#include "Map.h"
#include "Tile.h"
+#include "TransitionState.h"
+#include "Trigger.h"
#include "../app/Application.h"
#include "../app/Input.h"
+#include "../graphics/ColorFade.h"
#include <algorithm>
using app::Application;
using app::Input;
using geometry::Vector;
+using graphics::ColorFade;
namespace map {
-MapState::MapState(const Map *map)
-: map(map)
+MapState::MapState(Map *map)
+: ctrl(0)
+, map(map)
, controlled(0)
, tempTarget(20, 20)
, camera(100, 100, &tempTarget)
-, walkingSpeed(64) {
+, walkingSpeed(64)
+, nextDirection(-1)
+, afterLock(false)
+, skipLock(false)
+, debug(false) {
}
-void MapState::EnterState(Application &ctrl, SDL_Surface *screen) {
+void MapState::EnterState(Application &c, SDL_Surface *screen) {
+ ctrl = &c;
camera.Resize(screen->w, screen->h);
+ LoadMap(map);
}
void MapState::ExitState(Application &ctrl, SDL_Surface *screen) {
void MapState::HandleEvents(const Input &input) {
if (!controlled) return;
- if (!controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) return;
- bool down(false);
if (input.IsDown(Input::PAD_UP)) {
- controlled->SetOrientation(Entity::ORIENTATION_NORTH);
- down = true;
+ nextDirection = Entity::ORIENTATION_NORTH;
} else if (input.IsDown(Input::PAD_RIGHT)) {
- controlled->SetOrientation(Entity::ORIENTATION_EAST);
- down = true;
+ nextDirection = Entity::ORIENTATION_EAST;
} else if (input.IsDown(Input::PAD_DOWN)) {
- controlled->SetOrientation(Entity::ORIENTATION_SOUTH);
- down = true;
+ nextDirection = Entity::ORIENTATION_SOUTH;
} else if (input.IsDown(Input::PAD_LEFT)) {
- controlled->SetOrientation(Entity::ORIENTATION_WEST);
- down = true;
- }
-
- if (down) {
- const Tile &tile(map->TileAt(controlled->Position()));
- bool blocked(false);
- switch (controlled->GetOrientation()) {
- case Entity::ORIENTATION_NORTH:
- blocked = tile.BlocksNorth();
- break;
- case Entity::ORIENTATION_EAST:
- blocked = tile.BlocksEast();
- break;
- case Entity::ORIENTATION_SOUTH:
- blocked = tile.BlocksSouth();
- break;
- case Entity::ORIENTATION_WEST:
- blocked = tile.BlocksWest();
- break;
+ nextDirection = Entity::ORIENTATION_WEST;
+ } else {
+ nextDirection = -1;
+ }
+
+ 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());
+ if (nowLock != lastLock) {
+ OnGridLock();
+ afterLock = true;
+ moveTimer.Clear();
+ } else if (moveTimer.JustHit()) {
+ OnGridLock();
+ afterLock = true;
+ }
+
+ // TODO: halt all activity if lock caused a state/map transition
+
+ if (nextDirection >= 0) {
+ bool blocked(CheckBlocking());
+ if (afterLock) {
+ 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);
+ }
+ }
+ if (!controlled->AnimationRunning()) {
+ controlled->StartAnimation(*this);
}
} else {
controlled->SetSpeed(0.0f);
+ StopFollowers(*controlled);
+ controlled->StopAnimation();
+ moveTimer.Clear();
}
+
+ lastLock = nowLock;
}
-void MapState::UpdateWorld(float deltaT) {
+bool MapState::CheckBlocking() const {
+ const Tile *tile(map->TileAt(controlled->Position()));
+ if (!tile) {
+ return false;
+ }
+ Vector<int> nextPosition;
+ switch (nextDirection) {
+ case Entity::ORIENTATION_NORTH:
+ if (tile->BlocksNorth()) {
+ return true;
+ } else {
+ nextPosition = Vector<int>(
+ controlled->Position().X(),
+ controlled->Position().Y() - map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_EAST:
+ if (tile->BlocksEast()) {
+ return true;
+ } else {
+ nextPosition = Vector<int>(
+ controlled->Position().X() + map->Tileset()->Width(),
+ controlled->Position().Y());
+ }
+ break;
+ case Entity::ORIENTATION_SOUTH:
+ if (tile->BlocksSouth()) {
+ return true;
+ } else {
+ nextPosition = Vector<int>(
+ controlled->Position().X(),
+ controlled->Position().Y() + map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_WEST:
+ if (tile->BlocksWest()) {
+ return true;
+ } else {
+ nextPosition = Vector<int>(
+ controlled->Position().X() - map->Tileset()->Width(),
+ controlled->Position().Y());
+ }
+ break;
+ default:
+ return false;
+ }
+ Vector<int> nextTileCoords(map->TileCoordinates(nextPosition));
+ 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;
+}
+
+void MapState::OnGridLock() {
+ if (skipLock) {
+ skipLock = false;
+ } else {
+ LockEntities();
+ CheckMonster();
+ CheckTrigger();
+ }
+}
+
+void MapState::LockEntities() {
for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
- (*i)->Update(deltaT);
+ if (*i == controlled) {
+ // don't lock player
+ continue;
+ }
+ (*i)->Position().Lock(map->Tileset()->Size());
+ }
+}
+
+void 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: remove entity, push battle state and transition and halt all other activity
+ // needed information here:
+ // - battle background (from tile?)
+ // - monsters + layout (from entity)
+ // - battle resources (from global resources)
+ }
+ }
+ }
+}
+
+void MapState::CheckTrigger() {
+ Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
+ if (trigger) {
+ // TODO: run trigger script
+ if (trigger->map) {
+ ctrl->PushState(new ColorFade(this, 0, 500, true));
+ ctrl->PushState(new TransitionState(this, trigger->map, trigger->target));
+ ctrl->PushState(new ColorFade(this, 0, 500, false));
+ }
+ }
+
+}
+
+void MapState::OnMove(bool realMove) {
+ // TODO: evaluate monster movements
+ if (realMove) {
+ UpdateFollower(*controlled);
+ } else {
+ StopFollowers(*controlled);
+ }
+}
+
+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;
+ entities.insert(entities.end(), m->EntitiesBegin(), m->EntitiesEnd());
+ 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);