]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
renamed namespace geometry -> math
[l2e.git] / src / map / MapState.cpp
index 7f602a73ebf01c0d7f5ac338e2c22c30fc7d236a..121dfbcdc0e41d0478d37500f906f4235902d6f2 100644 (file)
-/*
- * MapState.cpp
- *
- *  Created on: Sep 29, 2012
- *      Author: holy
- */
-
 #include "MapState.h"
 
 #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 "../menu/PartyMenu.h"
 
 #include <algorithm>
 
 using app::Application;
 using app::Input;
-using geometry::Vector;
+using battle::BattleState;
+using common::GameConfig;
+using math::Vector;
+using graphics::ColorFade;
+using menu::PartyMenu;
 
 namespace map {
 
-MapState::MapState(const 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);
 }
 
 
 void MapState::HandleEvents(const Input &input) {
+       if (input.JustPressed(Input::ACTION_X)) {
+               Ctrl().PushState(new PartyMenu(game));
+               return;
+       }
+
        if (!controlled) return;
+
+       if (input.IsDown(Input::PAD_UP)) {
+               nextDirection = Entity::ORIENTATION_NORTH;
+       } else if (input.IsDown(Input::PAD_RIGHT)) {
+               nextDirection = Entity::ORIENTATION_EAST;
+       } else if (input.IsDown(Input::PAD_DOWN)) {
+               nextDirection = Entity::ORIENTATION_SOUTH;
+       } else if (input.IsDown(Input::PAD_LEFT)) {
+               nextDirection = Entity::ORIENTATION_WEST;
+       } else {
+               nextDirection = -1;
+       }
+
+       pushing = input.IsDown(Input::ACTION_A);
+
+       if (input.JustPressed(Input::DEBUG_1)) {
+               debug = !debug;
+       }
 }
 
 void MapState::UpdateWorld(float deltaT) {
+       if (controlled && controlled->TileLock(map->Tileset()->Size())) {
+               OnTileLock();
+       }
        for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
                (*i)->Update(deltaT);
        }
 }
 
+void MapState::OnTileLock() {
+       if (moveTimer.Running() && !moveTimer.JustHit()) return;
+
+       Vector<int> nowLock(controlled->Position());
+       bool event(false);
+       if (nowLock != lastLock) {
+               event = OnGridLock();
+               afterLock = true;
+               moveTimer.Clear();
+       } else if (moveTimer.JustHit()) {
+               event = OnGridLock();
+               afterLock = true;
+       }
+
+       if (event) {
+               return;
+       }
+
+       if (nextDirection >= 0) {
+               if (afterLock) {
+                       bool blocked(CheckBlocking());
+                       OnMove(!blocked);
+                       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);
+                       }
+               }
+       } else {
+               controlled->SetSpeed(0.0f);
+               StopFollowers(*controlled);
+               controlled->StopAnimation();
+               moveTimer.Clear();
+               if (pushed) {
+                       pushed->SetSpeed(0.0f);
+                       pushed = 0;
+               }
+       }
+
+       lastLock = nowLock;
+}
+
+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 && 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 {
+                               directionVector = Vector<int>(0, -map->Tileset()->Height());
+                       }
+                       break;
+               case Entity::ORIENTATION_EAST:
+                       if (tile && tile->BlocksEast()) {
+                               return true;
+                       } else {
+                               directionVector = Vector<int>(map->Tileset()->Width(), 0);
+                       }
+                       break;
+               case Entity::ORIENTATION_SOUTH:
+                       if (tile && tile->BlocksSouth()) {
+                               return true;
+                       } else {
+                               directionVector = Vector<int>(0, map->Tileset()->Height());
+                       }
+                       break;
+               case Entity::ORIENTATION_WEST:
+                       if (tile && tile->BlocksWest()) {
+                               return true;
+                       } else {
+                               directionVector = Vector<int>(-map->Tileset()->Width(), 0);
+                       }
+                       break;
+               default:
+                       return false;
+       }
+       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 true;
+               }
+       }
+       return false;
+}
+
+bool MapState::OnGridLock() {
+       if (skipLock) {
+               skipLock = false;
+               return false;
+       } else {
+               LockEntities();
+               return CheckMonster() || CheckLockTrigger();
+       }
+}
+
+void MapState::LockEntities() {
+       for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+               if (*i == controlled) {
+                       // don't lock player
+                       continue;
+               }
+               (*i)->Position().Lock(map->Tileset()->Size());
+       }
+}
+
+bool MapState::CheckMonster() {
+       Vector<int> coords(map->TileCoordinates(controlled->Position()));
+       Vector<int> neighbor[4];
+       neighbor[0] = Vector<int>(coords.X(), coords.Y() - 1); // N
+       neighbor[1] = Vector<int>(coords.X() + 1, coords.Y()); // E
+       neighbor[2] = Vector<int>(coords.X(), coords.Y() + 1); // S
+       neighbor[3] = Vector<int>(coords.X() - 1, coords.Y()); // W
+
+       for (int i(0); i < 4; ++i) {
+               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: 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]);
+                                       }
+                               }
+                               if (game->state->capsule) {
+                                       battleState->SetCapsule(&game->state->GetCapsule());
+                               }
+                               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;
+                       }
+               }
+       }
+       return false;
+}
+
+bool MapState::CheckLockTrigger() {
+       Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
+       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);
+       } else {
+               StopFollowers(*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;
+
+       Entity &f(*e.Follower());
+       UpdateFollower(f);
+
+       Vector<int> coords(map->TileCoordinates(e.Position()));
+       Vector<int> fCoords(map->TileCoordinates(f.Position()));
+       Vector<int> direction(coords - fCoords);
+
+       if (direction.Y() < 0) {
+               f.SetOrientation(Entity::ORIENTATION_NORTH);
+               f.SetSpeed(walkingSpeed);
+               f.StartAnimation(*this);
+       } else if (direction.X() > 0) {
+               f.SetOrientation(Entity::ORIENTATION_EAST);
+               f.SetSpeed(walkingSpeed);
+               f.StartAnimation(*this);
+       } else if (direction.Y() > 0) {
+               f.SetOrientation(Entity::ORIENTATION_SOUTH);
+               f.SetSpeed(walkingSpeed);
+               f.StartAnimation(*this);
+       } else if (direction.X() < 0) {
+               f.SetOrientation(Entity::ORIENTATION_WEST);
+               f.SetSpeed(walkingSpeed);
+               f.StartAnimation(*this);
+       } else {
+               f.SetSpeed(0.0f);
+               f.StopAnimation();
+       }
+}
+
+void MapState::StopFollowers(Entity &e) {
+       for (Entity *f(e.Follower()); f; f = f->Follower()) {
+               f->SetSpeed(0.0f);
+               f->StopAnimation();
+       }
+}
+
+
+void MapState::Transition(Map *newMap, const Vector<int> &coordinates) {
+       UnloadMap();
+       Vector<int> position(coordinates * map->Tileset()->Size());
+       for (Entity *e(controlled); e; e = e->Follower()) {
+               e->Position() = position;
+               e->SetOrientation(controlled->GetOrientation());
+       }
+       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));
+
        Vector<int> offset(camera.CalculateOffset());
        map->Render(screen, offset);
 
+       if (debug) {
+               map->RenderDebug(screen, offset);
+       }
+
        std::sort(entities.begin(), entities.end(), ZCompare);
        for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
                (*i)->Render(screen, offset);
@@ -74,4 +439,18 @@ bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) {
        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;
+               }
+       }
+}
+
 }