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path: root/src/systems/realizing.cpp
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#include "realizing.h"
#include <stdexcept>
#include <libxml/parser.h>
#include <cstring>
#include <map>
#include "game.h"
#include "consts.h"
#include "animation.h"
#include "components/mappable.h"
#include "components/animatable.h"
#include "components/playable.h"
#include "components/ponderable.h"
#include "components/transformable.h"
#include "components/prototypable.h"
#include "components/automatable.h"
#include "systems/mapping.h"
#include "systems/animating.h"
#include "systems/pondering.h"
#include "systems/scripting.h"

inline xmlChar* getProp(xmlNodePtr node, const char* attr)
{
  xmlChar* key = xmlGetProp(node, reinterpret_cast<const xmlChar*>(attr));
  if (key == nullptr)
  {
    throw std::invalid_argument("Error parsing world file");
  }

  return key;
}

// TODO: neither the XML doc nor any of the emplaced entities are properly
// destroyed if this constructor throws an exception.
RealizingSystem::RealizingSystem(
  Game& game,
  std::string worldFile,
  std::string prototypeFile) :
    System(game),
    worldFile_(std::move(worldFile)),
    prototypeFile_(std::move(prototypeFile))
{
  auto& mapping = game_.getSystemManager().getSystem<MappingSystem>();

  xmlChar* key = nullptr;

  // Create a mapping between prototype names and the XML trees defining them.
  xmlDocPtr protoXml = xmlParseFile(prototypeFile_.c_str());
  if (protoXml == nullptr)
  {
    throw std::invalid_argument("Cannot find prototypes file");
  }

  xmlNodePtr protoTop = xmlDocGetRootElement(protoXml);
  if (protoTop == nullptr)
  {
    throw std::invalid_argument("Error parsing prototypes file");
  }

  if (xmlStrcmp(protoTop->name, reinterpret_cast<const xmlChar*>("entities")))
  {
    throw std::invalid_argument("Error parsing prototypes file");
  }

  std::map<std::string, xmlNodePtr> prototypes;

  for (xmlNodePtr node = protoTop->xmlChildrenNode;
       node != nullptr;
       node = node->next)
  {
    if (!xmlStrcmp(node->name, reinterpret_cast<const xmlChar*>("entity")))
    {
      key = getProp(node, "id");
      std::string prototypeId = reinterpret_cast<char*>(key);
      xmlFree(key);

      prototypes[prototypeId] = node;
    }
  }

  // Create entities from the world definition.
  xmlDocPtr doc = xmlParseFile(worldFile_.c_str());
  if (doc == nullptr)
  {
    throw std::invalid_argument("Cannot find world file");
  }

  xmlNodePtr top = xmlDocGetRootElement(doc);
  if (top == nullptr)
  {
    throw std::invalid_argument("Error parsing world file");
  }

  if (xmlStrcmp(top->name, reinterpret_cast<const xmlChar*>("world")))
  {
    throw std::invalid_argument("Error parsing world file");
  }

  key = getProp(top, "startx");
  startingPos_.x() = atoi(reinterpret_cast<char*>(key));
  xmlFree(key);

  key = getProp(top, "starty");
  startingPos_.y() = atoi(reinterpret_cast<char*>(key));
  xmlFree(key);

  key = getProp(top, "startmap");
  startingMapId_ = atoi(reinterpret_cast<char*>(key));
  xmlFree(key);

  for (xmlNodePtr node = top->xmlChildrenNode;
    node != nullptr;
    node = node->next)
  {
    if (!xmlStrcmp(node->name, reinterpret_cast<const xmlChar*>("map")))
    {
      id_type map = game_.getEntityManager().emplaceEntity();

      auto& mappable = game_.getEntityManager().
        emplaceComponent<MappableComponent>(map,
          Texture("res/tiles.png"),
          Texture("res/font.bmp"));

      key = getProp(node, "id");
      mappable.mapId = atoi(reinterpret_cast<char*>(key));
      xmlFree(key);

      key = getProp(node, "title");
      mappable.title = reinterpret_cast<char*>(key);
      xmlFree(key);

      for (xmlNodePtr mapNode = node->xmlChildrenNode;
        mapNode != nullptr;
        mapNode = mapNode->next)
      {
        if (!xmlStrcmp(
          mapNode->name,
          reinterpret_cast<const xmlChar*>("environment")))
        {
          key = xmlNodeGetContent(mapNode);
          if (key == nullptr)
          {
            throw std::invalid_argument("Error parsing world file");
          }

