File: map.cpp

package info (click to toggle)
scummvm 2.9.0%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: trixie
  • size: 450,268 kB
  • sloc: cpp: 4,297,604; asm: 28,322; python: 12,901; sh: 11,219; java: 8,477; xml: 7,843; perl: 2,633; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (425 lines) | stat: -rw-r--r-- 12,373 bytes parent folder | download | duplicates (2)
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
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
/* 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/crab.h"
#include "crab/XMLDoc.h"
#include "crab/input/cursor.h"
#include "crab/ui/map.h"

namespace Crab {

using namespace pyrodactyl::ui;
using namespace pyrodactyl::image;
using namespace pyrodactyl::input;

//------------------------------------------------------------------------
// Purpose: Load stuff that can't be modified by the user
//------------------------------------------------------------------------
void Map::load(const Common::Path &filename, pyrodactyl::event::Info &info) {
	XMLDoc conf(filename);
	if (conf.ready()) {
		rapidxml::xml_node<char> *node = conf.doc()->first_node("map");
		if (nodeValid(node)) {
			if (nodeValid("img", node)) {
				rapidxml::xml_node<char> *imgnode = node->first_node("img");
				loadNum(_speed, "speed", imgnode);

				for (auto n = imgnode->first_node("map"); n != nullptr; n = n->next_sibling("map"))
					_map.push_back(n);
			}

			if (nodeValid("fg", node))
				_fg.load(node->first_node("fg"));

			if (nodeValid("dim", node)) {
				loadNum(_camera.w, "x", node->first_node("dim"));
				loadNum(_camera.h, "y", node->first_node("dim"));
			}

			if (nodeValid("pos", node))
				_pos.load(node->first_node("pos"));

			if (nodeValid("scroll", node))
				_scroll.load(node->first_node("scroll"));

			if (nodeValid("marker", node))
				_marker.load(node->first_node("marker"));

			if (nodeValid("title", node))
				_title.load(node->first_node("title"));

			if (nodeValid("locations", node))
				_travel.load(node->first_node("locations"));

			if (nodeValid("overlay", node))
				_buOverlay.load(node->first_node("overlay"));
		}
	}

	setImage(_cur, true);
	update(info);
	calcBounds();
}

//------------------------------------------------------------------------
// Purpose: Draw
//------------------------------------------------------------------------
void Map::draw(pyrodactyl::event::Info &info) {

	// The map graphic is clipped to fit inside the UI
	_imgBg.draw(_pos.x, _pos.y, &_camera);

	if (_overlay) {
		// The overlay needs to be clipped as well, so we must find the intersection of the camera and the clip itself
		for (auto &i : _map[_cur]._reveal) {
			Rect r = i;
			int X = _pos.x + i.x - _camera.x, Y = _pos.y + i.y - _camera.y;

			// Do not draw any area of the clip that is outside the camera bounds

			// If we're outside the left edges, we need to cull the left point
			if (X < _pos.x) {
				X += _camera.x - i.x;
				r.x += _camera.x - i.x;
				r.w -= _camera.x - i.x;

				if (r.w < 0)
					r.w = 0;
			}

			if (Y < _pos.y) {
				Y += _camera.y - i.y;
				r.y += _camera.y - i.y;
				r.h -= _camera.y - i.y;

				if (r.h < 0)
					r.h = 0;
			}

			// If we're outside the right edge, we need to cull the width and height
			if (X + r.w > _pos.x + _camera.w)
				r.w = ABS(_pos.x + _camera.w - X); // abs to fix crash incase _pos.x + _camera.w < X
			if (Y + r.h > _pos.y + _camera.h)
				r.h = ABS(_pos.y + _camera.h - Y); // abs to fix crash incase _pos.y + _camera.h < Y

			_imgOverlay.draw(X, Y, &r);
		}
	}

	_travel.draw(_camera.x - _pos.x, _camera.y - _pos.y);

	_fg.draw();
	_buOverlay.draw();

	_title._text = info.curLocName();
	_title.draw();

	_marker.draw(_pos, _playerPos, _camera);

	_scroll.draw();
}

//------------------------------------------------------------------------
// Purpose: Center the world map on a spot
//------------------------------------------------------------------------
void Map::center(const Vector2i &vec) {
	_camera.x = vec.x - _camera.w / 2;
	_camera.y = vec.y - _camera.h / 2;
	validate();
}

