150 lines
5.1 KiB
C++
150 lines
5.1 KiB
C++
/* 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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#include "crab/input/cursor.h"
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#include "crab/level/level.h"
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namespace Crab {
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using namespace TMX;
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using namespace pyrodactyl::stat;
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using namespace pyrodactyl::anim;
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using namespace pyrodactyl::level;
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using namespace pyrodactyl::image;
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using namespace pyrodactyl::people;
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using namespace pyrodactyl::input;
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using namespace pyrodactyl::event;
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using namespace pyrodactyl::music;
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//------------------------------------------------------------------------
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// Purpose: See if player clicked on a sprite they are colliding with
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//------------------------------------------------------------------------
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bool Level::containsClick(const Common::String &id, const Common::Event &event) {
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// If mouse is moved and is hovering on the specified sprite (id), set hover = true
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if (event.type == Common::EVENT_MOUSEMOVE) {
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for (auto &i : _objects) {
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Rect r = i.posRect();
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if (r.contains(g_engine->_mouse->_motion.x + _camera.x, g_engine->_mouse->_motion.y + _camera.y)) {
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// This is to show the sprite's name on top of their head
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i._hover = true;
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// This is to update the mouse cursor only if we're in talking range of a sprite
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if (i.id() == id)
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g_engine->_mouse->_hover = true;
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} else
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i._hover = false;
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}
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return false;
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} else if (g_engine->_mouse->pressed()) {
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for (auto &i : _objects) {
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if (i.id() == id) {
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Rect r = i.posRect();
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if (r.contains(g_engine->_mouse->_button.x + _camera.x, g_engine->_mouse->_button.y + _camera.y)) {
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g_engine->_mouse->_hover = true;
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return true;
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}
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}
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}
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}
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return false;
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}
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//------------------------------------------------------------------------
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// Purpose: Find if a layer is visible (used only for objects with layers associated with them)
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//------------------------------------------------------------------------
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bool Level::layerVisible(pyrodactyl::anim::Sprite *obj) {
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if (obj->_layer < 0)
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return true;
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if ((uint)obj->_layer < _terrain._layer.size())
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return _terrain._layer[obj->_layer]._collide;
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return false;
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}
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//------------------------------------------------------------------------
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// Purpose: Check if a sprite is colliding with the trigger areas
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// Common::String &id is set to the id of colliding object
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//------------------------------------------------------------------------
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void Level::calcTrigCollide(pyrodactyl::event::Info &info) {
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for (auto &i : _objects)
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if (info.personValid(i.id()))
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_terrain.collideWithTrigger(i.boundRect(), info.personGet(i.id())._trig);
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}
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//------------------------------------------------------------------------
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// Purpose: Check if a sprite is colliding with interactive objects
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// Common::String &id is set to the id of colliding object
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//------------------------------------------------------------------------
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bool Level::collidingWithObject(pyrodactyl::event::Info &info, Common::String &id) {
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// Clip and Bounding rectangle of player
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Rect pPos = _objects[_playerIndex].posRect(), pBound = _objects[_playerIndex].boundRect();
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uint index = 0;
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for (auto i = _objects.begin(); i != _objects.end(); ++i, ++index) {
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if (i->visible() && _playerIndex != index && info.state(i->id()) == PST_NORMAL) {
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// Clip and bounding rectangles for the NPC sprite
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Rect iPos = i->posRect(), iBound = i->boundRect();
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if (pPos.collide(iPos) || iPos.contains(pPos) || pBound.collide(iBound) || iBound.contains(pBound)) {
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id = i->id();
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return true;
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}
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}
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}
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return false;
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}
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//------------------------------------------------------------------------
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// Purpose: Check if a sprite is colliding with non-interactive stuff in the level
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// id is set to the id of colliding object
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//------------------------------------------------------------------------
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bool Level::collidingWithLevel(pyrodactyl::event::Info &info, pyrodactyl::anim::Sprite &s) {
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_terrain.collideWithNoWalk(s.boundRect(), s._collideData);
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_terrain.collideWithStairs(s.boundRect(), s._velMod);
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if (_terrain.collideWithMusic(s.boundRect(), _music)) {
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if (_music._track)
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g_engine->_musicManager->playMusic(_music._id);
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else
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g_engine->_musicManager->playEffect(_music._id, _music._loops);
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}
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// If we are colliding with something, return true
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return !s._collideData.empty();
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}
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} // End of namespace Crab
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