#include "Map.h"
#include "Tile.h"
+#include "TransitionState.h"
#include "Trigger.h"
#include "../app/Application.h"
#include "../app/Input.h"
+#include "../battle/BattleState.h"
+#include "../common/GameConfig.h"
+#include "../common/GameState.h"
+#include "../graphics/ColorFade.h"
#include <algorithm>
using app::Application;
using app::Input;
+using battle::BattleState;
+using common::GameConfig;
using geometry::Vector;
+using graphics::ColorFade;
namespace map {
-MapState::MapState(Map *map)
-: map(map)
+MapState::MapState(GameConfig *g, Map *map)
+: game(g)
+, map(map)
, controlled(0)
-, tempTarget(20, 20)
-, camera(100, 100, &tempTarget)
+, pushed(0)
+, lastLock(-1, -1)
+, camera(100, 100, 0)
, walkingSpeed(64)
, nextDirection(-1)
, afterLock(false)
, skipLock(false)
+, pushing(false)
, debug(false) {
}
-void MapState::EnterState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnEnterState(SDL_Surface *screen) {
camera.Resize(screen->w, screen->h);
+ LoadMap(map);
}
-void MapState::ExitState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnExitState(SDL_Surface *screen) {
}
-void MapState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnResumeState(SDL_Surface *screen) {
camera.Resize(screen->w, screen->h);
}
-void MapState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnPauseState(SDL_Surface *screen) {
}
-void MapState::Resize(int width, int height) {
+void MapState::OnResize(int width, int height) {
camera.Resize(width, height);
}
nextDirection = -1;
}
+ pushing = input.IsDown(Input::ACTION_A);
+
if (input.JustPressed(Input::DEBUG_1)) {
debug = !debug;
}
if (moveTimer.Running() && !moveTimer.JustHit()) return;
Vector<int> nowLock(controlled->Position());
+ bool event(false);
if (nowLock != lastLock) {
- OnGridLock();
+ event = OnGridLock();
afterLock = true;
moveTimer.Clear();
} else if (moveTimer.JustHit()) {
- OnGridLock();
+ event = OnGridLock();
afterLock = true;
}
- // TODO: halt all activity if lock caused a state/map transition
+ if (event) {
+ return;
+ }
if (nextDirection >= 0) {
- bool blocked(CheckBlocking());
if (afterLock) {
+ bool blocked(CheckBlocking());
OnMove(!blocked);
- afterLock = false;
- }
- controlled->SetOrientation(Entity::Orientation(nextDirection));
- if (!blocked) {
- controlled->SetSpeed(walkingSpeed);
- moveTimer.Clear();
- } else {
- controlled->SetSpeed(0.0f);
- StopFollowers(*controlled);
- if (!moveTimer.Running()) {
- int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
- moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
+ controlled->SetOrientation(Entity::Orientation(nextDirection));
+ if (!blocked) {
+ afterLock = false;
+ controlled->SetSpeed(walkingSpeed);
+ moveTimer.Clear();
+ if (pushed) {
+ pushed->SetOrientation(Entity::Orientation(nextDirection));
+ pushed->SetSpeed(walkingSpeed);
+ controlled->SetPushing();
+ } else {
+ controlled->SetHandsFree();
+ }
+ } else {
+ controlled->SetSpeed(0.0f);
+ StopFollowers(*controlled);
+ if (!moveTimer.Running()) {
+ int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
+ moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
+ }
+ pushed = 0;
+ }
+ if (!controlled->AnimationRunning()) {
+ controlled->StartAnimation(*this);
}
- }
- if (!controlled->AnimationRunning()) {
- controlled->StartAnimation(*this);
}
} else {
controlled->SetSpeed(0.0f);
StopFollowers(*controlled);
controlled->StopAnimation();
moveTimer.Clear();
+ if (pushed) {
+ pushed->SetSpeed(0.0f);
+ pushed = 0;
+ }
}
lastLock = nowLock;
}
-bool MapState::CheckBlocking() const {
- const Tile &tile(map->TileAt(controlled->Position()));
