      }
      oldItem->onDie(actor);

      /* register item for removal in next update */
      m_oldItems.append(oldItem);
    }
  }

  if (cur == Transmission::none)
  {
    // no update
  }
  else
  {
    if (cur & Transmission::block)
    {
      unsigned int neighbours = Block::None;
      // check for old block first
      if (visualMap[x][y] != NULL)
      {
        Block *oldItem = qgraphicsitem_cast<Block *>(visualMap[x][y]);
        if (oldItem != NULL)
          neighbours = oldItem->neighbours();
      }
      // check left side
      if (x > 0 && map[x - 1][y] & Transmission::block)
        neighbours |= Block::Left;
      // check right side
      if (x < Constants::map_size.width && map[x + 1][y] & Transmission::block)
        neighbours |= Block::Right;
      // check upside
      if (y > 0 && map[x][y - 1] & Transmission::block)
        neighbours |= Block::Up;
      // check down side
      if (y < Constants::map_size.height && map[x][y + 1] & Transmission::block)
        neighbours |= Block::Down;
      item = new Block(color, neighbours);
    }

    if (cur & Transmission::bonuspoint)
      item = new BonusPoint();

    if (cur & Transmission::point)
    {
      item = new Point();
      connect(item, SIGNAL(destroyed()), this, SLOT(decrementPoints()));
      ++m_pointsLeft;
    }

    if (cur & Transmission::pacman)
    {
      Actor *actor = m_actors.value(color, NULL);
      if (actor == NULL)
      {
        actor = new Actor(color, (color == m_color));
        m_actors[color] = actor;
        addItem(actor);
        actor->setPos(mapPositionToCoord(x, y));
        qDebug() << endl << "create act " << endl;
      }
      else
      {
        qDebug() << endl << "act has pnts: " << actor->getRoundPoints() << actor->getGamePoints() << endl;
        Actor::Movement direction = Util::transmissionMovementToActor(
            cur & Transmission::direction_mask);
        /* WARNING: do NOT add actor to visualMap as visualMap-items may
         * get deleted during update and actors are referenced in_mactors too
         * if you REALLY need that you need to changed updateMap so that all actors
         * will be moved before any new items get allocated (totally untested)
         */
        actor->move(direction);
        /* that's kind a hack but working right now
         * I think that will fall on our's hat sooner or later
         */
        if (!(cur & Transmission::empty))
          actor->stopEating();
        qDebug() << "[SceneUpdate] actor moves: color=" << color
            << "direction=" << direction << "newpos=" << QPoint(x, y);
      }
      actor->setPos(mapPositionToCoord(x, y));
    }

    if (cur & Transmission::empty)
    {
      /* already handled */
    }
  }

  /* add new created item to scene
   * remove old item on that location if there's one
   */
  if (item != NULL)
  {
    GameEntity *oldItem = visualMap[x][y];
    if (oldItem != NULL)
    {
      removeItem(oldItem);
      delete oldItem;
    }

    addItem(item);
    item->setPos(mapPositionToCoord(x, y));
    visualMap[x][y] = item;
  }
}

void SceneHolder::setColor(Color::Color color)
{
  m_color = color;
}

Color::Color SceneHolder::color()
{
  return m_color;
}

unsigned int SceneHolder::pointsLeft()
{
  return m_pointsLeft;
}

void SceneHolder::decrementPoints()
{
  --m_pointsLeft;
  if (m_pointsLeft == 0) {
    emit allPointsRemoved();
  }
}

void SceneHolder::setEatingOrder(QList<Color::Color> &order)
{
  m_eatingorder = order;
}

QList<Color::Color> &SceneHolder::eatingOrder()
{
  return m_eatingorder;
}

QPoint SceneHolder::mapPositionToCoord(unsigned int x, unsigned int y)
{
  return QPoint(x * Constants::field_size.width, y * Constants::field_size.height);
}

QPoint SceneHolder::mapPositionToCoord(QPoint point)
{
  return mapPositionToCoord(point.x(), point.y());
}

QPoint SceneHolder::CoordToMapPosition(unsigned int x, unsigned int y)
{
  return QPoint(x / Constants::field_size.width, y / Constants::field_size.height);
}

QPoint SceneHolder::CoordToMapPosition(QPoint point)
{
  return CoordToMapPosition(point.x(), point.y());
}