]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
implemented capsule/class selection
[l2e.git] / src / map / MapState.cpp
index 773190e88952b604511fb4a249f94d751035c4a2..b223f4fd6a2d4a111bb0394a39ccd10d612fa561 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>
 
@@ -26,49 +20,55 @@ using battle::BattleState;
 using common::GameConfig;
 using geometry::Vector;
 using graphics::ColorFade;
+using menu::PartyMenu;
 
 namespace map {
 
 MapState::MapState(GameConfig *g, Map *map)
 : game(g)
-, ctrl(0)
 , map(map)
 , controlled(0)
-, tempTarget(20, 20)
-, camera(100, 100, &tempTarget)
+, pushed(0)
+, lastLock(-1, -1)
+, camera(100, 100, 0)
 , walkingSpeed(64)
 , nextDirection(-1)
 , afterLock(false)
 , skipLock(false)
+, pushing(false)
 , debug(false) {
 
 }
 
 
-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)) {
@@ -83,6 +83,8 @@ void MapState::HandleEvents(const Input &input) {
                nextDirection = -1;
        }
 
+       pushing = input.IsDown(Input::ACTION_A);
+
        if (input.JustPressed(Input::DEBUG_1)) {
                debug = !debug;
        }
@@ -116,83 +118,136 @@ void MapState::OnTileLock() {
        }
 
        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->SetOrientation(Entity::Orientation(nextDirection));
+                       if (!blocked) {
+                               afterLock = false;
+                               controlled->SetSpeed(walkingSpeed);
+                               moveTimer.Clear();
+                               if (pushed) {
+                                       pushed->SetOrientation(Entity::Orientation(nextDirection));
+                                       pushed->SetSpeed(walkingSpeed);
+                                       controlled->SetPushing();
+                               } else {
+                                       controlled->SetHandsFree();
+                               }
+                       } 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);
+                               }
+                               pushed = 0;
+                       }
+                       if (!controlled->AnimationRunning()) {
+                               controlled->StartAnimation(*this);
                        }
-               }
-               if (!controlled->AnimationRunning()) {
-                       controlled->StartAnimation(*this);
                }
        } else {
                controlled->SetSpeed(0.0f);
                StopFollowers(*controlled);
                controlled->StopAnimation();
                moveTimer.Clear();
+               if (pushed) {
+                       pushed->SetSpeed(0.0f);
+                       pushed = 0;
+               }
        }
 
        lastLock = nowLock;
 }
 
-bool MapState::CheckBlocking() const {
-       const Tile *tile(map->TileAt(controlled->Position()));
-       if (!tile) {
-               return false;
+bool MapState::CheckBlocking() {
+       if (pushed) {
+               pushed->SetSpeed(0.0f);
+               pushed = 0;
        }
-       Vector<int> nextPosition;
+       const Tile *tile(map->TileAt(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 + 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 (!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()) {
@@ -208,7 +263,7 @@ bool MapState::OnGridLock() {
                return false;
        } else {
                LockEntities();
-               return CheckMonster() || CheckTrigger();
+               return CheckMonster() || CheckLockTrigger();
        }
 }
 
@@ -241,8 +296,11 @@ bool MapState::CheckMonster() {
                                                battleState->AddHero(*game->state->party[i]);
                                        }
                                }
-                               for (battle::Monster *monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) {
-                                       battleState->AddMonster(*monster);
+                               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));
@@ -250,38 +308,29 @@ bool MapState::CheckMonster() {
                                ColorFade *fadeOut(new ColorFade(this, 0, 500));
                                fadeOut->SetLeadOutTime(500);
 
-                               ctrl->PushState(fadeIn);
-                               ctrl->PushState(battleState);
-                               ctrl->PushState(fadeOut);
+                               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() {
+bool MapState::CheckLockTrigger() {
        Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
-       if (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;
-               }
-       }
-       return false;
+       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);
@@ -290,6 +339,18 @@ void MapState::OnMove(bool realMove) {
        }
 }
 
+bool MapState::CheckMoveTrigger() {
+       Trigger *trigger(map->TriggerAt(Vector<int>(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;
 
@@ -347,7 +408,10 @@ void MapState::UnloadMap() {
 
 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);
        }
@@ -375,4 +439,18 @@ bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) {
        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;
+               }
+       }
+}
+
 }