5 #include "TransitionState.h"
7 #include "../app/Application.h"
8 #include "../app/Input.h"
9 #include "../battle/BattleState.h"
10 #include "../common/GameConfig.h"
11 #include "../common/GameState.h"
12 #include "../graphics/ColorFade.h"
13 #include "../menu/PartyMenu.h"
17 using app::Application;
19 using battle::BattleState;
20 using common::GameConfig;
23 using graphics::ColorFade;
24 using menu::PartyMenu;
28 MapState::MapState(GameConfig *g, Map *map)
45 void MapState::OnEnterState(SDL_Surface *screen) {
46 camera.Resize(screen->w, screen->h);
50 void MapState::OnExitState(SDL_Surface *screen) {
54 void MapState::OnResumeState(SDL_Surface *screen) {
55 camera.Resize(screen->w, screen->h);
58 void MapState::OnPauseState(SDL_Surface *screen) {
62 void MapState::OnResize(int width, int height) {
63 camera.Resize(width, height);
67 void MapState::HandleEvents(const Input &input) {
68 if (input.JustPressed(Input::ACTION_X)) {
69 Ctrl().PushState(new PartyMenu(game));
73 if (!controlled) return;
75 if (input.IsDown(Input::PAD_UP)) {
76 nextDirection = Entity::ORIENTATION_NORTH;
77 } else if (input.IsDown(Input::PAD_RIGHT)) {
78 nextDirection = Entity::ORIENTATION_EAST;
79 } else if (input.IsDown(Input::PAD_DOWN)) {
80 nextDirection = Entity::ORIENTATION_SOUTH;
81 } else if (input.IsDown(Input::PAD_LEFT)) {
82 nextDirection = Entity::ORIENTATION_WEST;
87 pushing = input.IsDown(Input::ACTION_A);
89 if (input.JustPressed(Input::DEBUG_1)) {
94 void MapState::UpdateWorld(Uint32 deltaT) {
95 if (controlled && controlled->TileLock(map->Tileset()->Size())) {
98 for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
103 void MapState::OnTileLock() {
104 if (moveTimer.Running() && !moveTimer.JustHit()) return;
106 Vector<int> nowLock(ToInt(controlled->Position()));
108 if (nowLock != lastLock) {
109 event = OnGridLock();
112 } else if (moveTimer.JustHit()) {
113 event = OnGridLock();
121 if (nextDirection >= 0) {
123 bool blocked(CheckBlocking());
125 controlled->SetOrientation(Entity::Orientation(nextDirection));
128 controlled->SetSpeed(walkingSpeed);
131 pushed->SetOrientation(Entity::Orientation(nextDirection));
132 pushed->SetSpeed(walkingSpeed);
133 controlled->SetPushing();
135 controlled->SetHandsFree();
138 controlled->SetSpeed(0);
139 StopFollowers(*controlled);
140 if (!moveTimer.Running()) {
141 int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
142 Fixed<8> walkingInterval(tileSize);
143 walkingInterval /= walkingSpeed;
144 moveTimer = PhysicsTimers().StartInterval(walkingInterval.Int());
148 if (!controlled->AnimationRunning()) {
149 controlled->StartAnimation(*this);
153 controlled->SetSpeed(0);
154 StopFollowers(*controlled);
155 controlled->StopAnimation();
166 bool MapState::CheckBlocking() {
171 const Tile *tile(map->TileAt(ToInt(controlled->Position())));
172 Vector<int> direction;
173 switch (nextDirection) {
174 case Entity::ORIENTATION_NORTH:
175 if (tile && tile->BlocksNorth()) {
178 direction = Vector<int>(0, -map->Tileset()->Height());
181 case Entity::ORIENTATION_EAST:
182 if (tile && tile->BlocksEast()) {
185 direction = Vector<int>(map->Tileset()->Width(), 0);
188 case Entity::ORIENTATION_SOUTH:
189 if (tile && tile->BlocksSouth()) {
192 direction = Vector<int>(0, map->Tileset()->Height());
