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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 "graphics/managed_surface.h"
#include "crab/ScreenSettings.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;
// Purpose: Pre render the terrain layer
void Level::preDraw() {
Graphics::ManagedSurface *surf = new Graphics::ManagedSurface(_terrain.w(), _terrain.h(), *g_engine->_format);
uint layerCount = 0u;
for (auto l = _terrain._layer.begin(); l != _terrain._layer.end(); ++l, ++layerCount) {
g_engine->_imageManager->_tileset.preDraw(*l, _terrain._tileSize, surf);
// Draw the normal sprites if this is the layer for it
if (layerCount == _terrain._spriteLayer)
preDrawObjects(surf);
}
// This is to ensure we don't miss out on drawing sprites
if (layerCount <= _terrain._spriteLayer)
preDrawObjects(surf);
_img.load(surf);
delete surf;
}
//------------------------------------------------------------------------
// Purpose: Draw the level
//------------------------------------------------------------------------
void Level::draw(pyrodactyl::event::Info &info) {
setCamera();
sortObjectsToDraw();
// Background sprites are assumed to be sorted by their layer count
auto b = _background.begin();
uint layerCount = 0u;
// Draw the terrain layer
g_engine->_imageManager->_tileset.draw(_terrain._layer[0], _camera, _terrain._tileSize, _objects[_playerIndex].posRect(), _img);
Vector2i pos = _objects[_playerIndex]._aiData._dest;
Rect newpos(pos.x - (_destMarker._size.x / 2), pos.y - (_destMarker._size.y / 2), _destMarker._size.x, _destMarker._size.y);
for (auto l = _terrain._layer.begin(); l != _terrain._layer.end(); ++l, ++layerCount) {
// Draw the background sprites
for (; b != _background.end(); ++b) {
if ((uint)b->_layer > layerCount) // We don't have any sprites to draw at this layer
break;
else if ((uint)b->_layer == layerCount && b->visible())
b->draw(info, _camera);
}
// Draw the normal sprites if this is the layer for it
if (layerCount == _terrain._spriteLayer)
drawObjects(info);
// Draw the terrain layer
g_engine->_imageManager->_tileset.forceDraw(*l, _camera, _terrain._tileSize, _objects[_playerIndex].posRect());
}
// Draw the background sprites
for (; b != _background.end(); ++b) {
if ((uint)b->_layer > layerCount) // We don't have any sprites to draw at this layer
break;
else if ((uint)b->_layer >= layerCount && b->visible())
b->draw(info, _camera);
}
// This is to ensure we don't miss out on drawing sprites
if (layerCount <= _terrain._spriteLayer)
drawObjects(info);
// Fliers are drawn above every sprite but below popup text
for (auto &i : _fly) {
// Only draw if it is supposed to be flying
if (i._aiData._walk._enabled)
i.draw(info, _camera);
}
// Draw popup text over all level layers
for (auto &i : _objects) {
// Only draw popups for visible sprites
if (i.visible()) {
if (i.popupShow())
i.drawPopup(_pop, _camera);
else {
// Only draw their name if they are
//(a) hovered over by the mouse, OR
//(b) are in talk range and don't have popup text over their head
if (i._hover || (info.lastPerson() == i.id() && !i.popupShow()))
_talkNotify.draw(info, i, _camera);
}
}
}
if (g_engine->_debugDraw & DRAW_TMX)
_terrain.drawDebug(_camera);
}
//------------------------------------------------------------------------
// Purpose: Draw sprites and prop layers in sequences according to depth
//------------------------------------------------------------------------
void Level::drawObjects(pyrodactyl::event::Info &info) {
// Draw player destination marker
if (_objects[_playerIndex]._aiData._dest._active)
_destMarker.draw(_objects[_playerIndex]._aiData._dest, _camera);
Vector2i pos = _objects[_playerIndex]._aiData._dest;
