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saveload.cpp
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/*
* File: saveload.cpp
* ----------------
* This file implements saveload.h interface.
*/
#include "saveload.h"
#include "Game.h"
#include "Msgboard.h"
#include <fstream>
extern Game * game;
SaveLoad::SaveLoad()
{
// create frame
recordFrame = new QGraphicsRectItem();
recordFrame->setRect(100, 0, 440, 440);
QBrush brush;
brush.setStyle(Qt::SolidPattern);
brush.setColor(Qt::darkCyan);
recordFrame->setBrush(brush);
game->scene->addItem(recordFrame);
recordFrame->setFlag(QGraphicsItem::ItemIsFocusable);
recordFrame->setFocus();
}
/*
* Implementation notes: showSaveRecord(), showLoadRecord(), showLoadRecordOnMainMenu()
* ------------------------------------------------------------------------------------
* Show button on the frame and connect to different functions. QSignalMapper is used in
* this case to pass parameters.
*/
void SaveLoad::showSaveRecord()
{
// draw the text
recordText = new QGraphicsTextItem(QString("Choose which record you want to save"));
QFont titleFont("comic sans", 10);
recordText->setFont(titleFont);
double txPos = game->width()/2 - recordText->boundingRect().width()/2;
double tyPos = 70;
recordText->setPos(txPos, tyPos);
game->scene->addItem(recordText);
// draw record1 button
recordButton1 = new Button(QString("Record 1"), 200, 40);
double hxPos1 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos1 = 120;
recordButton1->setPos(hxPos1, hyPos1);
QSignalMapper *signalMapper1 = new QSignalMapper(this);
signalMapper1->setMapping(recordButton1, 1);
connect(recordButton1, SIGNAL(clicked()), signalMapper1, SLOT(map()));
connect(signalMapper1, SIGNAL(mapped(int)), this, SLOT(save(int)));
game->scene->addItem(recordButton1);
// draw record2 button
recordButton2 = new Button(QString("Record 2"), 200, 40);
double hxPos2 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos2 = 170;
recordButton2->setPos(hxPos2, hyPos2);
QSignalMapper *signalMapper2 = new QSignalMapper(this);
signalMapper2->setMapping(recordButton2, 2);
connect(recordButton2, SIGNAL(clicked()), signalMapper2, SLOT(map()));
connect(signalMapper2, SIGNAL(mapped(int)), this, SLOT(save(int)));
game->scene->addItem(recordButton2);
// draw record3 button
recordButton3 = new Button(QString("Record 3"), 200, 40);
double hxPos3 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos3 = 220;
recordButton3->setPos(hxPos3, hyPos3);
QSignalMapper *signalMapper3 = new QSignalMapper(this);
signalMapper3->setMapping(recordButton3, 3);
connect(recordButton3, SIGNAL(clicked()), signalMapper3, SLOT(map()));
connect(signalMapper3, SIGNAL(mapped(int)), this, SLOT(save(int)));
game->scene->addItem(recordButton3);
// Add record4 button
recordButton4 = new Button(QString("Record 4"), 200, 40);
double hxPos4 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos4 = 270;
recordButton4->setPos(hxPos4, hyPos4);
QSignalMapper *signalMapper4 = new QSignalMapper(this);
signalMapper4->setMapping(recordButton4, 4);
connect(recordButton4, SIGNAL(clicked()), signalMapper4, SLOT(map()));
connect(signalMapper4, SIGNAL(mapped(int)), this, SLOT(save(int)));
game->scene->addItem(recordButton4);
// draw record5 button
recordButton5 = new Button(QString("Record 5"), 200, 40);
double hxPos5 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos5 = 320;
recordButton5->setPos(hxPos5, hyPos5);
QSignalMapper *signalMapper5 = new QSignalMapper(this);
signalMapper5->setMapping(recordButton5, 5);
connect(recordButton5, SIGNAL(clicked()), signalMapper5, SLOT(map()));
connect(signalMapper5, SIGNAL(mapped(int)), this, SLOT(save(int)));
game->scene->addItem(recordButton5);
// draw back button
backButton = new Button(QString("Back"), 200, 40);
double bxPos = game->width()/2 - recordText->boundingRect().width()/2;
