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/* 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/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: Let the level tick along and notify if we go into an exit
//------------------------------------------------------------------------
LevelResult Level::internalEvents(Info &info, Common::Array<EventResult> &result, Common::Array<EventSeqInfo> &endSeq, bool eventInProgress) {
LevelResult lResult;
// input.internalEvents();
calcTrigCollide(info);
if (_terrain.collideWithExit(_objects[_playerIndex].boundRect(), lResult)) {
if (playerInCombat(info)) {
_insideExit = true;
} else if (_insideExit == false) {
lResult._type = LR_LEVEL;
return lResult;
}
} else {
_insideExit = false;
if (playerInCombat(info))
_showmap._current = false;
else
_showmap._current = _showmap._normal;
}
if (eventInProgress)
playerStop();
else
think(info, result, endSeq, lResult._val);
if (lResult._val != "")
info.lastPerson(lResult._val);
else if (collidingWithObject(info, lResult._val))
info.lastPerson(lResult._val);
else
info.lastPerson("");
return lResult;
}
//------------------------------------------------------------------------
// Purpose: Let the AI think and animate the level
//------------------------------------------------------------------------
void Level::think(pyrodactyl::event::Info &info, Common::Array<pyrodactyl::event::EventResult> &result,
Common::Array<pyrodactyl::event::EventSeqInfo> &endSeq, Common::String &id) {
uint index = 0;
for (auto i = _objects.begin(); i != _objects.end(); ++i, ++index) {
// Only bother if the sprite is visible
if (i->visible()) {
// TODO: Find a place where this should be initialized... (SZ)
if (i->_pathing._grid == nullptr)
i->_pathing.initialize(&_pathfindingGrid);
// If a sprite is dead, nothing else matters
if (info.state(i->id()) == PST_DYING) {
if (i->lastFrame()) {
info.statSet(i->id(), STAT_HEALTH, 0);
info.state(i->id(), PST_KO);
i->effectImg(false);
i->inputStop();
}
} else if (info.state(i->id()) != PST_KO) {
Rect boundRect = i->boundRect();
i->_pathing.setPosition(Vector2f((float)(boundRect.x + boundRect.w / 2), (float)boundRect.y + boundRect.h / 2));
i->_pathing.update(0);
// For the AI sprites
if (index != _playerIndex) {
switch (info.state(i->id())) {
case PST_FIGHT: {
// Only attack if the player is alive
if (info.state(_objects[_playerIndex].id()) < PST_KO)
i->attack(info, _objects[_playerIndex], _scDefault);
} break;
case PST_FLEE:
i->flee(info, _terrain._areaExit, _scDefault);
break;
case PST_NORMAL:
if (i->takingDamage(_objects[_playerIndex], _scDefault)) {
if (_firstHit) {
battleAlert(info);
_firstHit = false;
}
}
/*else
TraversePath(*i);*/
break;
default:
break;
}
// Only do this if the player is alive
if (info.state(_objects[_playerIndex].id()) < PST_KO)
_objects[_playerIndex].exchangeDamage(info, *i, _scDefault);
} else {
// For the player sprite
boundRect = i->boundRect();
i->_pathing.setPosition(Vector2f((float)(boundRect.x + boundRect.w / 2), (float)boundRect.y + boundRect.h / 2));
i->_pathing.update(0);
i->moveToDestPathfinding(info, _scDefault);
}
i->internalEvents(info, playerId(), result, endSeq);
moveObject(info, *i);
}
i->animate(info);
}
}
// Background sprites don't move
for (auto &i : _background)
i.animate(PST_NORMAL);
// Flier sprites fly across the screen from left to right or vice versa
// The movement is semi-random
for (auto &i : _fly) {
i.flyAround(_camera, _scDefault);
i.animate(PST_NORMAL);
}
}
//------------------------------------------------------------------------
// Purpose: Once a player provokes any sprite, call this function
//------------------------------------------------------------------------
void Level::battleAlert(pyrodactyl::event::Info &info) {
uint index = 0;
for (auto i = _objects.begin(); i != _objects.end(); ++i, ++index) {
if (index != _playerIndex && i->visible() && info.state(i->id()) != PST_KO) {
switch (info.type(i->id())) {
case PE_NEUTRAL:
case PE_HOSTILE:
info.state(i->id(), PST_FIGHT);
break;
case PE_COWARD:
info.state(i->id(), PST_FLEE);
break;
default:
break;
}
}
}
}
//------------------------------------------------------------------------
// Purpose: Move a sprite according to its velocity
//------------------------------------------------------------------------
void Level::moveObject(pyrodactyl::event::Info &info, pyrodactyl::anim::Sprite &s) {
// Update x,y coordinates according to velocity
s.move(_scDefault);
// First check collision with objects and forbidden areas inside a level
if (collidingWithLevel(info, s))
s.resolveCollide();
// Finally see if we are inside the overall level bounds
if (!_terrain.insideWalk(s.boundRect()))
s.resolveInside(_terrain.areaWalk());
}
//------------------------------------------------------------------------
// Purpose: If any other object is trying to kill you, you are in combat
//------------------------------------------------------------------------
bool Level::playerInCombat(pyrodactyl::event::Info &info) {
uint index = 0;
for (auto i = _objects.begin(); i != _objects.end(); ++i, ++index)
if (index != _playerIndex && info.state(i->id()) == PST_FIGHT && i->visible())
return true;
return false;
}
} // End of namespace Crab
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