//------------------------------------------------------------------------
// Purpose: Keep the camera in bounds and decide marker visibility
//------------------------------------------------------------------------
void Map::validate() {
	// Make all scroll buttons visible first
	for (auto &i : _scroll._element)
		i._visible = true;

	// Keep camera in bounds
	if (_camera.x + _camera.w > _size.x)
		_camera.x = _size.x - _camera.w;
	if (_camera.y + _camera.h > _size.y)
		_camera.y = _size.y - _camera.h;
	if (_camera.x < 0)
		_camera.x = 0;
	if (_camera.y < 0)
		_camera.y = 0;

	// decide visibility of scroll buttons
	_scroll._element[DIRECTION_RIGHT]._visible = !(_camera.x == _size.x - _camera.w);
	_scroll._element[DIRECTION_DOWN]._visible = !(_camera.y == _size.y - _camera.h);
	_scroll._element[DIRECTION_LEFT]._visible = !(_camera.x == 0);
	_scroll._element[DIRECTION_UP]._visible = !(_camera.y == 0);
}

//------------------------------------------------------------------------
// Purpose: Move
//------------------------------------------------------------------------
void Map::move(const Common::Event &event) {
	// Reset the velocity to avoid weirdness
	_vel.x = 0;
	_vel.y = 0;

	// We don't use the result, but this keeps the button states up to date
	_scroll.handleEvents(event);

	switch (event.type) {
	case Common::EVENT_LBUTTONDOWN:
	case Common::EVENT_RBUTTONDOWN: {
		bool click = false;
		int count = 0;
		for (auto &i : _scroll._element) {
			if (i.contains(g_engine->_mouse->_button)) {
				if (count == DIRECTION_UP)
					_vel.y = -1 * _speed;
				else if (count == DIRECTION_DOWN)
					_vel.y = _speed;
				else if (count == DIRECTION_RIGHT)
					_vel.x = _speed;
				else if (count == DIRECTION_LEFT)
					_vel.x = -1 * _speed;

				click = true;
			}
			count++;
		}

		if (!click) {
			_pan = true;
			_vel.x = 0;
			_vel.y = 0;
		} else
			_pan = false;
	} break;

	case Common::EVENT_LBUTTONUP:
	case Common::EVENT_RBUTTONUP:
		_pan = false;
		break;

	case Common::EVENT_MOUSEMOVE:
		if (_pan) {
			_camera.x -= g_engine->_mouse->_rel.x;
			_camera.y -= g_engine->_mouse->_rel.y;
			validate();
		}
		break;
	default:
		// Move the map camera if player presses the direction keys
		if (g_engine->_inputManager->state(IU_UP))
			_vel.y = -1 * _speed;
		else if (g_engine->_inputManager->state(IU_DOWN))
			_vel.y = _speed;
		else if (g_engine->_inputManager->state(IU_RIGHT))
			_vel.x = _speed;
		else if (g_engine->_inputManager->state(IU_LEFT))
			_vel.x = -1 * _speed;
		// Stop moving when we release a key (but only in that direction)
		else if (!g_engine->_inputManager->state(IU_UP) && !g_engine->_inputManager->state(IU_DOWN))
			_vel.y = 0;
		else if (!g_engine->_inputManager->state(IU_LEFT) && !g_engine->_inputManager->state(IU_RIGHT))
			_vel.x = 0;
		break;
	}
}

//------------------------------------------------------------------------
// Purpose: Internal Events
//------------------------------------------------------------------------
void Map::internalEvents(pyrodactyl::event::Info &info) {
	// The map overlay and button state should be in sync
	_buOverlay._state = _overlay;

	_camera.x += _vel.x;
	_camera.y += _vel.y;
	validate();

	for (auto &i : _travel._element)
		i._visible = i.x >= _camera.x && i.y >= _camera.y;

	_marker.internalEvents(_pos, _playerPos, _camera, _bounds);
}

//------------------------------------------------------------------------
// Purpose: Handle Events
//------------------------------------------------------------------------
bool Map::handleEvents(pyrodactyl::event::Info &info, const Common::Event &event) {
	int choice = _travel.handleEvents(event, -1 * _camera.x, -1 * _camera.y);
	if (choice >= 0) {
		_curLoc = _travel._element[choice]._loc;
		_pan = false;
		return true;
	}