double byPos = 370;
backButton->setPos(bxPos, byPos);
connect(backButton, SIGNAL(clicked()), this, SLOT(back()));
game->scene->addItem(backButton);
}
void SaveLoad::showLoadRecord()
{
// draw the text
recordText = new QGraphicsTextItem(QString("Choose which record you want to load"));
QFont titleFont("comic sans", 10);
recordText->setFont(titleFont);
double txPos = game->width()/2 - recordText->boundingRect().width()/2;
double tyPos = 70;
recordText->setPos(txPos, tyPos);
game->scene->addItem(recordText);
// draw record1 button
recordButton1 = new Button(QString("Record 1"), 200, 40);
double hxPos1 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos1 = 120;
recordButton1->setPos(hxPos1, hyPos1);
QSignalMapper *signalMapper1 = new QSignalMapper(this);
signalMapper1->setMapping(recordButton1, 1);
connect(recordButton1, SIGNAL(clicked()), signalMapper1, SLOT(map()));
connect(signalMapper1, SIGNAL(mapped(int)), this, SLOT(load(int)));
game->scene->addItem(recordButton1);
// draw record2 button
recordButton2 = new Button(QString("Record 2"), 200, 40);
double hxPos2 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos2 = 170;
recordButton2->setPos(hxPos2, hyPos2);
QSignalMapper *signalMapper2 = new QSignalMapper(this);
signalMapper2->setMapping(recordButton2, 2);
connect(recordButton2, SIGNAL(clicked()), signalMapper2, SLOT(map()));
connect(signalMapper2, SIGNAL(mapped(int)), this, SLOT(load(int)));
game->scene->addItem(recordButton2);
// draw record3 button
recordButton3 = new Button(QString("Record 3"), 200, 40);
double hxPos3 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos3 = 220;
recordButton3->setPos(hxPos3, hyPos3);
QSignalMapper *signalMapper3 = new QSignalMapper(this);
signalMapper3->setMapping(recordButton3, 3);
connect(recordButton3, SIGNAL(clicked()), signalMapper3, SLOT(map()));
connect(signalMapper3, SIGNAL(mapped(int)), this, SLOT(load(int)));
game->scene->addItem(recordButton3);
// Add record4 button
recordButton4 = new Button(QString("Record 4"), 200, 40);
double hxPos4 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos4 = 270;
recordButton4->setPos(hxPos4, hyPos4);
QSignalMapper *signalMapper4 = new QSignalMapper(this);
signalMapper4->setMapping(recordButton4, 4);
connect(recordButton4, SIGNAL(clicked()), signalMapper4, SLOT(map()));
connect(signalMapper4, SIGNAL(mapped(int)), this, SLOT(load(int)));
game->scene->addItem(recordButton4);
// draw record5 button
recordButton5 = new Button(QString("Record 5"), 200, 40);
double hxPos5 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos5 = 320;
recordButton5->setPos(hxPos5, hyPos5);
QSignalMapper *signalMapper5 = new QSignalMapper(this);
signalMapper5->setMapping(recordButton5, 5);
connect(recordButton5, SIGNAL(clicked()), signalMapper5, SLOT(map()));
connect(signalMapper5, SIGNAL(mapped(int)), this, SLOT(load(int)));
game->scene->addItem(recordButton5);
// draw back button
backButton = new Button(QString("Back"), 200, 40);
double bxPos = game->width()/2 - recordText->boundingRect().width()/2;
double byPos = 370;
backButton->setPos(bxPos, byPos);
connect(backButton, SIGNAL(clicked()), this, SLOT(back()));
game->scene->addItem(backButton);
}
void SaveLoad::showLoadRecordOnMainMenu()
{
// draw the text
recordText = new QGraphicsTextItem(QString("Choose which record you want to load"));
QFont titleFont("comic sans", 10);
recordText->setFont(titleFont);
double txPos = game->width()/2 - recordText->boundingRect().width()/2;
double tyPos = 70;
recordText->setPos(txPos, tyPos);
game->scene->addItem(recordText);
// draw record1 button
recordButton1 = new Button(QString("Record 1"), 200, 40);
double hxPos1 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos1 = 120;
recordButton1->setPos(hxPos1, hyPos1);
QSignalMapper *signalMapper1 = new QSignalMapper(this);
signalMapper1->setMapping(recordButton1, 1);
