-/*
- * MapState.cpp
- *
- * Created on: Sep 29, 2012
- * Author: holy
- */
-
#include "MapState.h"
#include "Map.h"
#include "../common/GameConfig.h"
#include "../common/GameState.h"
#include "../graphics/ColorFade.h"
+#include "../menu/PartyMenu.h"
#include <algorithm>
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)
, lastLock(-1, -1)
, camera(100, 100, 0)
-, walkingSpeed(64)
+, walkingSpeed(1)
, nextDirection(-1)
, afterLock(false)
, skipLock(false)
}
-void MapState::OnEnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
- 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::OnExitState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnExitState(SDL_Surface *screen) {
}
-void MapState::OnResumeState(Application &ctrl, SDL_Surface *screen) {
- camera.Resize(screen->w, screen->h);
+void MapState::OnResumeState(SDL_Surface *screen) {
+ OnResize(screen->w, screen->h);
}
-void MapState::OnPauseState(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)) {
}
}
-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) {
event = OnGridLock();
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;
}
}
}
} 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:
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;
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;
}
}
}
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
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;
}
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;
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;
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);
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;
}
}