]> 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 162db8b216186731f8852c0a4e9cc10bf7bbd128..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) {
@@ -67,10 +82,14 @@ void MapState::HandleEvents(const Input &input) {
        } else {
                nextDirection = -1;
        }
+
+       if (input.JustPressed(Input::DEBUG_1)) {
+               debug = !debug;
+       }
 }
 
 void MapState::UpdateWorld(float deltaT) {
-       if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) {
+       if (controlled && controlled->TileLock(map->Tileset()->Size())) {
                OnTileLock();
        }
        for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
@@ -82,43 +101,33 @@ 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;
        }
 
+       if (event) {
+               return;
+       }
+
        if (nextDirection >= 0) {
+               bool blocked(CheckBlocking());
                if (afterLock) {
-                       // FIXME: this check is unreliable, see #21
-                       OnMove();
+                       OnMove(!blocked);
                        afterLock = false;
                }
                controlled->SetOrientation(Entity::Orientation(nextDirection));
-               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;
-               }
                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);
@@ -129,6 +138,7 @@ void MapState::OnTileLock() {
                }
        } else {
                controlled->SetSpeed(0.0f);
+               StopFollowers(*controlled);
                controlled->StopAnimation();
                moveTimer.Clear();
        }
@@ -136,26 +146,211 @@ void MapState::OnTileLock() {
        lastLock = nowLock;
 }
 
-void MapState::OnGridLock() {
+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;
+}
+
+bool MapState::OnGridLock() {
+       if (skipLock) {
+               skipLock = false;
+               return false;
+       } else {
+               LockEntities();
+               return CheckMonster() || CheckTrigger();
+       }
+}
+
+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]);
+                                       }
+                               }
+                               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/area/map)
+                               //  - monsters + layout (from entity)
+                       }
+               }
+       }
+       return false;
+}
+
+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;
+               }
        }
-       // TODO: check for adjacent monsters
-       // TODO: force all entities into their grid positions?
+       return false;
 }
 
-void MapState::OnMove() {
+void MapState::OnMove(bool realMove) {
        // TODO: evaluate monster movements
-       UpdateFollower(controlled);
+       if (realMove) {
+               UpdateFollower(*controlled);
+       } else {
+               StopFollowers(*controlled);
+       }
 }
 
-void MapState::UpdateFollower(Entity *e) {
-       if (!e->Follower()) return;
-       UpdateFollower(e->Follower());
+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();
+       }
+}
 
-       e->Follower()->SetOrientation(e->GetOrientation());
-       // TODO: set follower speed
+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);
+       }
 }
 
 
@@ -165,6 +360,10 @@ void MapState::Render(SDL_Surface *screen) {
        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);