connect(recordButton1, SIGNAL(clicked()), signalMapper1, SLOT(map()));
connect(signalMapper1, SIGNAL(mapped(int)), this, SLOT(load(int)));
game->scene->addItem(recordButton1);
// draw record2 button
recordButton2 = new Button(QString("Record 2"), 200, 40);
double hxPos2 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos2 = 170;
recordButton2->setPos(hxPos2, hyPos2);
QSignalMapper *signalMapper2 = new QSignalMapper(this);
signalMapper2->setMapping(recordButton2, 2);
connect(recordButton2, SIGNAL(clicked()), signalMapper2, SLOT(map()));
connect(signalMapper2, SIGNAL(mapped(int)), this, SLOT(load(int)));
game->scene->addItem(recordButton2);
// draw record3 button
recordButton3 = new Button(QString("Record 3"), 200, 40);
double hxPos3 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos3 = 220;
recordButton3->setPos(hxPos3, hyPos3);
QSignalMapper *signalMapper3 = new QSignalMapper(this);
signalMapper3->setMapping(recordButton3, 3);
connect(recordButton3, SIGNAL(clicked()), signalMapper3, SLOT(map()));
connect(signalMapper3, SIGNAL(mapped(int)), this, SLOT(load(int)));
game->scene->addItem(recordButton3);
// Add record4 button
recordButton4 = new Button(QString("Record 4"), 200, 40);
double hxPos4 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos4 = 270;
recordButton4->setPos(hxPos4, hyPos4);
QSignalMapper *signalMapper4 = new QSignalMapper(this);
signalMapper4->setMapping(recordButton4, 4);
connect(recordButton4, SIGNAL(clicked()), signalMapper4, SLOT(map()));
connect(signalMapper4, SIGNAL(mapped(int)), this, SLOT(load(int)));
game->scene->addItem(recordButton4);
// draw record5 button
recordButton5 = new Button(QString("Record 5"), 200, 40);
double hxPos5 = game->width()/2 - recordText->boundingRect().width()/2;
double hyPos5 = 320;
recordButton5->setPos(hxPos5, hyPos5);
QSignalMapper *signalMapper5 = new QSignalMapper(this);
signalMapper5->setMapping(recordButton5, 5);
connect(recordButton5, SIGNAL(clicked()), signalMapper5, SLOT(map()));
connect(signalMapper5, SIGNAL(mapped(int)), this, SLOT(load(int)));
game->scene->addItem(recordButton5);
// draw back button
backButton = new Button(QString("Back"), 200, 40);
double bxPos = game->width()/2 - recordText->boundingRect().width()/2;
double byPos = 370;
backButton->setPos(bxPos, byPos);
connect(backButton, SIGNAL(clicked()), this, SLOT(backMainMenu()));
game->scene->addItem(backButton);
}
/*
* Implementation notes: save(), load()
* ------------------------------------
* Save into file and load from file.
*/
void SaveLoad::save(int recordNum)
{
QString showText = "Save successfully";
string fileInfoName;
string fileMapName;
// TO DO: use relative path
switch (recordNum)
{
case 1: fileInfoName = "/Users/haroldxu/Desktop/mota/InfoRecord1.dat";
fileMapName = "/Users/haroldxu/Desktop/mota/MapRecord1.dat";
break;
case 2: fileInfoName = "/Users/haroldxu/Desktop/mota/InfoRecord2.dat";
fileMapName = "/Users/haroldxu/Desktop/mota/MapRecord2.dat";
break;
case 3: fileInfoName = "/Users/haroldxu/Desktop/mota/InfoRecord3.dat";
fileMapName = "/Users/haroldxu/Desktop/mota/MapRecord3.dat";
break;
case 4: fileInfoName = "/Users/haroldxu/Desktop/mota/InfoRecord4.dat";
fileMapName = "/Users/haroldxu/Desktop/mota/MapRecord4.dat";
break;
case 5: fileInfoName = "/Users/haroldxu/Desktop/mota/InfoRecord5.dat";
fileMapName = "/Users/haroldxu/Desktop/mota/MapRecord5.dat";
break;
}
fstream saveFile;
saveFile.open(fileInfoName, ios::out|ios::trunc);
game->maps->saveMapintoRecord(fileMapName); // save map matrix into file
// hp,atk,def,lv,money,exp,floor,posX,poxY,redkey,yellowkey,bluekey
saveFile<< game->hero->getHp()<<endl;
saveFile<< game->hero->getAtk()<<endl;
saveFile<< game->hero->getDef()<<endl;
saveFile<< game->hero->getLv()<<endl;
saveFile<< game->hero->getMoney()<<endl;
saveFile<< game->hero->getExperience()<<endl;