          mappable.tiles.clear();
          mappable.tiles.push_back(atoi(strtok(
            reinterpret_cast<char*>(key),
            ",\n")));

          for (size_t i = 1; i < (MAP_WIDTH * MAP_HEIGHT); i++)
          {
            mappable.tiles.push_back(atoi(strtok(nullptr, ",\n")));
          }

          xmlFree(key);
        } else if (!xmlStrcmp(
          mapNode->name,
          reinterpret_cast<const xmlChar*>("entity")))
        {
          id_type mapObject = game_.getEntityManager().emplaceEntity();

          key = getProp(mapNode, "type");
          std::string prototypeId = reinterpret_cast<char*>(key);
          xmlFree(key);

          xmlNodePtr prototypeNode = prototypes[prototypeId];

          // Set the coordinates from the object definition.
          auto& transformable = game_.getEntityManager().
            emplaceComponent<TransformableComponent>(mapObject);

          key = getProp(mapNode, "x");
          transformable.origPos.x() = atoi(reinterpret_cast<char*>(key));
          xmlFree(key);

          key = getProp(mapNode, "y");
          transformable.origPos.y() = atoi(reinterpret_cast<char*>(key));
          xmlFree(key);

          // Set the sprite and size using the prototype definition.
          key = getProp(prototypeNode, "sprite");
          std::string spritePath = reinterpret_cast<char*>(key);
          xmlFree(key);

          key = getProp(prototypeNode, "width");
          transformable.origSize.w() = atoi(reinterpret_cast<char*>(key));
          xmlFree(key);

          key = getProp(prototypeNode, "height");
          transformable.origSize.h() = atoi(reinterpret_cast<char*>(key));
          xmlFree(key);

          AnimationSet objectAnim(
            spritePath.c_str(),
            transformable.origSize.w(),
            transformable.origSize.h(),
            1);

          objectAnim.emplaceAnimation("static", 0, 1, 1);

          auto& animatable = game_.getEntityManager().
            emplaceComponent<AnimatableComponent>(
              mapObject,
              std::move(objectAnim));

          animatable.origAnimation = "static";

          // Create a physics body.
          game_.getSystemManager().getSystem<PonderingSystem>().
            initializeBody(mapObject, PonderableComponent::Type::vacuumed);





          auto& prototypable = game_.getEntityManager().
            emplaceComponent<PrototypableComponent>(mapObject);

          prototypable.prototypeId = prototypeId;

          key = getProp(mapNode, "index");
          prototypable.mapObjectIndex = atoi(reinterpret_cast<char*>(key));
          xmlFree(key);

          if (prototypeId == "movplat")
          {
            auto& automatable = game_.getEntityManager().
              emplaceComponent<AutomatableComponent>(mapObject);

            automatable.table = prototypeId;
          } else if (prototypeId == "checkpoint")
          {
            auto& ponderable = game_.getEntityManager().
              getComponent<PonderableComponent>(mapObject);

            ponderable.colliderType = PonderableComponent::Collision::event;
          }

          mappable.objects.push_back(mapObject);
        } else if (!xmlStrcmp(
          mapNode->name,
          reinterpret_cast<const xmlChar*>("adjacent")))
        {
          key = getProp(mapNode, "type");
          std::string adjTypeStr(reinterpret_cast<char*>(key));
          xmlFree(key);

          MappableComponent::Adjacent::Type adjType;
          if (adjTypeStr == "wall")
          {
            adjType = MappableComponent::Adjacent::Type::wall;
          } else if (adjTypeStr == "wrap")
          {
            adjType = MappableComponent::Adjacent::Type::wrap;
          } else if (adjTypeStr == "warp")
          {
            adjType = MappableComponent::Adjacent::Type::warp;
          } else if (adjTypeStr == "reverseWarp")
          {
            adjType = MappableComponent::Adjacent::Type::reverse;
          } else {
            throw std::logic_error("Invalid adjacency type");
          }

          key = getProp(mapNode, "map");
          size_t adjMapId = atoi(reinterpret_cast<char*>(key));
          xmlFree(key);

          key = getProp(mapNode, "dir");
          std::string adjDir(reinterpret_cast<char*>(key));
          xmlFree(key);