- Vector<int> nextPosition;
+bool MapState::CheckBlocking() {
+ if (pushed) {
+ pushed->SetSpeed(0.0f);
+ pushed = 0;
+ }
+ const Tile *tile(map->TileAt(controlled->Position()));
+ Vector<int> direction;
switch (nextDirection) {
case Entity::ORIENTATION_NORTH:
- if (tile.BlocksNorth()) {
+ if (tile && tile->BlocksNorth()) {
+ return true;
+ } else {
+ direction = Vector<int>(0, -map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_EAST:
+ if (tile && tile->BlocksEast()) {
+ return true;
+ } else {
+ direction = Vector<int>(map->Tileset()->Width(), 0);
+ }
+ break;
+ case Entity::ORIENTATION_SOUTH:
+ if (tile && tile->BlocksSouth()) {
+ return true;
+ } else {
+ direction = Vector<int>(0, map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_WEST:
+ if (tile && tile->BlocksWest()) {
+ return true;
+ } else {
+ direction = Vector<int>(-map->Tileset()->Width(), 0);
+ }
+ break;
+ default:
+ return false;
+ }
+ Vector<int> nextTilePosition(direction + controlled->Position());
+ Vector<int> nextTileCoords(map->TileCoordinates(nextTilePosition));
+ for (std::vector<Entity *>::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+ const Entity &e(**i);
+ if (map->TileCoordinates(e.Position()) != nextTileCoords) continue;
+ if (!e.Blocking()) continue;
+ if (!pushing || !e.Pushable()) return true;
+ if (CheckBlocking(nextTilePosition, Entity::Orientation(nextDirection))) return true;
+ pushed = *i;
+ }
+ return false;
+}
+
+bool MapState::CheckBlocking(const Vector<int> &position, Entity::Orientation direction) const {
+ const Tile *tile(map->TileAt(position));
+ Vector<int> directionVector;
+ switch (direction) {
+ case Entity::ORIENTATION_NORTH:
+ if (tile && tile->BlocksNorth()) {
return true;
} else {
- nextPosition = Vector<int>(
- controlled->Position().X(),
- controlled->Position().Y() - map->Tileset()->Height());
+ directionVector = Vector<int>(0, -map->Tileset()->Height());
}
break;
case Entity::ORIENTATION_EAST:
- if (tile.BlocksEast()) {
+ if (tile && tile->BlocksEast()) {
return true;
} else {
- nextPosition = Vector<int>(
- controlled->Position().X() + map->Tileset()->Width(),
- controlled->Position().Y());
+ directionVector = Vector<int>(map->Tileset()->Width(), 0);
}
break;
case Entity::ORIENTATION_SOUTH:
- if (tile.BlocksSouth()) {
+ if (tile && tile->BlocksSouth()) {
return true;
} else {
- nextPosition = Vector<int>(
- controlled->Position().X(),
- controlled->Position().Y() + map->Tileset()->Height());
+ directionVector = Vector<int>(0, map->Tileset()->Height());
}
break;
case Entity::ORIENTATION_WEST:
- if (tile.BlocksWest()) {
+ if (tile && tile->BlocksWest()) {
return true;
} else {
- nextPosition = Vector<int>(
- controlled->Position().X() - map->Tileset()->Width(),
- controlled->Position().Y());
+ directionVector = Vector<int>(-map->Tileset()->Width(), 0);
}
break;
default:
return false;
}
- Vector<int> nextTileCoords(map->TileCoordinates(nextPosition));
+ Vector<int> nextTileCoords(map->TileCoordinates(directionVector + position));
for (std::vector<Entity *>::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
const Entity &e(**i);
if (map->TileCoordinates(e.Position()) == nextTileCoords && e.Blocking()) {
return false;
}
-void MapState::OnGridLock() {
+bool MapState::OnGridLock() {
if (skipLock) {
skipLock = false;
+ return false;
} else {
LockEntities();
- CheckMonster();
- CheckTrigger();
+ return CheckMonster() || CheckLockTrigger();
}
}
}
}
-void MapState::CheckMonster() {
+bool MapState::CheckMonster() {
Vector<int> coords(map->TileCoordinates(controlled->Position()));
Vector<int> neighbor[4];