195 case Entity::ORIENTATION_WEST:
196 if (tile && tile->BlocksWest()) {
199 direction = Vector<int>(-map->Tileset()->Width(), 0);
205 Vector<int> nextTilePosition(direction + ToInt(controlled->Position()));
206 Vector<int> nextTileCoords(map->TileCoordinates(nextTilePosition));
207 for (std::vector<Entity *>::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
208 const Entity &e(**i);
209 if (map->TileCoordinates(ToInt(e.Position())) != nextTileCoords) continue;
210 if (!e.Blocking()) continue;
211 if (!pushing || !e.Pushable()) return true;
212 if (CheckBlocking(nextTilePosition, Entity::Orientation(nextDirection))) return true;
218 bool MapState::CheckBlocking(const Vector<int> &position, Entity::Orientation direction) const {
219 const Tile *tile(map->TileAt(position));
220 Vector<int> directionVector;
222 case Entity::ORIENTATION_NORTH:
223 if (tile && tile->BlocksNorth()) {
226 directionVector = Vector<int>(0, -map->Tileset()->Height());
229 case Entity::ORIENTATION_EAST:
230 if (tile && tile->BlocksEast()) {
233 directionVector = Vector<int>(map->Tileset()->Width(), 0);
236 case Entity::ORIENTATION_SOUTH:
237 if (tile && tile->BlocksSouth()) {
240 directionVector = Vector<int>(0, map->Tileset()->Height());
243 case Entity::ORIENTATION_WEST:
244 if (tile && tile->BlocksWest()) {
247 directionVector = Vector<int>(-map->Tileset()->Width(), 0);
253 Vector<int> nextTileCoords(map->TileCoordinates(directionVector + position));
254 for (std::vector<Entity *>::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
255 const Entity &e(**i);
256 if (map->TileCoordinates(ToInt(e.Position())) == nextTileCoords && e.Blocking()) {
263 bool MapState::OnGridLock() {
269 return CheckMonster() || CheckLockTrigger();
273 void MapState::LockEntities() {
274 for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
275 if (*i == controlled) {
279 (*i)->Position().Lock(map->Tileset()->Size());
283 bool MapState::CheckMonster() {
284 Vector<int> coords(map->TileCoordinates(ToInt(controlled->Position())));
285 Vector<int> neighbor[4];
286 neighbor[0] = Vector<int>(coords.X(), coords.Y() - 1); // N
287 neighbor[1] = Vector<int>(coords.X() + 1, coords.Y()); // E
288 neighbor[2] = Vector<int>(coords.X(), coords.Y() + 1); // S
289 neighbor[3] = Vector<int>(coords.X() - 1, coords.Y()); // W
291 for (int i(0); i < 4; ++i) {
292 for (std::vector<Entity *>::iterator e(entities.begin()), end(entities.end()); e != end; ++e) {
293 if ((*e)->Hostile() && map->TileCoordinates(ToInt((*e)->Position())) == neighbor[i]) {
294 // TODO: check for turn advantage, see #26
295 // TODO: other transition
296 BattleState *battleState(new BattleState(game, map->BattleBackgroundAt(ToInt((*e)->Position())), (*e)->PartyLayout()));
297 for (int i(0); i < 4; ++i) {
298 if (game->state->party[i]) {
299 battleState->AddHero(*game->state->party[i]);
302 if (game->state->capsule) {
303 battleState->SetCapsule(&game->state->GetCapsule());
305 for (battle::Monster **monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) {
306 battleState->AddMonster(**monster);
309 ColorFade *fadeIn(new ColorFade(this, 0, 500, true));
310 fadeIn->SetLeadInTime(500);
311 ColorFade *fadeOut(new ColorFade(this, 0, 500));
312 fadeOut->SetLeadOutTime(500);
314 Ctrl().PushState(fadeIn);
315 Ctrl().PushState(battleState);