          if (adjDir == "left")
          {
            mappable.leftAdjacent = {adjType, adjMapId};
          } else if (adjDir == "right")
          {
            mappable.rightAdjacent = {adjType, adjMapId};
          } else if (adjDir == "up")
          {
            mappable.upAdjacent = {adjType, adjMapId};
          } else if (adjDir == "down")
          {
            mappable.downAdjacent = {adjType, adjMapId};
          } else {
            throw std::logic_error("Invalid adjacency direction");
          }
        }
      }

      mapping.generateBoundaries(map);

      entityByMapId_[mappable.mapId] = map;
    }
  }

  xmlFreeDoc(doc);
  xmlFreeDoc(protoXml);

  activateMap(entityByMapId_[startingMapId_]);
}

void RealizingSystem::loadMap(id_type mapEntity)
{
  deactivateMap();
  activateMap(mapEntity);
}

void RealizingSystem::deactivateMap()
{
  id_type oldMap = activeMap_;

  auto& oldMappable = game_.getEntityManager().
    getComponent<MappableComponent>(oldMap);

  // Deactivate any map objects from the old map.
  for (id_type prototype : oldMappable.objects)
  {
    leaveActiveMap(prototype);
  }

  // Deactivate players that were on the old map.
  std::set<id_type> players =
    game_.getEntityManager().getEntitiesWithComponents<
      PlayableComponent>();

  for (id_type player : players)
  {
    auto& playable = game_.getEntityManager().
      getComponent<PlayableComponent>(player);

    if (playable.mapId == oldMap)
    {
      leaveActiveMap(player);
    }
  }
}

void RealizingSystem::activateMap(id_type mapEntity)
{
  auto& animating = game_.getSystemManager().getSystem<AnimatingSystem>();
  auto& pondering = game_.getSystemManager().getSystem<PonderingSystem>();

  std::set<id_type> players =
    game_.getEntityManager().getEntitiesWithComponents<
      PlayableComponent>();

  activeMap_ = mapEntity;

  auto& mappable = game_.getEntityManager().
    getComponent<MappableComponent>(mapEntity);

  // Initialize the new map's objects.
  for (id_type prototype : mappable.objects)
  {
    if (game_.getEntityManager().
      hasComponent<TransformableComponent>(prototype))
    {
      auto& transformable = game_.getEntityManager().
        getComponent<TransformableComponent>(prototype);

      transformable.pos = transformable.origPos;
      transformable.size = transformable.origSize;
    }

    if (game_.getEntityManager().hasComponent<AnimatableComponent>(prototype))
    {
      animating.initPrototype(prototype);
    }

    if (game_.getEntityManager().hasComponent<PonderableComponent>(prototype))
    {
      pondering.initPrototype(prototype);
    }

    enterActiveMap(prototype);
  }

  // Activate any players on the map.
  for (id_type player : players)
  {
    auto& playable = game_.getEntityManager().
      getComponent<PlayableComponent>(player);

    if (playable.mapId == mapEntity)
    {
      enterActiveMap(player);
    }
  }
}

void RealizingSystem::enterActiveMap(id_type entity)
{
  if (game_.getEntityManager().hasComponent<AnimatableComponent>(entity))
  {
    auto& animatable = game_.getEntityManager().
      getComponent<AnimatableComponent>(entity);

    animatable.active = true;
  }

  if (game_.getEntityManager().hasComponent<PonderableComponent>(entity))
  {
    auto& ponderable = game_.getEntityManager().
      getComponent<PonderableComponent>(entity);

    ponderable.active = true;
  }

  if (game_.getEntityManager().hasComponent<AutomatableComponent>(entity))
  {
    game_.getSystemManager().getSystem<ScriptingSystem>().startBehavior(entity);
  }
}

void RealizingSystem::leaveActiveMap(id_type entity)
{
  if (game_.getEntityManager().hasComponent<AnimatableComponent>(entity))
  {
    auto& animatable = game_.getEntityManager().
      getComponent<AnimatableComponent>(entity);

    animatable.active = false;
  }

  if (game_.getEntityManager().hasComponent<PonderableComponent>(entity))
  {
    auto& ponderable = game_.getEntityManager().
      getComponent<PonderableComponent>(entity);

    ponderable.active = false;
  }

  if (game_.getEntityManager().hasComponent<AutomatableComponent>(entity))
  {
    game_.getSystemManager().getSystem<ScriptingSystem>().stopBehavior(entity);
  }
}