1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149
|
/* 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/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;
using namespace pyrodactyl::music;
//------------------------------------------------------------------------
// Purpose: See if player clicked on a sprite they are colliding with
//------------------------------------------------------------------------
bool Level::containsClick(const Common::String &id, const Common::Event &event) {
// If mouse is moved and is hovering on the specified sprite (id), set hover = true
if (event.type == Common::EVENT_MOUSEMOVE) {
for (auto &i : _objects) {
Rect r = i.posRect();
if (r.contains(g_engine->_mouse->_motion.x + _camera.x, g_engine->_mouse->_motion.y + _camera.y)) {
// This is to show the sprite's name on top of their head
i._hover = true;
// This is to update the mouse cursor only if we're in talking range of a sprite
if (i.id() == id)
g_engine->_mouse->_hover = true;
} else
i._hover = false;
}
return false;
} else if (g_engine->_mouse->pressed()) {
for (auto &i : _objects) {
if (i.id() == id) {
Rect r = i.posRect();
if (r.contains(g_engine->_mouse->_button.x + _camera.x, g_engine->_mouse->_button.y + _camera.y)) {
g_engine->_mouse->_hover = true;
return true;
}
}
}
}
return false;
}
//------------------------------------------------------------------------
// Purpose: Find if a layer is visible (used only for objects with layers associated with them)
//------------------------------------------------------------------------
bool Level::layerVisible(pyrodactyl::anim::Sprite *obj) {
if (obj->_layer < 0)
return true;
if ((uint)obj->_layer < _terrain._layer.size())
return _terrain._layer[obj->_layer]._collide;
return false;
}
//------------------------------------------------------------------------
// Purpose: Check if a sprite is colliding with the trigger areas
// Common::String &id is set to the id of colliding object
//------------------------------------------------------------------------
void Level::calcTrigCollide(pyrodactyl::event::Info &info) {
for (auto &i : _objects)
if (info.personValid(i.id()))
_terrain.collideWithTrigger(i.boundRect(), info.personGet(i.id())._trig);
}
//------------------------------------------------------------------------
// Purpose: Check if a sprite is colliding with interactive objects
// Common::String &id is set to the id of colliding object
//------------------------------------------------------------------------
bool Level::collidingWithObject(pyrodactyl::event::Info &info, Common::String &id) {
// Clip and Bounding rectangle of player
Rect pPos = _objects[_playerIndex].posRect(), pBound = _objects[_playerIndex].boundRect();
uint index = 0;
for (auto i = _objects.begin(); i != _objects.end(); ++i, ++index) {
if (i->visible() && _playerIndex != index && info.state(i->id()) == PST_NORMAL) {
// Clip and bounding rectangles for the NPC sprite
Rect iPos = i->posRect(), iBound = i->boundRect();
if (pPos.collide(iPos) || iPos.contains(pPos) || pBound.collide(iBound) || iBound.contains(pBound)) {
id = i->id();
return true;
}
}
}
return false;
}
//------------------------------------------------------------------------
// Purpose: Check if a sprite is colliding with non-interactive stuff in the level
// id is set to the id of colliding object
//------------------------------------------------------------------------
bool Level::collidingWithLevel(pyrodactyl::event::Info &info, pyrodactyl::anim::Sprite &s) {
_terrain.collideWithNoWalk(s.boundRect(), s._collideData);
_terrain.collideWithStairs(s.boundRect(), s._velMod);
if (_terrain.collideWithMusic(s.boundRect(), _music)) {
if (_music._track)
g_engine->_musicManager->playMusic(_music._id);
else
g_engine->_musicManager->playEffect(_music._id, _music._loops);
}
// If we are colliding with something, return true
return !s._collideData.empty();
}
} // End of namespace Crab
|