]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
re-enable battle launching from MapState
[l2e.git] / src / map / MapState.cpp
index 37ccc72246c1c62c84bac7c77e75af59ffe77107..9bae990ce6d72c053ce1b252a48a121cf49d0f67 100644 (file)
@@ -1,10 +1,3 @@
-/*
- * MapState.cpp
- *
- *  Created on: Sep 29, 2012
- *      Author: holy
- */
-
 #include "MapState.h"
 
 #include "Map.h"
@@ -17,6 +10,7 @@
 #include "../common/GameConfig.h"
 #include "../common/GameState.h"
 #include "../graphics/ColorFade.h"
+#include "../menu/PartyMenu.h"
 
 #include <algorithm>
 
@@ -24,14 +18,15 @@ using app::Application;
 using app::Input;
 using battle::BattleState;
 using common::GameConfig;
-using geometry::Vector;
+using math::Fixed;
+using math::Vector;
 using graphics::ColorFade;
+using menu::PartyMenu;
 
 namespace map {
 
 MapState::MapState(GameConfig *g, Map *map)
 : game(g)
-, ctrl(0)
 , map(map)
 , controlled(0)
 , pushed(0)
@@ -47,30 +42,34 @@ MapState::MapState(GameConfig *g, Map *map)
 }
 
 
-void MapState::EnterState(Application &c, SDL_Surface *screen) {
-       ctrl = &c;
+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)) {
@@ -92,7 +91,7 @@ void MapState::HandleEvents(const Input &input) {
        }
 }
 
-void MapState::UpdateWorld(float deltaT) {
+void MapState::UpdateWorld(Uint32 deltaT) {
        if (controlled && controlled->TileLock(map->Tileset()->Size())) {
                OnTileLock();
        }
@@ -104,7 +103,7 @@ void MapState::UpdateWorld(float deltaT) {
 void MapState::OnTileLock() {
        if (moveTimer.Running() && !moveTimer.JustHit()) return;
 
-       Vector<int> nowLock(controlled->Position());
+       Vector<int> nowLock(ToInt(controlled->Position()));
        bool event(false);
        if (nowLock != lastLock) {
                event = OnGridLock();
@@ -119,28 +118,32 @@ void MapState::OnTileLock() {
                return;
        }
 
+       const Tile *tile(map->TileAt(nowLock));
+
        if (nextDirection >= 0) {
                if (afterLock) {
                        bool blocked(CheckBlocking());
                        OnMove(!blocked);
-                       controlled->SetOrientation(Entity::Orientation(nextDirection));
+                       controlled->SetDirection(Entity::Orientation(nextDirection));
                        if (!blocked) {
                                afterLock = false;
                                controlled->SetSpeed(walkingSpeed);
                                moveTimer.Clear();
                                if (pushed) {
-                                       pushed->SetOrientation(Entity::Orientation(nextDirection));
+                                       pushed->SetDirection(Entity::Orientation(nextDirection));
                                        pushed->SetSpeed(walkingSpeed);
                                        controlled->SetPushing();
                                } else {
                                        controlled->SetHandsFree();
                                }
                        } else {
-                               controlled->SetSpeed(0.0f);
+                               controlled->SetSpeed(0);
                                StopFollowers(*controlled);
                                if (!moveTimer.Running()) {
-                                       int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
-                                       moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
+                                       int tileSize((controlled->GetDirection() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
+                                       Fixed<8> walkingInterval(tileSize);
+                                       walkingInterval /= walkingSpeed;
+                                       moveTimer = PhysicsTimers().StartInterval(walkingInterval.Int());
                                }
                                pushed = 0;
                        }
@@ -149,25 +152,30 @@ void MapState::OnTileLock() {
                        }
                }
        } else {
-               controlled->SetSpeed(0.0f);
+               controlled->SetSpeed(0);
                StopFollowers(*controlled);
                controlled->StopAnimation();
                moveTimer.Clear();
                if (pushed) {
-                       pushed->SetSpeed(0.0f);
+                       pushed->SetSpeed(0);
                        pushed = 0;
                }
        }
 
