-/*
- * MapState.cpp
- *
- * Created on: Sep 29, 2012
- * Author: holy
- */
-
#include "MapState.h"
#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 "../menu/PartyMenu.h"
#include <algorithm>
using app::Application;
using app::Input;
-using geometry::Vector;
+using battle::BattleState;
+using common::GameConfig;
+using math::Fixed;
+using math::Vector;
+using graphics::ColorFade;
+using menu::PartyMenu;
namespace map {
-MapState::MapState(Map *map)
-: map(map)
+MapState::MapState(GameConfig *g, Map *map)
+: game(g)
+, map(map)
, controlled(0)
-, tempTarget(20, 20)
-, camera(100, 100, &tempTarget)
-, walkingSpeed(64)
+, pushed(0)
+, lastLock(-1, -1)
+, camera(100, 100, 0)
+, walkingSpeed(1)
, nextDirection(-1)
, afterLock(false)
, skipLock(false)
+, pushing(false)
, debug(false) {
}
-void MapState::EnterState(Application &ctrl, SDL_Surface *screen) {
- camera.Resize(screen->w, screen->h);
+void MapState::OnEnterState(SDL_Surface *screen) {
+ OnResize(screen->w, screen->h);
+ tileAnimation = GraphicsTimers().StartInterval(512);
LoadMap(map);
}
-void MapState::ExitState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnExitState(SDL_Surface *screen) {
}
-void MapState::ResumeState(Application &ctrl, SDL_Surface *screen) {
- camera.Resize(screen->w, screen->h);
+void MapState::OnResumeState(SDL_Surface *screen) {
+ OnResize(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::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));
+ return;
+ }
+
if (!controlled) return;
if (input.IsDown(Input::PAD_UP)) {
nextDirection = -1;
}
+ pushing = input.IsDown(Input::ACTION_A);
+
if (input.JustPressed(Input::DEBUG_1)) {
debug = !debug;
}
}
-void MapState::UpdateWorld(float deltaT) {
+void MapState::UpdateWorld(Uint32 deltaT) {
if (controlled && controlled->TileLock(map->Tileset()->Size())) {
OnTileLock();
}
}
void MapState::OnTileLock() {
+ // moveTimer is running when the pc is walking against a wall
if (moveTimer.Running() && !moveTimer.JustHit()) return;
- Vector<int> nowLock(controlled->Position());
+ Vector<int> nowLock(ToInt(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;
+ }
+
+ const Tile *tile(map->TileAt(nowLock));
if (nextDirection >= 0) {
- bool blocked(CheckBlocking());
if (afterLock) {
+ bool blocked(CheckBlocking());
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);
+ controlled->SetDirection(Entity::Orientation(nextDirection));
+ if (!blocked) {
+ afterLock = false;
+ controlled->SetSpeed(walkingSpeed);
+ moveTimer.Clear();
+ if (pushed) {
+ pushed->SetDirection(Entity::Orientation(nextDirection));
+ pushed->SetSpeed(walkingSpeed);
+ controlled->SetPushing();
+ } else {
+ controlled->SetHandsFree();
+ }
+ } else {
+ controlled->SetSpeed(0);
+ StopFollowers(*controlled);
+ if (!moveTimer.Running()) {
+ 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->AnimationRunning()) {
+ controlled->StartAnimation(*this);
}
- }
- if (!controlled->AnimationRunning()) {
- controlled->StartAnimation(*this);
}
} else {
- controlled->SetSpeed(0.0f);
+ controlled->SetSpeed(0);
StopFollowers(*controlled);
controlled->StopAnimation();
moveTimer.Clear();
+ if (pushed) {
+ pushed->SetSpeed(0);
+ pushed = 0;
+ }
+ }
+
+ if (controlled->GetDirection() == Entity::ORIENTATION_SOUTH
+ && tile && tile->IsLadder()) {
+ controlled->SetOrientation(Entity::ORIENTATION_NORTH);
}
lastLock = nowLock;
}
-bool MapState::CheckBlocking() const {
- const Tile *tile(map->TileAt(controlled->Position()));
- if (!tile) {
- return false;
+bool MapState::CheckBlocking() {
+ if (pushed) {
+ pushed->SetSpeed(0);
+ pushed = 0;
}
- Vector<int> nextPosition;
+ const Tile *tile(map->TileAt(ToInt(controlled->Position())));
+ Vector<int> direction;
switch (nextDirection) {
case Entity::ORIENTATION_NORTH:
- if (tile->BlocksNorth()) {
+ if (tile && tile->BlocksNorth()) {
+ return true;
+ } else {
+ direction = Vector<int>(0, -map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_EAST:
+ if (tile && tile->BlocksEast()) {
+ return true;
+ } else {
+ direction = Vector<int>(map->Tileset()->Width(), 0);
+ }
+ break;
+ case Entity::ORIENTATION_SOUTH:
+ if (tile && tile->BlocksSouth()) {
+ return true;
+ } else {
+ direction = Vector<int>(0, map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_WEST:
+ if (tile && tile->BlocksWest()) {
+ return true;
+ } else {
+ direction = Vector<int>(-map->Tileset()->Width(), 0);
+ }
+ break;
+ default:
+ return false;
+ }
+ 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(ToInt(e.Position())) != nextTileCoords) continue;
+ if (!e.Blocking()) continue;
+ if (!pushing || !e.Pushable()) return true;
+ if (CheckBlocking(nextTilePosition, Entity::Orientation(nextDirection))) return true;
+ pushed = *i;
+ }
+ return false;
+}
+
+bool MapState::CheckBlocking(const Vector<int> &position, Entity::Orientation direction) const {
+ const Tile *tile(map->TileAt(position));
+ Vector<int> directionVector;
+ switch (direction) {
+ case Entity::ORIENTATION_NORTH:
+ if (tile && tile->BlocksNorth()) {
return true;
} else {
- nextPosition = Vector<int>(
- controlled->Position().X(),
- controlled->Position().Y() - map->Tileset()->Height());
+ directionVector = Vector<int>(0, -map->Tileset()->Height());
}
break;
case Entity::ORIENTATION_EAST:
- if (tile->BlocksEast()) {
+ if (tile && tile->BlocksEast()) {
return true;
} else {
- nextPosition = Vector<int>(
- controlled->Position().X() + map->Tileset()->Width(),
- controlled->Position().Y());
+ directionVector = Vector<int>(map->Tileset()->Width(), 0);
}
break;
case Entity::ORIENTATION_SOUTH:
- if (tile->BlocksSouth()) {
+ if (tile && tile->BlocksSouth()) {
return true;
} else {
- nextPosition = Vector<int>(
- controlled->Position().X(),
- controlled->Position().Y() + map->Tileset()->Height());
+ directionVector = Vector<int>(0, map->Tileset()->Height());
}
break;
case Entity::ORIENTATION_WEST:
- if (tile->BlocksWest()) {
+ if (tile && tile->BlocksWest()) {
return true;
} else {
- nextPosition = Vector<int>(
- controlled->Position().X() - map->Tileset()->Width(),
- controlled->Position().Y());
+ directionVector = Vector<int>(-map->Tileset()->Width(), 0);
}
break;
default:
return false;
}
- Vector<int> nextTileCoords(map->TileCoordinates(nextPosition));
+ 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;
}
}
return false;
}
-void MapState::OnGridLock() {
+bool MapState::OnGridLock() {
if (skipLock) {
skipLock = false;
+ return false;
} else {
LockEntities();
- CheckMonster();
- CheckTrigger();
+ return CheckMonster() || CheckLockTrigger();
}
}
}
}
-void MapState::CheckMonster() {
- Vector<int> coords(map->TileCoordinates(controlled->Position()));
+bool MapState::CheckMonster() {
+ 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
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)
+ 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;
}
}
}
+ return false;
}
-void MapState::CheckTrigger() {
- Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
- if (trigger) {
- // TODO: run trigger script
- if (trigger->map) {
- Transition(trigger->map, trigger->target);
+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;
+ RunTrigger(*trigger);
+ return true;
}
void MapState::OnMove(bool realMove) {
+ if (CheckMoveTrigger()) {
+ return;
+ }
// TODO: evaluate monster movements
if (realMove) {
UpdateFollower(*controlled);
}
}
+bool MapState::CheckMoveTrigger() {
+ Trigger *trigger(map->TriggerAt(ToInt(controlled->Position())));
+ if (!trigger || int(trigger->GetType()) != nextDirection) return false;
+ RunTrigger(*trigger);
+ return true;
+}
+
+void MapState::RunTrigger(Trigger &trigger) {
+ if (!trigger.HasScript()) return;
+ runner.Run(*this, trigger.GetScript());
+}
+
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> 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();
}
}
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;
void MapState::LoadMap(Map *m) {
map = m;
- entities.insert(entities.end(), m->EntitiesBegin(), m->EntitiesEnd());
+ for (Entity *e(m->EntitiesBegin()), *end(m->EntitiesEnd()); e != end; ++e) {
+ entities.push_back(e);
+ e->ResetPosition(map->Tileset()->Size());
+ }
for (Entity *e(controlled); e; e = e->Follower()) {
entities.push_back(e);
}
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);
return lhs->Position().Y() < rhs->Position().Y();
}
+
+void MapState::HandleSyscall(common::ScriptRunner &r) {
+ switch (r.IntegerRegister(0)) {
+ case TRANSITION: {
+ 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);
+ break;
+ }
+ }
+}
+
}