saveFile<< game->hero->getFloor()<<endl;
saveFile<< game->hero->getPosX()<<endl;
saveFile<< game->hero->getPosY()<<endl;
saveFile<< game->hero->getRedKey()<<endl;
saveFile<< game->hero->getYellowKey()<<endl;
saveFile<< game->hero->getBlueKey()<<endl;
saveFile.close();
MsgBoard * msg = new MsgBoard(showText, 100, 100, 440, 150);
game->scene->addItem(msg);
}
void SaveLoad::load(int recordNum)
{
fstream loadFile;
string fileInfoName, fileMapName;
// TO DO: use relative path
switch (recordNum)
{
case 1: fileInfoName = "/Users/haroldxu/Desktop/mota/InfoRecord1.dat";
fileMapName = "/Users/haroldxu/Desktop/mota/MapRecord1.dat";
break;
case 2: fileInfoName = "/Users/haroldxu/Desktop/mota/InfoRecord2.dat";
fileMapName = "/Users/haroldxu/Desktop/mota/MapRecord2.dat";
break;
case 3: fileInfoName = "/Users/haroldxu/Desktop/mota/InfoRecord3.dat";
fileMapName = "/Users/haroldxu/Desktop/mota/MapRecord3.dat";
break;
case 4: fileInfoName = "/Users/haroldxu/Desktop/mota/InfoRecord4.dat";
fileMapName = "/Users/haroldxu/Desktop/mota/MapRecord4.dat";
break;
case 5: fileInfoName = "/Users/haroldxu/Desktop/mota/InfoRecord5.dat";
fileMapName = "/Users/haroldxu/Desktop/mota/MapRecord5.dat";
break;
}
// order: hp,atk,def,lv,money,exp,floor,posX,poxY,redkey,yellowkey,bluekey
loadFile.open(fileInfoName, ios::in);
int new_heroHp;
int new_heroAtk;
int new_heroDef;
int new_heroLv;
int new_heroMoney;
int new_heroExp;
int new_heroFloor;
int new_heroPosX;
int new_heroPosY;
int new_redKey;
int new_yellowKey;
int new_blueKey;
loadFile>>new_heroHp;
loadFile>>new_heroAtk;
loadFile>>new_heroDef;
loadFile>>new_heroLv;
loadFile>>new_heroMoney;
loadFile>>new_heroExp;
loadFile>>new_heroFloor;
loadFile>>new_heroPosX;
loadFile>>new_heroPosY;
loadFile>>new_redKey;
loadFile>>new_yellowKey;
loadFile>>new_blueKey;
loadFile.close();
// clear
game->scene->clear();
// draw the map
game->maps = new Map(fileMapName);
game->maps->show(new_heroFloor); // Initial Render
// draw the hero
game->hero = new Hero();
game->hero->setPos(100+40*new_heroPosX, 40*new_heroPosY); // Initial Position
game->hero->show();
game->scene->addItem(game->hero);
game->hero->setFlag(QGraphicsItem::ItemIsFocusable);
game->hero->setHp(new_heroHp);
game->hero->setAtk(new_heroAtk);
game->hero->setDef(new_heroDef);
game->hero->setLv(new_heroLv);
game->hero->setMoney(new_heroMoney);
game->hero->setExperience(new_heroExp);
game->hero->setFloor(new_heroFloor);
game->hero->setRedKey(new_redKey);
game->hero->setBlueKey(new_blueKey);
game->hero->setYellowKey(new_yellowKey);
// draw the information
game->drawGUI();
// add BGM
// TO DO: use Button to control BGM
QMediaPlayer * music = new QMediaPlayer();
music->setMedia(QUrl("qrc:/sounds/bgm.mp3"));
music->play();
game->hero->setFocus();
game->show();
}
/*
* Implementation notes: back(), backMainMenu()
* --------------------------------------------
* <code>back</code> would return to floor and focus back to hero.
* <code>backMainMenu</code> would return to main menu.
*/
void SaveLoad::back()
{
game->scene->removeItem(recordFrame);
game->scene->removeItem(recordText);
game->scene->removeItem(recordButton1);
game->scene->removeItem(recordButton2);
game->scene->removeItem(recordButton3);
game->scene->removeItem(recordButton4);
game->scene->removeItem(recordButton5);
game->scene->removeItem(backButton);
// delete this;
game->hero->setFocusToSelf(); // focus back to hero
}
void SaveLoad::backMainMenu()
{
// only remove items since hero is not created on main menu
game->scene->removeItem(recordFrame);
game->scene->removeItem(recordText);
game->scene->removeItem(recordButton1);
game->scene->removeItem(recordButton2);
game->scene->removeItem(recordButton3);
game->scene->removeItem(recordButton4);
game->scene->removeItem(recordButton5);
game->scene->removeItem(backButton);
// delete this;
}