316 Ctrl().PushState(fadeOut);
317 // TODO: move entity erase to happen after the transition or battle
326 bool MapState::CheckLockTrigger() {
327 Trigger *trigger(map->TriggerAt(ToInt(controlled->Position())));
328 if (!trigger || trigger->GetType() != Trigger::TYPE_CONTACT) return false;
329 RunTrigger(*trigger);
333 void MapState::OnMove(bool realMove) {
334 if (CheckMoveTrigger()) {
337 // TODO: evaluate monster movements
339 UpdateFollower(*controlled);
341 StopFollowers(*controlled);
345 bool MapState::CheckMoveTrigger() {
346 Trigger *trigger(map->TriggerAt(ToInt(controlled->Position())));
347 if (!trigger || int(trigger->GetType()) != nextDirection) return false;
348 RunTrigger(*trigger);
352 void MapState::RunTrigger(Trigger &trigger) {
353 if (!trigger.HasScript()) return;
354 runner.Run(*this, trigger.GetScript());
357 void MapState::UpdateFollower(Entity &e) {
358 if (!e.Follower()) return;
360 Entity &f(*e.Follower());
363 Vector<int> coords(map->TileCoordinates(ToInt(e.Position())));
364 Vector<int> fCoords(map->TileCoordinates(ToInt(f.Position())));
365 Vector<int> direction(coords - fCoords);
367 if (direction.Y() < 0) {
368 f.SetOrientation(Entity::ORIENTATION_NORTH);
369 f.SetSpeed(walkingSpeed);
370 f.StartAnimation(*this);
371 } else if (direction.X() > 0) {
372 f.SetOrientation(Entity::ORIENTATION_EAST);
373 f.SetSpeed(walkingSpeed);
374 f.StartAnimation(*this);
375 } else if (direction.Y() > 0) {
376 f.SetOrientation(Entity::ORIENTATION_SOUTH);
377 f.SetSpeed(walkingSpeed);
378 f.StartAnimation(*this);
379 } else if (direction.X() < 0) {
380 f.SetOrientation(Entity::ORIENTATION_WEST);
381 f.SetSpeed(walkingSpeed);
382 f.StartAnimation(*this);
389 void MapState::StopFollowers(Entity &e) {
390 for (Entity *f(e.Follower()); f; f = f->Follower()) {
397 void MapState::Transition(Map *newMap, const Vector<int> &coordinates) {
399 Vector<int> position(coordinates * map->Tileset()->Size());
400 for (Entity *e(controlled); e; e = e->Follower()) {
401 e->Position() = position;
402 e->SetOrientation(controlled->GetOrientation());
408 void MapState::UnloadMap() {
412 void MapState::LoadMap(Map *m) {
414 for (Entity *e(m->EntitiesBegin()), *end(m->EntitiesEnd()); e != end; ++e) {
415 entities.push_back(e);
416 e->ResetPosition(map->Tileset()->Size());
418 for (Entity *e(controlled); e; e = e->Follower()) {
419 entities.push_back(e);
424 void MapState::Render(SDL_Surface *screen) {
425 SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
427 Vector<int> offset(camera.CalculateOffset());
428 map->Render(screen, offset);
431 map->RenderDebug(screen, offset);
434 std::sort(entities.begin(), entities.end(), ZCompare);
435 for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
436 (*i)->Render(screen, offset);
441 bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) {
442 return lhs->Position().Y() < rhs->Position().Y();
446 void MapState::HandleSyscall(common::ScriptRunner &r) {
447 switch (r.IntegerRegister(0)) {
449 Ctrl().PushState(new ColorFade(this, 0, 500, true));
450 Ctrl().PushState(new TransitionState(this, reinterpret_cast<Map *>(r.AddressRegister(0)), r.VectorRegister(0)));
451 ColorFade *fadeOut(new ColorFade(this, 0, 500, false));
452 fadeOut->SetLeadOutTime(500);
453 Ctrl().PushState(fadeOut);