The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
https://forums.lestoria.net
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123 lines
4.2 KiB
123 lines
4.2 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "Map.h"
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#include "AdventuresInLestoria.h"
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#include "safemap.h"
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INCLUDE_game
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using BackdropName=std::string;
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float TileGroup::FADE_TIME=0.3f;
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uint8_t TileGroup::FADE_AMT=160;
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std::map<BackdropName,Renderable>BACKDROP_DATA;
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std::map<BackdropName,Renderable>FOREDROP_DATA;
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Map&MapHelper::MapFromString(std::string mapName){
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return game->MAP_DATA.at(mapName);
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}
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void TileGroup::InsertTile(TileRenderData tile){
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if(tiles.size()==0){
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range={tile.pos,{game->GetCurrentMapData().tilewidth,game->GetCurrentMapData().tilewidth}};
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minX=tile.pos.x;
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maxX=minX+game->GetCurrentMapData().tilewidth;
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minY=tile.pos.y;
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maxY=minY+game->GetCurrentMapData().tilewidth;
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} else {
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if(tile.pos.x<minX){
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minX=tile.pos.x;
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}
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if(tile.pos.x+game->GetCurrentMapData().tilewidth>maxX){
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maxX=tile.pos.x+game->GetCurrentMapData().tilewidth;
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}
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if(tile.pos.y<minY){
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minY=tile.pos.y;
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}
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if(tile.pos.y+game->GetCurrentMapData().tilewidth>maxY){
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maxY=tile.pos.y+game->GetCurrentMapData().tilewidth;
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}
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range={{minX,minY},{maxX-minX,maxY-minY}};
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}
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if(tile.tileSheet.tileset.collision.find(tile.tileID%1000000)!=tile.tileSheet.tileset.collision.end()){
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if(collisionRange.size==vf2d{0,0}){
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const geom2d::rect<float>collisionRect=const_cast<TilesetData&>(tile.tileSheet.tileset).collision.at(tile.tileID%1000000).collision;
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collisionRange={tile.pos+collisionRect.pos,collisionRect.size};
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}else{
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geom2d::rect<float>newCollision=const_cast<TilesetData&>(tile.tileSheet.tileset).collision.at(tile.tileID%1000000).collision;
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newCollision.pos+=tile.pos;
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float minX=collisionRange.top().start.x;
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float minY=collisionRange.top().start.y;
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float maxX=collisionRange.bottom().end.x;
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float maxY=collisionRange.bottom().end.y;
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if(newCollision.pos.x<minX){
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minX=newCollision.pos.x;
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}
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if(newCollision.pos.x+newCollision.size.x>maxX){
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maxX=newCollision.pos.x+newCollision.size.x;
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}
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if(newCollision.pos.y<minY){
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minY=newCollision.pos.y;
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}
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if(newCollision.pos.y+newCollision.size.y>maxY){
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maxY=newCollision.pos.y+newCollision.size.y;
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}
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collisionRange={{minX,minY},{maxX-minX,maxY-minY}};
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}
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}
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tiles.push_back(tile);
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}
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geom2d::rect<int>TileGroup::GetRange(){
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return range;
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}
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geom2d::rect<int>TileGroup::GetFadeRange(){
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return {range.pos+vi2d{-120,-24},range.size+vi2d{240,24}};
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}
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std::vector<TileRenderData>&TileGroup::GetTiles(){
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return tiles;
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}
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geom2d::rect<float>TileGroup::GetCollisionRange(){
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return collisionRange;
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} |