Rect newpos(pos.x - (_destMarker._size.x / 2), pos.y - (_destMarker._size.y / 2), _destMarker._size.x, _destMarker._size.y);
if (_terrain._prop.empty()) {
for (auto &entry : _objSeq) {
if (entry.second->visible() && layerVisible(entry.second))
entry.second->draw(info, _camera);
}
} else {
auto a = _terrain._prop.begin();
auto b = _objSeq.begin();
while (a != _terrain._prop.end() && b != _objSeq.end()) {
auto obj = b->second;
if (a->_pos.y + a->_pos.h < obj->y() + obj->h()) {
for (auto &i : a->_boundRect) {
// draw prop bounds if requested
if (g_engine->_debugDraw & DRAW_PROP_BOUNDS)
i.draw(-_camera.x, -_camera.y, 128, 128, 0, 255);
if (i.collide(_objects[_playerIndex].posRect())) {
g_engine->_imageManager->_tileset.forceDraw(*a, _camera, _terrain._tileSize, _objects[_playerIndex].posRect());
}
if (i.contains(_objects[_playerIndex]._aiData._dest)) {
g_engine->_imageManager->_tileset.forceDraw(*a, _camera, _terrain._tileSize, newpos);
}
}
++a;
} else {
if (obj->visible() && layerVisible(obj))
obj->draw(info, _camera);
++b;
}
}
if (a == _terrain._prop.end()) {
for (; b != _objSeq.end(); ++b) {
auto obj = b->second;
if (obj->visible() && layerVisible(obj))
obj->draw(info, _camera);
}
} else if (b == _objSeq.end()) {
for (; a != _terrain._prop.end(); ++a) {
for (auto &i : a->_boundRect) {
// draw prop bounds if requested
if (g_engine->_debugDraw & DRAW_PROP_BOUNDS)
i.draw(-_camera.x, -_camera.y, 128, 128, 0, 255);
if (i.collide(_objects[_playerIndex].posRect())) {
g_engine->_imageManager->_tileset.forceDraw(*a, _camera, _terrain._tileSize, _objects[_playerIndex].posRect());
}
if (i.contains(_objects[_playerIndex]._aiData._dest)) {
g_engine->_imageManager->_tileset.forceDraw(*a, _camera, _terrain._tileSize, newpos);
}
}
}
}
}
}
void Level::preDrawObjects(Graphics::ManagedSurface *surf) {
if (_terrain._prop.empty()) {
return;
} else {
auto a = _terrain._prop.begin();
auto b = _objSeq.begin();
while (a != _terrain._prop.end() && b != _objSeq.end()) {
auto obj = b->second;
if (a->_pos.y + a->_pos.h < obj->y() + obj->h()) {
g_engine->_imageManager->_tileset.preDraw(*a, _terrain._tileSize, surf);
++a;
} else {
++b;
}
}
if (a == _terrain._prop.end()) {
} else if (b == _objSeq.end()) {
for (; a != _terrain._prop.end(); ++a)
g_engine->_imageManager->_tileset.preDraw(*a, _terrain._tileSize, surf);
}
}
}
//------------------------------------------------------------------------
// Purpose: Sort objects to draw them according to their Y coordinates
//------------------------------------------------------------------------
bool Level::operator()(int i, int j) {
return _objects[i].y() + _objects[i].h() < _objects[j].y() + _objects[j].h();
}
void Level::sortObjectsToDraw() {
// add each object to the map to sort it
_objSeq.clear();
for (auto &object : _objects)
_objSeq.insert(Common::Pair<int, Sprite *>(object.y() + object.h(), &object));
}
//------------------------------------------------------------------------
// Purpose: Center the camera on the player for scrolling levels
//------------------------------------------------------------------------
void Level::setCamera() {
// Use the focus points of sprites
Vector2i focus = _objects[_playerIndex].camFocus();
// Center the camera over the player
_camera.x = focus.x - (g_engine->_screenSettings->_cur.w / 2);
_camera.y = focus.y - (g_engine->_screenSettings->_cur.h / 2);
// Keep the camera in bounds
if (_camera.x > _terrain.w() - _camera.w)
_camera.x = _terrain.w() - _camera.w;
if (_camera.y > _terrain.h() - _camera.h)
_camera.y = _terrain.h() - _camera.h;
if (_camera.x < 0)
_camera.x = 0;
if (_camera.y < 0)
_camera.y = 0;
}
} // End of namespace Crab
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