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engines/crab/TMX/TMXLayer.h
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115
engines/crab/TMX/TMXLayer.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* This code is based on the CRAB engine
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*
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* Copyright (c) Arvind Raja Yadav
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*
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* Licensed under MIT
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*
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*/
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#ifndef CRAB_TMXLAYER_H
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#define CRAB_TMXLAYER_H
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#include "crab/Rectangle.h"
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#include "crab/image/Image.h"
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#include "crab/TMX/TileInfo.h"
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#include "common/list.h"
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namespace Crab {
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namespace TMX {
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enum LayerType {
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// Run of the mill layer full of tiles
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LAYER_NORMAL,
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// Layer containing a simple image instead of tiles
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LAYER_IMAGE,
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// We do not draw prop layers along with the non-prop layers,
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// because their draw order depends on the positions of the sprites
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LAYER_PROP,
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// Parallax layers are drawn differently, but are still composed of tiles
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LAYER_PARALLAX,
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// Auto-hide layers are primarily used for interiors
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// These are only visible if the player is colliding with them
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LAYER_AUTOHIDE,
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// Auto-show layers are the reverse of auto-hide layers
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// These are only visible if the player is not colliding with them
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LAYER_AUTOSHOW
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};
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class Layer {
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public:
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// Name of the layer
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Common::String _name;
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// Dimensions of the layer in terms of tiles
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int _w, _h;
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Layer() {
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_w = 0;
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_h = 0;
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}
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bool load(rapidxml::xml_node<char> *node);
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};
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// Currently we just use one general purpose layer object instead of multiple inherited classes and stuff
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class MapLayer : public Layer {
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public:
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// The tiles in the layer
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Common::Array<Common::Array<TileInfo>> _tile;
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// The type of layer
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LayerType _type;
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// The image in the layer
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pyrodactyl::image::Image _img;
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// The coordinates to draw the prop in(x,y) and dimensions of the area(w,h) in terms of tiles
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// This is also the collision rectangle of the prop and auto hide layer
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Rect _pos;
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Common::List<Rect> _boundRect;
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// The rate of scrolling of image, used for parallax
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Vector2f _rate;
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// Is the player colliding with the layer? (used for auto hide layer)
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bool _collide;
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MapLayer() : _rate(1, 1) {
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_type = LAYER_NORMAL;
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_collide = false;
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}
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bool load(const Common::Path &path, rapidxml::xml_node<char> *node);
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};
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} // End of namespace TMX
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} // End of namespace Crab
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#endif // CRAB_TMXLAYER_H
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