]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
implemented map tile anmation
[l2e.git] / src / map / MapState.cpp
index baefdc5ef59c91e5095bc0999dcd14e95125549f..b8b5eb629d8601a2de2ce2a4a03044df9b28fcad 100644 (file)
@@ -44,6 +44,7 @@ MapState::MapState(GameConfig *g, Map *map)
 
 void MapState::OnEnterState(SDL_Surface *screen) {
        camera.Resize(screen->w, screen->h);
+       tileAnimation = GraphicsTimers().StartInterval(512);
        LoadMap(map);
 }
 
@@ -118,17 +119,19 @@ 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 {
@@ -138,7 +141,7 @@ void MapState::OnTileLock() {
                                controlled->SetSpeed(0);
                                StopFollowers(*controlled);
                                if (!moveTimer.Running()) {
-                                       int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
+                                       int tileSize((controlled->GetDirection() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
                                        Fixed<8> walkingInterval(tileSize);
                                        walkingInterval /= walkingSpeed;
                                        moveTimer = PhysicsTimers().StartInterval(walkingInterval.Int());
@@ -160,6 +163,11 @@ void MapState::OnTileLock() {
                }
        }
 
+       if (controlled->GetDirection() == Entity::ORIENTATION_SOUTH
+                       && tile && tile->IsLadder()) {
+               controlled->SetOrientation(Entity::ORIENTATION_NORTH);
+       }
+
        lastLock = nowLock;
 }
 
@@ -291,30 +299,8 @@ 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(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;
                        }
@@ -323,6 +309,59 @@ bool MapState::CheckMonster() {
        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;
@@ -365,19 +404,19 @@ void MapState::UpdateFollower(Entity &e) {
        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 {
@@ -399,7 +438,7 @@ 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;
@@ -425,7 +464,7 @@ void MapState::Render(SDL_Surface *screen) {
        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);