+       if (controlled->GetDirection() == Entity::ORIENTATION_SOUTH
+                       && tile && tile->IsLadder()) {
+               controlled->SetOrientation(Entity::ORIENTATION_NORTH);
+       }
+
        lastLock = nowLock;
 }
 
 bool MapState::CheckBlocking() {
        if (pushed) {
-               pushed->SetSpeed(0.0f);
+               pushed->SetSpeed(0);
                pushed = 0;
        }
-       const Tile *tile(map->TileAt(controlled->Position()));
+       const Tile *tile(map->TileAt(ToInt(controlled->Position())));
        Vector<int> direction;
        switch (nextDirection) {
                case Entity::ORIENTATION_NORTH:
@@ -201,11 +209,11 @@ bool MapState::CheckBlocking() {
                default:
                        return false;
        }
-       Vector<int> nextTilePosition(direction + controlled->Position());
+       Vector<int> nextTilePosition(direction + ToInt(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 (map->TileCoordinates(ToInt(e.Position())) != nextTileCoords) continue;
                if (!e.Blocking()) continue;
                if (!pushing || !e.Pushable()) return true;
                if (CheckBlocking(nextTilePosition, Entity::Orientation(nextDirection))) return true;
@@ -252,7 +260,7 @@ bool MapState::CheckBlocking(const Vector<int> &position, Entity::Orientation di
        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()) {
+               if (map->TileCoordinates(ToInt(e.Position())) == nextTileCoords && e.Blocking()) {
                        return true;
                }
        }
@@ -280,7 +288,7 @@ void MapState::LockEntities() {
 }
 
 bool MapState::CheckMonster() {
-       Vector<int> coords(map->TileCoordinates(controlled->Position()));
+       Vector<int> coords(map->TileCoordinates(ToInt(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
@@ -289,41 +297,72 @@ bool MapState::CheckMonster() {
 
        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);
+                       if ((*e)->Hostile() && map->TileCoordinates(ToInt((*e)->Position())) == neighbor[i]) {
                                // TODO: move entity erase to happen after the transition or battle
+                               LoadBattle(*controlled, **e);
                                entities.erase(e);
                                return true;
-                               // needed information here:
-                               //  - battle background (from tile/area/map)
-                               //  - monsters + layout (from entity)
                        }
                }
        }
        return false;
 }
 
+void MapState::LoadBattle(Entity &hero, Entity &monster) {
+       SDL_Surface *bg = map->BattleBackgroundAt(ToInt(monster.Position()));
+       BattleState *battleState(new BattleState(game, bg, monster.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 **m(monster.MonstersBegin()); m != monster.MonstersEnd(); ++m) {
+               battleState->AddMonster(**m);
+       }
+
+       // TODO: pass turn advantage to battle, see #26
+       Entity::Orientation faceDirection;
+       if (monster.Position().Y() < hero.Position().Y()) {
+               faceDirection = Entity::ORIENTATION_NORTH;
+       } else if (monster.Position().X() > hero.Position().X()) {
+               faceDirection = Entity::ORIENTATION_EAST;
+       } else if (monster.Position().Y() > hero.Position().Y()) {
+               faceDirection = Entity::ORIENTATION_SOUTH;
+       } else {
+               faceDirection = Entity::ORIENTATION_WEST;
+       }
+       if (hero.GetOrientation() == monster.GetOrientation()
+                       && hero.GetOrientation() == faceDirection) {
+               // advantage hero
+       } else if (hero.GetOrientation() == monster.GetOrientation()
+                       && hero.GetOrientation() == ((faceDirection + 2) % 4)) {
+               // advantage monster
+       } else if (((monster.GetOrientation() == faceDirection && (hero.GetOrientation() % 2) != (faceDirection % 2))
+                       || (hero.GetOrientation() == faceDirection && (monster.GetOrientation() % 2) != (faceDirection % 2)))
+                       && rand() % 2) {
+               // 50% advantage chance hero
+       } else if ((monster.GetOrientation() == (faceDirection + 2) % 4)
+                       && ((hero.GetOrientation() % 2) != (faceDirection % 2))
+                       && rand() % 2) {
+               // 50% advantage chance monster
+       }
+
+       // TODO: other transition
+       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);
+}
+
 bool MapState::CheckLockTrigger() {
-       Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
+       Trigger *trigger(map->TriggerAt(ToInt(controlled->Position())));
        if (!trigger || trigger->GetType() != Trigger::TYPE_CONTACT) return false;
        RunTrigger(*trigger);
        return true;
@@ -342,7 +381,7 @@ void MapState::OnMove(bool realMove) {
 }
 
