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ModuleDriver.cpp
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ModuleDriver.cpp
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#include "Globals.h"
#include "Application.h"
#include "ModuleDriver.h"
#include "ModuleInput.h"
#include "ModuleRender.h"
#include "ModuleTextures.h"
#include "ModuleWindow.h"
#include "ModuleRoad.h"
#include "ModuleParticles.h"
#include "ModuleCollision.h"
#include "ModuleCars.h"
#include "ModuleCopter.h"
#include "ModuleAudio.h"
#include "ModulePlayer.h"
#include "SDL/include/SDL.h"
ModuleDriver::ModuleDriver(bool start_enabled) :
Module(start_enabled),
car_generation_handler(300),
seek_max(3)
{
garage = new vector<ModuleCars*>;
}
ModuleDriver::~ModuleDriver()
{
// Homework : check for memory leaks
}
bool ModuleDriver::Start()
{
LOG("Loading Cars");
return true;
}
bool ModuleDriver::Resume()
{
LOG("Init Cars");
graphics = App->textures->Load("cars.png");
for(int i = 0; i < 6; ++i){
AddCar(GetRandomCar());
}
return true;
}
// Unload assets
bool ModuleDriver::Stop()
{
bool ret = true;
LOG("Unloading Cars");
App->textures->Unload(graphics);
for (vector<ModuleCars*>::iterator it = garage->begin(); it != garage->end(); ++it)
ret = ret || (*it)->Stop();
return ret;
}
update_status ModuleDriver::PreUpdate()
{
update_status ret = UPDATE_CONTINUE;
// Remove all colliders scheduled for deletion
for (vector<ModuleCars*>::iterator it = garage->begin(); it != garage->end() && ret == UPDATE_CONTINUE;)
{
(*it)->PreUpdate();
if ((*it)->to_delete == true)
{
if ((*it)->state == DEAD)
App->player->SetWeapon(NONE);
if ( (*it)->car_type == MAD_BOMBER)
App->audio->StopFx();
App->masks->colliders.remove((*it)->mask);
RELEASE(*it);
it = garage->erase(it);
}
else
++it;
}
return UPDATE_CONTINUE;
}
update_status ModuleDriver::Update()
{
update_status ret = UPDATE_CONTINUE;
for (vector<ModuleCars*>::iterator it = garage->begin(); it != garage->end() && ret == UPDATE_CONTINUE; ++it)
ret = (*it)->Update();
return ret;
}
update_status ModuleDriver::PostUpdate()
{
update_status ret = UPDATE_CONTINUE;
bool insert = false;
// schedule colliders for deletion
for (vector<ModuleCars*>::iterator it = garage->begin(); it != garage->end() && ret == UPDATE_CONTINUE; ++it){
if ((*it)->mask->rect.y > SCREEN_HEIGHT + 200 || (*it)->mask->rect.y < -200){
(*it)->state = DEAD;
(*it)->to_delete = true;
//if the animation hasn't end we have to restore the Player Weapon
App->player->SetWeapon(NONE);
}
}
//Add new car?
if (App->GetTicks() % car_generation_handler == 0)
insert = true;
//if car counter < max
if (insert && App->driver->garage->size() < 6){
AddCar(GetRandomCar());
}
return ret;
}
//Add new car
void ModuleDriver::AddCar(CARS car_type){
//if copter, use especific constructor
if (car_type == MAD_BOMBER)
garage->push_back(new ModuleCopter(car_type, true));
else
garage->push_back(new ModuleCars(car_type, true));
}
//Generate a random car
CARS ModuleDriver::GetRandomCar(){
bool find = false;
unsigned int res = MOTO;
res = App->GetRand(8,1);
//Skip explosion anim
if (res == 7)
++++++res;
//Skip truck and empty row
if (res == 4 || res == 5)
++++res;
//do not have more than 1 copter in screen
if (res == 10)
for (vector<ModuleCars*>::iterator it = garage->begin(); it != garage->end() && !find; ++it)
find = ((*it)->car_type == MAD_BOMBER);
//if there is a copter, change it for a civilian
if (find)
res = App->GetRand(3, 1);
return (CARS)res;
}