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1 /*
2  * MapState.cpp
3  *
4  *  Created on: Sep 29, 2012
5  *      Author: holy
6  */
7
8 #include "MapState.h"
9
10 #include "Map.h"
11 #include "Tile.h"
12 #include "TransitionState.h"
13 #include "Trigger.h"
14 #include "../app/Application.h"
15 #include "../app/Input.h"
16 #include "../battle/BattleState.h"
17 #include "../common/GameConfig.h"
18 #include "../common/GameState.h"
19 #include "../graphics/ColorFade.h"
20
21 #include <algorithm>
22
23 using app::Application;
24 using app::Input;
25 using battle::BattleState;
26 using common::GameConfig;
27 using geometry::Vector;
28 using graphics::ColorFade;
29
30 namespace map {
31
32 MapState::MapState(GameConfig *g, Map *map)
33 : game(g)
34 , ctrl(0)
35 , map(map)
36 , controlled(0)
37 , pushed(0)
38 , camera(100, 100, 0)
39 , walkingSpeed(64)
40 , nextDirection(-1)
41 , afterLock(false)
42 , skipLock(false)
43 , pushing(false)
44 , debug(false) {
45
46 }
47
48
49 void MapState::EnterState(Application &c, SDL_Surface *screen) {
50         ctrl = &c;
51         camera.Resize(screen->w, screen->h);
52         LoadMap(map);
53 }
54
55 void MapState::ExitState(Application &ctrl, SDL_Surface *screen) {
56
57 }
58
59 void MapState::ResumeState(Application &ctrl, SDL_Surface *screen) {
60         camera.Resize(screen->w, screen->h);
61 }
62
63 void MapState::PauseState(Application &ctrl, SDL_Surface *screen) {
64
65 }
66
67 void MapState::Resize(int width, int height) {
68         camera.Resize(width, height);
69 }
70
71
72 void MapState::HandleEvents(const Input &input) {
73         if (!controlled) return;
74
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;
83         } else {
84                 nextDirection = -1;
85         }
86
87         pushing = input.IsDown(Input::ACTION_A);
88
89         if (input.JustPressed(Input::DEBUG_1)) {
90                 debug = !debug;
91         }
92 }
93
94 void MapState::UpdateWorld(float deltaT) {
95         if (controlled && controlled->TileLock(map->Tileset()->Size())) {
96                 OnTileLock();
97         }
98         for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
99                 (*i)->Update(deltaT);
100         }
101 }
102
103 void MapState::OnTileLock() {
104         if (moveTimer.Running() && !moveTimer.JustHit()) return;
105
106         Vector<int> nowLock(controlled->Position());
107         bool event(false);
108         if (nowLock != lastLock) {
109                 event = OnGridLock();
110                 afterLock = true;
111                 moveTimer.Clear();
112         } else if (moveTimer.JustHit()) {
113                 event = OnGridLock();
114                 afterLock = true;
115         }
116
117         if (event) {
118                 return;
119         }
120
121         if (nextDirection >= 0) {
122                 if (afterLock) {
123                         bool blocked(CheckBlocking());
124                         OnMove(!blocked);
125                         afterLock = false;
126                         controlled->SetOrientation(Entity::Orientation(nextDirection));
127                         if (!blocked) {
128                                 controlled->SetSpeed(walkingSpeed);
129                                 moveTimer.Clear();
130                                 if (pushed) {
131                                         pushed->SetOrientation(Entity::Orientation(nextDirection));
132                                         pushed->SetSpeed(walkingSpeed);
133                                         controlled->SetPushing();
134                                 } else {
135                                         controlled->SetHandsFree();
136                                 }
137                         } else {
138                                 controlled->SetSpeed(0.0f);
139                                 StopFollowers(*controlled);
140                                 if (!moveTimer.Running()) {
141                                         int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
142                                         moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
143                                 }
144                                 pushed = 0;
145                         }
146                         if (!controlled->AnimationRunning()) {
147                                 controlled->StartAnimation(*this);
148                         }
149                 }
150         } else {
151                 controlled->SetSpeed(0.0f);
152                 StopFollowers(*controlled);
153                 controlled->StopAnimation();
154                 moveTimer.Clear();
155                 if (pushed) {
156                         pushed->SetSpeed(0.0f);
157                         pushed = 0;
158                 }
159         }
160
161         lastLock = nowLock;
162 }
163
164 bool MapState::CheckBlocking() {
165         if (pushed) {
166                 pushed->SetSpeed(0.0f);
167                 pushed = 0;
168         }
169         const Tile *tile(map->TileAt(controlled->Position()));
170         Vector<int> direction;
171         switch (nextDirection) {
172                 case Entity::ORIENTATION_NORTH:
173                         if (tile && tile->BlocksNorth()) {
174                                 return true;
175                         } else {
176                                 direction = Vector<int>(0, -map->Tileset()->Height());
177                         }
178                         break;
179                 case Entity::ORIENTATION_EAST:
