add schema new loader model using xml separated work and load data validation using schema map data in xml new core model... proecting
112 lines
2.8 KiB
C++
112 lines
2.8 KiB
C++
#include "aliens.h"
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#include <cmath>
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Aliens::Aliens(Game_Data *gd, QObject *parent) :
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QObject(parent)
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{
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gameData = gd;
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nextId = 0;
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}
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void Aliens::AddAlien(int srcId)
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{
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if (srcId < 0 || srcId >= gameData->srcAliens.size())
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{
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qCritical("ERROR out of aliens range");
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return;
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}
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Alien al = gameData->srcAliens.at(srcId);
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al.Id = nextId;
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al.finish = gameData->map->finishs.at(qrand()%gameData->map->finishs.size());
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qDebug()<<gameData->map->finishs.size()<<qrand()%gameData->map->finishs.size();
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al.pos = QPointF(gameData->map->starts.at(qrand()%gameData->map->starts.size()));
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al.path = gameData->map->CreatePath(al.pos.toPoint(),al.finish);
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al.pathIndex = 1;
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if (al.path.isEmpty()) qFatal("ERROR create path");
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qDebug() << al.path;
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//gameData->map->printMap();
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gameData->curAliens.insert(al.Id,al);
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nextId++;
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}
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void Aliens::retrace(bool *OK)
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{
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qDebug("re-trace!");
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gameData->map->removeAliensPath();
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for (int i=0; i<gameData->curAliens.size(); i++)
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{
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Alien al = gameData->curAliens.take(i);
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al.path = gameData->map->CreatePath(al.pos.toPoint(),al.finish);
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al.pathIndex = 1;
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if (al.path.isEmpty()) *OK = false;
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}
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}
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void Aliens::DelAlien(int Id)
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{
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gameData->curAliens.remove(Id);
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}
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void Aliens::update()
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{
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QList <int> missIndex;
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for (int i=0; i<gameData->curAliens.size(); i++)
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{
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Alien al = gameData->curAliens.values().at(i);
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//qDebug() << i;
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//if (al.health < 0) emit AlienKill();
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float tmpdx,tmpdy,angl,arctg = 0;
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qDebug() <<"alien"<< i << " path index" << al.pathIndex << " pos" << al.pos;
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tmpdx = al.pos.x() - al.path.at(al.pathIndex).x();
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tmpdy = al.pos.y() - al.path.at(al.pathIndex).y();
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while (std::sqrt(tmpdx*tmpdx +tmpdy*tmpdy) < 2*al.speed)
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{
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al.pathIndex++;
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if (al.pathIndex >= al.path.size())
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{
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qDebug("Missing alien!");
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missIndex.push_back(al.Id);
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break;
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}
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/*{
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PathIndex = 0;
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position = game->start*game->cellsize;
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}*/
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tmpdx = al.pos.x() - al.path.at(al.pathIndex).x();
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tmpdy = al.pos.y() - al.path.at(al.pathIndex).y();
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//qDebug() << "next";
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}
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arctg = std::atan(tmpdx/tmpdy);
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if (tmpdy < 0) arctg=arctg+M_PI;
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angl = 180.0f*(-arctg)/M_PI;
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/*if (PathIndex > 1)
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{
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if ((Position.angle-angl < -5 || Position.angle-angl > 5) && angl < 175 && angl > -175)
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{
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if (angl > Position.angle) Position.angle += 5;
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else Position.angle -= 5;
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}
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else Position.angle = angl;
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}
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else*/
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al.angle = angl;
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//qDebug() << "[" << PathIndex << ";" << PicIndex << "]" << "angle:" << Position.angle << "arctg:" << arctg << "Pos:" << Position.pnt;
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al.pos.setX(al.pos.x()
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-al.speed*std::sin(arctg));
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al.pos.setY(al.pos.y()
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-al.speed*std::cos(arctg));
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//return true;
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gameData->curAliens[al.Id] = al;
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}
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for (int j=0; j<missIndex.size(); j++)
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{
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gameData->missingAliens++;
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DelAlien(missIndex.at(j));
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}
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}
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