	_marker.handleEvents(_pos, _playerPos, _camera, event);

	move(event);
	if (_buOverlay.handleEvents(event) == BUAC_LCLICK)
		_overlay = _buOverlay._state;

	return false;
}

void Map::setImage(const uint &val, const bool &force) {
	if (force || (_cur != val && val < _map.size())) {
		_cur = val;

		_imgBg.deleteImage();
		_imgOverlay.deleteImage();

		_imgBg.load(_map[_cur]._pathBg);
		_imgOverlay.load(_map[_cur]._pathOverlay);

		_size.x = _imgBg.w();
		_size.y = _imgBg.h();

		_marker.clear();
		for (auto &i : _map[_cur]._dest)
			_marker.addButton(i._name, i._pos.x, i._pos.y);

		_marker.assignPaths();
	}
}

//------------------------------------------------------------------------
// Purpose: Select the marker corresponding to a quest title
//------------------------------------------------------------------------
void Map::selectDest(const Common::String &name) {
	_marker.selectDest(name);
}

//------------------------------------------------------------------------
// Purpose: Update the status of the fast travel buttons
//------------------------------------------------------------------------
void Map::update(pyrodactyl::event::Info &info) {
	for (auto &i : _travel._element) {
		i._unlock.evaluate(info);
		i._visible = i._unlock.result();
	}
}

//------------------------------------------------------------------------
// Purpose: Add a rectangle to the revealed world map data
//------------------------------------------------------------------------
void Map::revealAdd(const int &id, const Rect &area) {
	if ((uint)id < _map.size()) {
		for (auto &i : _map[id]._reveal)
			if (i == area)
				return;

		_map[id]._reveal.push_back(area);
	}
}

//------------------------------------------------------------------------
// Purpose: Add or remove a destination marker from the world map
//------------------------------------------------------------------------
void Map::destAdd(const Common::String &name, const int &x, const int &y) {
	if (_cur < _map.size()) {
		for (auto &i : _map[_cur]._dest) {
			if (i._name == name) {
				i._pos.x = x;
				i._pos.y = y;
				return;
			}
		}

		_map[_cur].destAdd(name, x, y);
		_marker.addButton(name, x, y);
		_marker.assignPaths();
	}
}

void Map::destDel(const Common::String &name) {
	if (_cur < _map.size()) {
		for (auto i = _map[_cur]._dest.begin(); i != _map[_cur]._dest.end(); ++i) {
			if (i->_name == name) {
				_map[_cur]._dest.erase(i);
				break;
			}
		}

		_marker.erase(name);
	}
}

//------------------------------------------------------------------------
// Purpose: Save and load object state
//------------------------------------------------------------------------
void Map::saveState(rapidxml::xml_document<> &doc, rapidxml::xml_node<char> *root) {
	rapidxml::xml_node<char> *child = doc.allocate_node(rapidxml::node_element, "map");

	child->append_attribute(doc.allocate_attribute("cur", g_engine->_stringPool->get(_cur)));
	saveBool(_overlay, "overlay", doc, child);

	for (auto &r : _map) {
		rapidxml::xml_node<char> *child_data = doc.allocate_node(rapidxml::node_element, "data");
		r.saveState(doc, child_data);
		child->append_node(child_data);
	}

	root->append_node(child);
}

void Map::loadState(rapidxml::xml_node<char> *node) {
	if (nodeValid("map", node)) {
		rapidxml::xml_node<char> *mapnode = node->first_node("map");
		loadBool(_overlay, "overlay", mapnode);

		int val = _cur;
		loadNum(val, "cur", mapnode);

		auto r = _map.begin();
		for (rapidxml::xml_node<char> *n = mapnode->first_node("data"); n != nullptr && r != _map.end(); n = n->next_sibling("data"), ++r)
			r->loadState(n);

		setImage(val, true);
	}
}

//------------------------------------------------------------------------
// Purpose: Reset the UI positions in response to change in resolution
//------------------------------------------------------------------------
void Map::setUI() {
	_pos.setUI();
	_fg.setUI();

	_travel.setUI();
	_marker.setUI();

	_buOverlay.setUI();
	_scroll.setUI();
	_title.setUI();

	calcBounds();
}

} // End of namespace Crab