]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
closed the gap between battle and map state (yay)
[l2e.git] / src / map / MapState.cpp
index 108d97c123c7d4e9f60b81170fcd3019ff0002f9..773190e88952b604511fb4a249f94d751035c4a2 100644 (file)
@@ -9,31 +9,46 @@
 
 #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)
+, ctrl(0)
+, map(map)
 , controlled(0)
 , tempTarget(20, 20)
 , camera(100, 100, &tempTarget)
 , walkingSpeed(64)
 , nextDirection(-1)
-, afterLock(false) {
+, 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) {
@@ -67,6 +82,10 @@ void MapState::HandleEvents(const Input &input) {
        } else {
                nextDirection = -1;
        }
+
+       if (input.JustPressed(Input::DEBUG_1)) {
+               debug = !debug;
+       }
 }
 
 void MapState::UpdateWorld(float deltaT) {
@@ -82,16 +101,19 @@ void MapState::OnTileLock() {
        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());
@@ -125,11 +147,14 @@ void MapState::OnTileLock() {
 }
 
 bool MapState::CheckBlocking() const {
-       const Tile &tile(map->TileAt(controlled->Position()));
+       const Tile *tile(map->TileAt(controlled->Position()));
+       if (!tile) {
+               return false;
+       }
        Vector<int> nextPosition;
        switch (nextDirection) {
                case Entity::ORIENTATION_NORTH:
-                       if (tile.BlocksNorth()) {
+                       if (tile->BlocksNorth()) {
                                return true;
                        } else {
                                nextPosition = Vector<int>(
@@ -138,7 +163,7 @@ bool MapState::CheckBlocking() const {
                        }
                        break;
                case Entity::ORIENTATION_EAST:
-                       if (tile.BlocksEast()) {
+                       if (tile->BlocksEast()) {
                                return true;
                        } else {
                                nextPosition = Vector<int>(
@@ -147,7 +172,7 @@ bool MapState::CheckBlocking() const {
                        }
                        break;
                case Entity::ORIENTATION_SOUTH:
-                       if (tile.BlocksSouth()) {
+                       if (tile->BlocksSouth()) {
                                return true;
                        } else {
                                nextPosition = Vector<int>(
@@ -156,7 +181,7 @@ bool MapState::CheckBlocking() const {
                        }
                        break;
                case Entity::ORIENTATION_WEST:
-                       if (tile.BlocksWest()) {
+                       if (tile->BlocksWest()) {
                                return true;
                        } else {
                                nextPosition = Vector<int>(
@@ -177,10 +202,14 @@ bool MapState::CheckBlocking() const {
        return false;
 }
 
-void MapState::OnGridLock() {
-       LockEntities();
-       CheckMonster();
-       CheckTrigger();
+bool MapState::OnGridLock() {
+       if (skipLock) {
+               skipLock = false;
+               return false;
+       } else {
+               LockEntities();
+               return CheckMonster() || CheckTrigger();
+       }
 }
 
 void MapState::LockEntities() {
@@ -193,7 +222,7 @@ void MapState::LockEntities() {
        }
 }
 
-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
@@ -205,22 +234,51 @@ void MapState::CheckMonster() {
                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::CheckTrigger() {
        Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
        if (trigger) {
-               // TODO: run 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));
+                       ColorFade *fadeOut(new ColorFade(this, 0, 500, false));
+                       fadeOut->SetLeadOutTime(500);
+                       ctrl->PushState(fadeOut);
+                       return true;
+               }
        }
-
+       return false;
 }
 
 void MapState::OnMove(bool realMove) {
@@ -272,12 +330,40 @@ void MapState::StopFollowers(Entity &e) {
 }
 
 
+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);