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2026-02-02 04:50:13 +01:00

148 lines
4.5 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* This code is based on the CRAB engine
*
* Copyright (c) Arvind Raja Yadav
*
* Licensed under MIT
*
*/
#include "crab/ScreenSettings.h"
#include "crab/input/cursor.h"
#include "crab/level/level.h"
namespace Crab {
using namespace TMX;
using namespace pyrodactyl::stat;
using namespace pyrodactyl::anim;
using namespace pyrodactyl::level;
using namespace pyrodactyl::image;
using namespace pyrodactyl::people;
using namespace pyrodactyl::input;
using namespace pyrodactyl::event;
//------------------------------------------------------------------------
// Purpose: We re-use the same level object each time
// this function cleans up everything to make it good as new (get it)
//------------------------------------------------------------------------
void Level::reset() {
if (_playerIndex > 0 && _objects.size() > _playerIndex)
_objects[_playerIndex]._pathing.shutdown();
_playerIndex = 0;
_terrain.reset();
_objects.clear();
_objSeq.clear();
_background.clear();
_fly.clear();
Camera(0, 0, g_engine->_screenSettings->_cur.w, g_engine->_screenSettings->_cur.h);
_showmap.set(true);
_insideExit = false;
_firstHit = true;
_music._id = -1;
_previewPath.clear();
_img.deleteImage();
}
//------------------------------------------------------------------------
// Purpose: Get sprite in the object array
//------------------------------------------------------------------------
pyrodactyl::anim::Sprite *Level::getSprite(const Common::String &id) {
for (auto &i : _objects)
if (i.id() == id)
return &i;
return nullptr;
}
//------------------------------------------------------------------------
// Purpose: Figure visibility and let the AI see what moves are allowed
//------------------------------------------------------------------------
void Level::calcProperties(pyrodactyl::event::Info &info) {
for (auto &i : _objects)
i.calcProperties(info);
}
//------------------------------------------------------------------------
// Purpose: Handle the level movement
//------------------------------------------------------------------------
void Level::handleEvents(Info &info, const Common::Event &event) {
if (!g_engine->_mouse->_insideHud) {
if (event.type == Common::EVENT_LBUTTONDOWN || event.type == Common::EVENT_RBUTTONDOWN) {
// Only go to path if our mouse is a normal walking cursor
if (!g_engine->_mouse->_hover) {
// The destination coordinate is set by adding camera position to click position
Vector2i dest = g_engine->_mouse->_button;
dest.x += _camera.x;
dest.y += _camera.y;
Rect b = _objects[_playerIndex].boundRect();
b.w /= 2;
b.h /= 2;
b.x = dest.x - b.w / 2;
b.y = dest.y - b.h / 2;
_objects[_playerIndex].setDestPathfinding(dest, !_terrain.insideNoWalk(dest));
}
}
}
_objects[_playerIndex].handleEvents(info, _camera, _scDefault, event);
}
//------------------------------------------------------------------------
// Purpose: Swap the player sprites
//------------------------------------------------------------------------
void Level::playerId(const Common::String &ID, const int &x, const int &y) {
int index = 0;
for (auto i = _objects.begin(); i != _objects.end(); ++i, ++index) {
if (i->id() == ID) {
_playerIndex = index;
if (x != -1)
i->x(x);
if (y != -1)
i->y(y);
break;
}
}
}
//------------------------------------------------------------------------
// Purpose: Rearrange stuff after resolution change
//------------------------------------------------------------------------
void Level::setUI() {
_camera.w = g_engine->_screenSettings->_cur.w;
_camera.h = g_engine->_screenSettings->_cur.h;
setCamera();
}
} // End of namespace Crab