, pushed(0)
, lastLock(-1, -1)
, camera(100, 100, 0)
-, walkingSpeed(64)
+, walkingSpeed(1)
, nextDirection(-1)
, afterLock(false)
, skipLock(false)
void MapState::OnEnterState(SDL_Surface *screen) {
- camera.Resize(screen->w, screen->h);
+ OnResize(screen->w, screen->h);
+ tileAnimation = GraphicsTimers().StartInterval(512);
LoadMap(map);
}
}
void MapState::OnResumeState(SDL_Surface *screen) {
- camera.Resize(screen->w, screen->h);
+ OnResize(screen->w, screen->h);
}
void MapState::OnPauseState(SDL_Surface *screen) {
}
+void MapState::SetWalkingSpeed(int s) {
+ walkingSpeed = math::Fixed<8>(1, s);
+ Timestep(s);
+}
+
+
void MapState::HandleEvents(const Input &input) {
if (input.JustPressed(Input::ACTION_X)) {
Ctrl().PushState(new PartyMenu(game));
}
void MapState::OnTileLock() {
+ // moveTimer is running when the pc is walking against a wall
if (moveTimer.Running() && !moveTimer.JustHit()) return;
Vector<int> nowLock(ToInt(controlled->Position()));
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->SetSpeed(0);
StopFollowers(*controlled);
if (!moveTimer.Running()) {
- int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
- moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed.Int());
+ int tileSize((controlled->GetDirection() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
+ Fixed<8> walkingInterval(tileSize);
+ walkingInterval /= walkingSpeed;
+ moveTimer = PhysicsTimers().StartInterval(walkingInterval.Int());
}
pushed = 0;
}
}
}
+ if (controlled->GetDirection() == Entity::ORIENTATION_SOUTH
+ && tile && tile->IsLadder()) {
+ controlled->SetOrientation(Entity::ORIENTATION_NORTH);
+ }
+
lastLock = nowLock;
}
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(ToInt((*e)->Position())) == neighbor[i]) {
- // TODO: check for turn advantage, see #26
- // TODO: other transition
- BattleState *battleState(new BattleState(game, map->BattleBackgroundAt(ToInt((*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
+ LoadBattle(*controlled, **e);
entities.erase(e);
return true;
}
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(ToInt(controlled->Position())));
if (!trigger || trigger->GetType() != Trigger::TYPE_CONTACT) return false;
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 {
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;
SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
Vector<int> offset(camera.CalculateOffset());
- map->Render(screen, offset);
+ map->Render(screen, offset, tileAnimation.Iteration());
if (debug) {
map->RenderDebug(screen, offset);