neighbor[0] = Vector<int>(coords.X(), coords.Y() - 1); // N
for (std::vector<Entity *>::iterator e(entities.begin()), end(entities.end()); e != end; ++e) {
if ((*e)->Hostile() && map->TileCoordinates((*e)->Position()) == neighbor[i]) {
// TODO: check for turn advantage, see #26
- // TODO: remove entity, push battle state and transition and halt all other activity
+ // TODO: other transition
+ BattleState *battleState(new BattleState(game, map->BattleBackgroundAt((*e)->Position()), (*e)->PartyLayout()));
+ for (int i(0); i < 4; ++i) {
+ if (game->state->party[i]) {
+ battleState->AddHero(*game->state->party[i]);
+ }
+ }
+ for (battle::Monster *monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) {
+ battleState->AddMonster(*monster);
+ }
+
+ ColorFade *fadeIn(new ColorFade(this, 0, 500, true));
+ fadeIn->SetLeadInTime(500);
+ ColorFade *fadeOut(new ColorFade(this, 0, 500));
+ fadeOut->SetLeadOutTime(500);
+
+ Ctrl().PushState(fadeIn);
+ Ctrl().PushState(battleState);
+ Ctrl().PushState(fadeOut);
+ // TODO: move entity erase to happen after the transition or battle
+ entities.erase(e);
+ return true;
// needed information here:
- // - battle background (from tile?)
+ // - battle background (from tile/area/map)
// - monsters + layout (from entity)
- // - battle resources (from global resources)
}
}
}
+ return false;
}
-void MapState::CheckTrigger() {
+bool MapState::CheckLockTrigger() {
Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
- if (trigger) {
- // TODO: run trigger script
- if (trigger->map) {
- Transition(trigger->map, trigger->target);
- }
- }
-
+ if (!trigger || trigger->GetType() != Trigger::TYPE_CONTACT) return false;
+ RunTrigger(*trigger);
+ return true;
}
void MapState::OnMove(bool realMove) {
+ if (CheckMoveTrigger()) {
+ return;
+ }
// TODO: evaluate monster movements
if (realMove) {
UpdateFollower(*controlled);
}
}
+bool MapState::CheckMoveTrigger() {
+ Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
+ if (!trigger || int(trigger->GetType()) != nextDirection) return false;
+ RunTrigger(*trigger);
+ return true;
+}
+
+void MapState::RunTrigger(Trigger &trigger) {
+ if (!trigger.HasScript()) return;
+ runner.Run(*this, trigger.GetScript());
+}
+
void MapState::UpdateFollower(Entity &e) {
if (!e.Follower()) return;
void MapState::Transition(Map *newMap, const Vector<int> &coordinates) {
+ UnloadMap();
Vector<int> position(coordinates * map->Tileset()->Size());
- entities.clear();
for (Entity *e(controlled); e; e = e->Follower()) {
e->Position() = position;
e->SetOrientation(controlled->GetOrientation());
- entities.push_back(e);
}
- map = newMap;
+ LoadMap(newMap);
skipLock = true;
}
+void MapState::UnloadMap() {
+ entities.clear();
+}
+
+void MapState::LoadMap(Map *m) {
+ map = m;
+ for (Entity *e(m->EntitiesBegin()), *end(m->EntitiesEnd()); e != end; ++e) {
+ entities.push_back(e);
+ e->ResetPosition(map->Tileset()->Size());
+ }
+ for (Entity *e(controlled); e; e = e->Follower()) {
+ entities.push_back(e);
+ }
+}
+
void MapState::Render(SDL_Surface *screen) {
SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
return lhs->Position().Y() < rhs->Position().Y();
}
+
+void MapState::HandleSyscall(common::ScriptRunner &r) {
+ switch (r.IntegerRegister(0)) {
+ case TRANSITION: {
+ Ctrl().PushState(new ColorFade(this, 0, 500, true));
+ Ctrl().PushState(new TransitionState(this, reinterpret_cast<Map *>(r.AddressRegister(0)), r.VectorRegister(0)));
+ ColorFade *fadeOut(new ColorFade(this, 0, 500, false));
+ fadeOut->SetLeadOutTime(500);
+ Ctrl().PushState(fadeOut);
+ break;
+ }
+ }
+}
+
}