180                         if (tile && tile->BlocksEast()) {
181                                 return true;
182                         } else {
183                                 direction = Vector<int>(map->Tileset()->Width(), 0);
184                         }
185                         break;
186                 case Entity::ORIENTATION_SOUTH:
187                         if (tile && tile->BlocksSouth()) {
188                                 return true;
189                         } else {
190                                 direction = Vector<int>(0, map->Tileset()->Height());
191                         }
192                         break;
193                 case Entity::ORIENTATION_WEST:
194                         if (tile && tile->BlocksWest()) {
195                                 return true;
196                         } else {
197                                 direction = Vector<int>(-map->Tileset()->Width(), 0);
198                         }
199                         break;
200                 default:
201                         return false;
202         }
203         Vector<int> nextTilePosition(direction + controlled->Position());
204         Vector<int> nextTileCoords(map->TileCoordinates(nextTilePosition));
205         for (std::vector<Entity *>::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
206                 const Entity &e(**i);
207                 if (map->TileCoordinates(e.Position()) != nextTileCoords) continue;
208                 if (!e.Blocking()) continue;
209                 if (!pushing || !e.Pushable()) return true;
210                 if (CheckBlocking(nextTilePosition, Entity::Orientation(nextDirection))) return true;
211                 pushed = *i;
212         }
213         return false;
214 }
215
216 bool MapState::CheckBlocking(const Vector<int> &position, Entity::Orientation direction) const {
217         const Tile *tile(map->TileAt(position));
218         Vector<int> directionVector;
219         switch (direction) {
220                 case Entity::ORIENTATION_NORTH:
221                         if (tile && tile->BlocksNorth()) {
222                                 return true;
223                         } else {
224                                 directionVector = Vector<int>(0, -map->Tileset()->Height());
225                         }
226                         break;
227                 case Entity::ORIENTATION_EAST:
228                         if (tile && tile->BlocksEast()) {
229                                 return true;
230                         } else {
231                                 directionVector = Vector<int>(map->Tileset()->Width(), 0);
232                         }
233                         break;
234                 case Entity::ORIENTATION_SOUTH:
235                         if (tile && tile->BlocksSouth()) {
236                                 return true;
237                         } else {
238                                 directionVector = Vector<int>(0, map->Tileset()->Height());
239                         }
240                         break;
241                 case Entity::ORIENTATION_WEST:
242                         if (tile && tile->BlocksWest()) {
243                                 return true;
244                         } else {
245                                 directionVector = Vector<int>(-map->Tileset()->Width(), 0);
246                         }
247                         break;
248                 default:
249                         return false;
250         }
251         Vector<int> nextTileCoords(map->TileCoordinates(directionVector + position));
252         for (std::vector<Entity *>::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
253                 const Entity &e(**i);
254                 if (map->TileCoordinates(e.Position()) == nextTileCoords && e.Blocking()) {
255                         return true;
256                 }
257         }
258         return false;
259 }
260
261 bool MapState::OnGridLock() {
262         if (skipLock) {
263                 skipLock = false;
264                 return false;
265         } else {
266                 LockEntities();
267                 return CheckMonster() || CheckTrigger();
268         }
269 }
270
271 void MapState::LockEntities() {
272         for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
273                 if (*i == controlled) {
274                         // don't lock player
275                         continue;
276                 }
277                 (*i)->Position().Lock(map->Tileset()->Size());
278         }
279 }
280
281 bool MapState::CheckMonster() {
282         Vector<int> coords(map->TileCoordinates(controlled->Position()));
283         Vector<int> neighbor[4];
284         neighbor[0] = Vector<int>(coords.X(), coords.Y() - 1); // N
285         neighbor[1] = Vector<int>(coords.X() + 1, coords.Y()); // E
286         neighbor[2] = Vector<int>(coords.X(), coords.Y() + 1); // S
287         neighbor[3] = Vector<int>(coords.X() - 1, coords.Y()); // W
288
289         for (int i(0); i < 4; ++i) {
290                 for (std::vector<Entity *>::iterator e(entities.begin()), end(entities.end()); e != end; ++e) {
291                         if ((*e)->Hostile() && map->TileCoordinates((*e)->Position()) == neighbor[i]) {
292                                 // TODO: check for turn advantage, see #26
293                                 // TODO: other transition
294                                 BattleState *battleState(new BattleState(game, map->BattleBackgroundAt((*e)->Position()), (*e)->PartyLayout()));
