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engines/crab/level/level.h
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engines/crab/level/level.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_LEVEL_H
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#define CRAB_LEVEL_H
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#include "common/multimap.h"
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#include "crab/PathfindingGrid.h"
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#include "crab/animation/sprite.h"
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#include "crab/level/level_objects.h"
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#include "crab/level/talknotify.h"
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#include "crab/TMX/TMXMap.h"
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namespace Crab {
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namespace pyrodactyl {
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namespace level {
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class Level {
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// The .tmx file to import terrain from
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TMX::TMXMap _terrain;
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// The pathfinding grid for the level
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PathfindingGrid _pathfindingGrid;
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// The area we display to the player
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Rect _camera;
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// The player sprite location in the object list
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uint _playerIndex;
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// The order in which to draw the sprites
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Common::MultiMap<int, pyrodactyl::anim::Sprite *> _objSeq;
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// The file index which contains the fighting moves of all characters
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Common::Array<Common::Path> _animSet;
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// The movement sets for sprites in levels
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Common::Array<pyrodactyl::ai::MovementSet> _moveSet;
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// These sprites are only for animated objects and cannot be interacted with
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Common::Array<pyrodactyl::anim::Sprite> _background;
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// These sprites fly across the screen randomly
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Common::Array<pyrodactyl::anim::Sprite> _fly;
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// The id of the music track being played
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MusicInfo _music;
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// Is the world map accessible from this level?
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MapVis _showmap;
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// We disable exits when player is fighting enemies - this is used to check if we are in an exit area WHILE fighting enemies
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// If we are fighting inside exit area, the level switch is delayed until we walk out of exit and back in
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// to prevent instant level switch as soon as you beat all enemies
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bool _insideExit;
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bool _firstHit;
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// Default sprite parameters
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pyrodactyl::ai::SpriteConstant _scDefault;
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// Protected level functions
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bool collidingWithObject(pyrodactyl::event::Info &info, Common::String &id);
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bool collidingWithLevel(pyrodactyl::event::Info &info, pyrodactyl::anim::Sprite &s);
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bool playerInCombat(pyrodactyl::event::Info &info);
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void battleAlert(pyrodactyl::event::Info &info);
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void sortObjectsToDraw();
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void moveObject(pyrodactyl::event::Info &info, pyrodactyl::anim::Sprite &s);
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void think(pyrodactyl::event::Info &info, Common::Array<pyrodactyl::event::EventResult> &result,
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Common::Array<pyrodactyl::event::EventSeqInfo> &endSeq, Common::String &id);
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void drawObjects(pyrodactyl::event::Info &info);
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void setCamera();
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bool layerVisible(pyrodactyl::anim::Sprite *obj);
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public:
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// The objects in the level, and the player character
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Common::Array<pyrodactyl::anim::Sprite> _objects;
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// The notification text drawn if the player is able to talk to a sprite
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TalkNotify _talkNotify;
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// Used for drawing the destination marker for point and click movement
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PlayerDestMarker _destMarker;
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// The location of this level on the world map
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Vector2i _mapLoc;
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// The clip revealed by this level on the world map
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struct MapClip {
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// Which world map is this clip added to?
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int _id;
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// The clip itself
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Rect _rect;
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MapClip() {
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_id = 0;
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}
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} _mapClip;
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// Used to draw ambient dialog
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pyrodactyl::ui::ParagraphData _pop;
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// The path of the preview image
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Common::Path _previewPath;
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// A full rendered image of the level
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pyrodactyl::image::Image _img;
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Level() : _playerIndex(0) {
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reset();
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}
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~Level() {
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reset();
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}
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void reset();
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void Camera(int x, int y, int w, int h) {
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_camera.x = x;
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_camera.y = y;
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_camera.w = w;
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_camera.h = h;
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}
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Rect camera() {
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return _camera;
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}
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void playerStop() {
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_objects[_playerIndex].stop();
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}
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const Common::String &playerId() {
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return _objects[_playerIndex].id();
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}
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void playerId(const Common::String &ID, const int &x, const int &y);
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void showMap(bool val) {
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_showmap._normal = val;
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}
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bool showMap() {
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return _showmap._current;
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}
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bool operator()(int i, int j);
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// This calculates the unlocked moves for each sprite in the level, and the visibility of objects
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void calcProperties(pyrodactyl::event::Info &info);
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// Loading function
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void load(const Common::Path &filename, pyrodactyl::event::Info &info, pyrodactyl::event::TriggerSet &gameOver,
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const int &playerX = -1, const int &playerY = -1);
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// One time load called first-time
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void loadMoves(const Common::Path &filename);
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void loadConst(const Common::Path &filename);
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// Used to see if a sprite collides with a rectangle
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void calcTrigCollide(pyrodactyl::event::Info &info);
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// See if a player clicked on the sprite in contact
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bool containsClick(const Common::String &id, const Common::Event &event);
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// Get index of a sprite in the object array
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pyrodactyl::anim::Sprite *getSprite(const Common::String &id);
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void handleEvents(pyrodactyl::event::Info &info, const Common::Event &event);
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LevelResult internalEvents(pyrodactyl::event::Info &info, Common::Array<pyrodactyl::event::EventResult> &result,
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Common::Array<pyrodactyl::event::EventSeqInfo> &endSeq, bool eventInProgress);
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void preDraw();
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void preDrawObjects(Graphics::ManagedSurface *surf);
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void draw(pyrodactyl::event::Info &info);
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void saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root);
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void loadState(rapidxml::xml_node<char> *node);
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void setUI();
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};
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} // End of namespace level
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} // End of namespace pyrodactyl
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} // End of namespace Crab
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#endif // CRAB_LEVEL_H
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