149 lines
3.8 KiB
C++
149 lines
3.8 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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#ifndef CRAB_TMXMAP_H
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#define CRAB_TMXMAP_H
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#include "crab/LevelResult.h"
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#include "crab/Shape.h"
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#include "crab/XMLDoc.h"
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#include "crab/ai/spriteai.h"
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#include "crab/level/LevelExit.h"
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#include "crab/level/MusicArea.h"
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#include "crab/level/Stairs.h"
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#include "crab/TMX/TMXTileSet.h"
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namespace Crab {
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namespace TMX {
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// For TMX version 1.0, orthogonal maps only
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class TMXMap {
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protected:
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// The actual dimensions of the level
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int _w, _h;
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// The area you can move in
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Rect _areaWalk;
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// The non-walk able areas in the level
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Common::Array<Shape> _areaNowalk;
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// The trigger rectangles in the level
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Common::Array<Shape> _areaTrig;
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// Stairs modify the player walking speed
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Common::Array<pyrodactyl::level::Stairs> _areaStairs;
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// Music areas change the music if player collides with them
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Common::Array<pyrodactyl::level::MusicArea> _areaMusic;
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// Archived methods for loading poly lines in tiled
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// void LoadPath(rapidxml::xml_node<char> *node);
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// const Vector2i GetPoint(const Vector2i &ref, Common::String &x, Common::String &y);
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public:
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// The exits to different levels
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Common::Array<pyrodactyl::level::Exit> _areaExit;
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// The layer on top of which objects walk
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uint _spriteLayer;
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// Dimensions of the level in terms of tiles
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int _tileRows, _tileCols;
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// Dimensions of the level in terms of pathfinding grid cells (SZ)
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int _pathRows, _pathCols;
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// The width and height of tiles
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Vector2i _tileSize;
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// The width and height of pathfinding grid cells (SZ)
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Vector2i _pathSize;
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// The layers of tiles in the level
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Common::Array<MapLayer> _layer;
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// The props in the level
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Common::Array<MapLayer> _prop;
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PathfindingGrid *_grid; // The grid of graph nodes used for navigating.
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// Movement costs
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struct {
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int _open, _noWalk, _stairs;
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} _movementCosts;
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TMXMap();
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~TMXMap() {}
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void reset();
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void load(const Common::Path &path, const Common::String &filename);
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void drawDebug(const Rect &camera);
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bool insideWalk(const Rect &boundingBox);
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bool insideWalk(const Vector2i &pos);
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bool insideNoWalk(const Vector2i &pos);
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void collideWithNoWalk(const Rect boundingBox, Common::List<CollisionData> &colliders);
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bool collideWithExit(const Rect rect, LevelResult &res);
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bool collideWithStairs(const Rect rect, Vector2f &velMod);
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bool collideWithMusic(const Rect rect, pyrodactyl::level::MusicInfo &music);
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bool collideWithTrigger(const Rect rect, int index);
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void collideWithTrigger(const Rect rect, Common::Array<int> &collisionTable);
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int w() {
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return _w;
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}
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int h() {
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return _h;
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}
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const Rect &areaWalk() const {
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return _areaWalk;
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}
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const Common::Array<Shape> &areaNoWalk() const {
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return _areaNowalk;
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}
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const Common::Array<pyrodactyl::level::Stairs> &areaStairs() const {
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return _areaStairs;
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}
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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_TMXMAP_H
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