 bool MapState::CheckMoveTrigger() {
-       Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
+       Trigger *trigger(map->TriggerAt(ToInt(controlled->Position())));
        if (!trigger || int(trigger->GetType()) != nextDirection) return false;
        RunTrigger(*trigger);
        return true;
@@ -359,35 +398,35 @@ void MapState::UpdateFollower(Entity &e) {
        Entity &f(*e.Follower());
        UpdateFollower(f);
 
-       Vector<int> coords(map->TileCoordinates(e.Position()));
-       Vector<int> fCoords(map->TileCoordinates(f.Position()));
+       Vector<int> coords(map->TileCoordinates(ToInt(e.Position())));
+       Vector<int> fCoords(map->TileCoordinates(ToInt(f.Position())));
        Vector<int> direction(coords - fCoords);
 
        if (direction.Y() < 0) {
-               f.SetOrientation(Entity::ORIENTATION_NORTH);
+               f.SetDirection(Entity::ORIENTATION_NORTH);
                f.SetSpeed(walkingSpeed);
                f.StartAnimation(*this);
        } else if (direction.X() > 0) {
-               f.SetOrientation(Entity::ORIENTATION_EAST);
+               f.SetDirection(Entity::ORIENTATION_EAST);
                f.SetSpeed(walkingSpeed);
                f.StartAnimation(*this);
        } else if (direction.Y() > 0) {
-               f.SetOrientation(Entity::ORIENTATION_SOUTH);
+               f.SetDirection(Entity::ORIENTATION_SOUTH);
                f.SetSpeed(walkingSpeed);
                f.StartAnimation(*this);
        } else if (direction.X() < 0) {
-               f.SetOrientation(Entity::ORIENTATION_WEST);
+               f.SetDirection(Entity::ORIENTATION_WEST);
                f.SetSpeed(walkingSpeed);
                f.StartAnimation(*this);
        } else {
-               f.SetSpeed(0.0f);
+               f.SetSpeed(0);
                f.StopAnimation();
        }
 }
 
 void MapState::StopFollowers(Entity &e) {
        for (Entity *f(e.Follower()); f; f = f->Follower()) {
-               f->SetSpeed(0.0f);
+               f->SetSpeed(0);
                f->StopAnimation();
        }
 }
@@ -398,7 +437,7 @@ void MapState::Transition(Map *newMap, const Vector<int> &coordinates) {
        Vector<int> position(coordinates * map->Tileset()->Size());
        for (Entity *e(controlled); e; e = e->Follower()) {
                e->Position() = position;
-               e->SetOrientation(controlled->GetOrientation());
+               e->SetDirection(controlled->GetDirection());
        }
        LoadMap(newMap);
        skipLock = true;
@@ -443,13 +482,13 @@ bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) {
 
 
 void MapState::HandleSyscall(common::ScriptRunner &r) {
-       switch (r.Integer0()) {
+       switch (r.IntegerRegister(0)) {
                case TRANSITION: {
-                       ctrl->PushState(new ColorFade(this, 0, 500, true));
-                       ctrl->PushState(new TransitionState(this, reinterpret_cast<Map *>(r.Address0()), r.Vector0()));
+                       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);
+                       Ctrl().PushState(fadeOut);
                        break;
                }
        }