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