148 lines
4.5 KiB
C++
148 lines
4.5 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/ScreenSettings.h"
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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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//------------------------------------------------------------------------
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// Purpose: We re-use the same level object each time
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// this function cleans up everything to make it good as new (get it)
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//------------------------------------------------------------------------
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void Level::reset() {
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if (_playerIndex > 0 && _objects.size() > _playerIndex)
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_objects[_playerIndex]._pathing.shutdown();
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_playerIndex = 0;
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_terrain.reset();
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_objects.clear();
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_objSeq.clear();
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_background.clear();
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_fly.clear();
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Camera(0, 0, g_engine->_screenSettings->_cur.w, g_engine->_screenSettings->_cur.h);
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_showmap.set(true);
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_insideExit = false;
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_firstHit = true;
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_music._id = -1;
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_previewPath.clear();
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_img.deleteImage();
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}
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//------------------------------------------------------------------------
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// Purpose: Get sprite in the object array
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//------------------------------------------------------------------------
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pyrodactyl::anim::Sprite *Level::getSprite(const Common::String &id) {
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for (auto &i : _objects)
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if (i.id() == id)
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return &i;
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return nullptr;
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}
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//------------------------------------------------------------------------
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// Purpose: Figure visibility and let the AI see what moves are allowed
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//------------------------------------------------------------------------
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void Level::calcProperties(pyrodactyl::event::Info &info) {
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for (auto &i : _objects)
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i.calcProperties(info);
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}
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//------------------------------------------------------------------------
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// Purpose: Handle the level movement
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//------------------------------------------------------------------------
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void Level::handleEvents(Info &info, const Common::Event &event) {
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if (!g_engine->_mouse->_insideHud) {
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if (event.type == Common::EVENT_LBUTTONDOWN || event.type == Common::EVENT_RBUTTONDOWN) {
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// Only go to path if our mouse is a normal walking cursor
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if (!g_engine->_mouse->_hover) {
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// The destination coordinate is set by adding camera position to click position
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Vector2i dest = g_engine->_mouse->_button;
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dest.x += _camera.x;
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dest.y += _camera.y;
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Rect b = _objects[_playerIndex].boundRect();
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b.w /= 2;
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b.h /= 2;
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b.x = dest.x - b.w / 2;
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b.y = dest.y - b.h / 2;
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_objects[_playerIndex].setDestPathfinding(dest, !_terrain.insideNoWalk(dest));
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}
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}
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}
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_objects[_playerIndex].handleEvents(info, _camera, _scDefault, event);
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}
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//------------------------------------------------------------------------
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// Purpose: Swap the player sprites
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//------------------------------------------------------------------------
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void Level::playerId(const Common::String &ID, const int &x, const int &y) {
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int index = 0;
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for (auto i = _objects.begin(); i != _objects.end(); ++i, ++index) {
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if (i->id() == ID) {
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_playerIndex = index;
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if (x != -1)
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i->x(x);
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if (y != -1)
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i->y(y);
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break;
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}
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}
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}
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//------------------------------------------------------------------------
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// Purpose: Rearrange stuff after resolution change
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//------------------------------------------------------------------------
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void Level::setUI() {
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_camera.w = g_engine->_screenSettings->_cur.w;
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_camera.h = g_engine->_screenSettings->_cur.h;
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setCamera();
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}
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} // End of namespace Crab
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