295                                 for (int i(0); i < 4; ++i) {
296                                         if (game->state->party[i]) {
297                                                 battleState->AddHero(*game->state->party[i]);
298                                         }
299                                 }
300                                 for (battle::Monster *monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) {
301                                         battleState->AddMonster(*monster);
302                                 }
303
304                                 ColorFade *fadeIn(new ColorFade(this, 0, 500, true));
305                                 fadeIn->SetLeadInTime(500);
306                                 ColorFade *fadeOut(new ColorFade(this, 0, 500));
307                                 fadeOut->SetLeadOutTime(500);
308
309                                 ctrl->PushState(fadeIn);
310                                 ctrl->PushState(battleState);
311                                 ctrl->PushState(fadeOut);
312                                 // TODO: move entity erase to happen after the transition or battle
313                                 entities.erase(e);
314                                 return true;
315                                 // needed information here:
316                                 //  - battle background (from tile/area/map)
317                                 //  - monsters + layout (from entity)
318                         }
319                 }
320         }
321         return false;
322 }
323
324 bool MapState::CheckTrigger() {
325         Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
326         if (trigger) {
327                 // TODO: run trigger script
328                 if (trigger->map) {
329                         ctrl->PushState(new ColorFade(this, 0, 500, true));
330                         ctrl->PushState(new TransitionState(this, trigger->map, trigger->target));
331                         ColorFade *fadeOut(new ColorFade(this, 0, 500, false));
332                         fadeOut->SetLeadOutTime(500);
333                         ctrl->PushState(fadeOut);
334                         return true;
335                 }
336         }
337         return false;
338 }
339
340 void MapState::OnMove(bool realMove) {
341         // TODO: evaluate monster movements
342         if (realMove) {
343                 UpdateFollower(*controlled);
344         } else {
345                 StopFollowers(*controlled);
346         }
347 }
348
349 void MapState::UpdateFollower(Entity &e) {
350         if (!e.Follower()) return;
351
352         Entity &f(*e.Follower());
353         UpdateFollower(f);
354
355         Vector<int> coords(map->TileCoordinates(e.Position()));
356         Vector<int> fCoords(map->TileCoordinates(f.Position()));
357         Vector<int> direction(coords - fCoords);
358
359         if (direction.Y() < 0) {
360                 f.SetOrientation(Entity::ORIENTATION_NORTH);
361                 f.SetSpeed(walkingSpeed);
362                 f.StartAnimation(*this);
363         } else if (direction.X() > 0) {
364                 f.SetOrientation(Entity::ORIENTATION_EAST);
365                 f.SetSpeed(walkingSpeed);
366                 f.StartAnimation(*this);
367         } else if (direction.Y() > 0) {
368                 f.SetOrientation(Entity::ORIENTATION_SOUTH);
369                 f.SetSpeed(walkingSpeed);
370                 f.StartAnimation(*this);
371         } else if (direction.X() < 0) {
372                 f.SetOrientation(Entity::ORIENTATION_WEST);
373                 f.SetSpeed(walkingSpeed);
374                 f.StartAnimation(*this);
375         } else {
376                 f.SetSpeed(0.0f);
377                 f.StopAnimation();
378         }
379 }
380
381 void MapState::StopFollowers(Entity &e) {
382         for (Entity *f(e.Follower()); f; f = f->Follower()) {
383                 f->SetSpeed(0.0f);
384                 f->StopAnimation();
385         }
386 }
387
388
389 void MapState::Transition(Map *newMap, const Vector<int> &coordinates) {
390         UnloadMap();
391         Vector<int> position(coordinates * map->Tileset()->Size());
392         for (Entity *e(controlled); e; e = e->Follower()) {
393                 e->Position() = position;
394                 e->SetOrientation(controlled->GetOrientation());
395         }
396         LoadMap(newMap);
397         skipLock = true;
398 }
399
400 void MapState::UnloadMap() {
401         entities.clear();
402 }
403
404 void MapState::LoadMap(Map *m) {
405         map = m;
406         for (Entity *e(m->EntitiesBegin()), *end(m->EntitiesEnd()); e != end; ++e) {
407                 entities.push_back(e);
408         }
409         for (Entity *e(controlled); e; e = e->Follower()) {
410                 entities.push_back(e);
411         }
412 }
413
414
415 void MapState::Render(SDL_Surface *screen) {
416         SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
417
418         Vector<int> offset(camera.CalculateOffset());
419         map->Render(screen, offset);
420
421         if (debug) {
422                 map->RenderDebug(screen, offset);
423         }
424
425         std::sort(entities.begin(), entities.end(), ZCompare);
426         for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
427                 (*i)->Render(screen, offset);
428         }
429 }
430
431
432 bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) {
433         return lhs->Position().Y() < rhs->Position().Y();
434 }
435
436 }