-/*
- * 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)
+, pushed(0)
+, lastLock(-1, -1)
+, camera(100, 100, 0)
, walkingSpeed(64)
, nextDirection(-1)
-, afterLock(false) {
+, afterLock(false)
+, skipLock(false)
+, pushing(false)
+, debug(false) {
}
-void MapState::EnterState(Application &ctrl, SDL_Surface *screen) {
+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)) {
} else {
nextDirection = -1;
}
+
+ pushing = input.IsDown(Input::ACTION_A);
+
+ if (input.JustPressed(Input::DEBUG_1)) {
+ debug = !debug;
+ }
}
-void MapState::UpdateWorld(float deltaT) {
- if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) {
+void MapState::UpdateWorld(Uint32 deltaT) {
+ if (controlled && controlled->TileLock(map->Tileset()->Size())) {
OnTileLock();
}
for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
void MapState::OnTileLock() {
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;
}
+ if (event) {
+ return;
+ }
+
if (nextDirection >= 0) {
if (afterLock) {
- // FIXME: this check is unreliable, see #21
- OnMove();
- afterLock = false;
- }
- controlled->SetOrientation(Entity::Orientation(nextDirection));
- const Tile &tile(map->TileAt(controlled->Position()));
- bool blocked(false);
- switch (controlled->GetOrientation()) {
- case Entity::ORIENTATION_NORTH:
- blocked = tile.BlocksNorth();
- break;
- case Entity::ORIENTATION_EAST:
- blocked = tile.BlocksEast();
- break;
- case Entity::ORIENTATION_SOUTH:
- blocked = tile.BlocksSouth();
- break;
- case Entity::ORIENTATION_WEST:
- blocked = tile.BlocksWest();
- break;
- }
- if (!blocked) {
- controlled->SetSpeed(walkingSpeed);
- moveTimer.Clear();
- } else {
- controlled->SetSpeed(0.0f);
- if (!moveTimer.Running()) {
- int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
- moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
+ bool blocked(CheckBlocking());
+ OnMove(!blocked);
+ 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);
+ StopFollowers(*controlled);
+ if (!moveTimer.Running()) {
+ int tileSize((controlled->GetOrientation() % 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;
+ }
}
lastLock = nowLock;
}
-void MapState::OnGridLock() {
- Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
- if (trigger) {
- // TODO: run trigger
+bool MapState::CheckBlocking() {
+ if (pushed) {
+ pushed->SetSpeed(0);
+ pushed = 0;
+ }
+ const Tile *tile(map->TileAt(ToInt(controlled->Position())));
+ Vector<int> direction;
+ switch (nextDirection) {
+ case Entity::ORIENTATION_NORTH:
+ 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 {
+ directionVector = Vector<int>(0, -map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_EAST:
+ if (tile && tile->BlocksEast()) {
+ return true;
+ } else {
+ directionVector = Vector<int>(map->Tileset()->Width(), 0);
+ }
+ break;
+ case Entity::ORIENTATION_SOUTH:
+ if (tile && tile->BlocksSouth()) {
+ return true;
+ } else {
+ directionVector = Vector<int>(0, map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_WEST:
+ if (tile && tile->BlocksWest()) {
+ return true;
+ } else {
+ directionVector = Vector<int>(-map->Tileset()->Width(), 0);
+ }
+ break;
+ default:
+ return false;
+ }
+ 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(ToInt(e.Position())) == nextTileCoords && e.Blocking()) {
+ return true;
+ }
+ }
+ return false;
+}
+
+bool MapState::OnGridLock() {
+ if (skipLock) {
+ skipLock = false;
+ return false;
+ } else {
+ LockEntities();
+ return CheckMonster() || CheckLockTrigger();
+ }
+}
+
+void MapState::LockEntities() {
+ for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+ if (*i == controlled) {
+ // don't lock player
+ continue;
+ }
+ (*i)->Position().Lock(map->Tileset()->Size());
+ }
+}
+
+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
+ neighbor[2] = Vector<int>(coords.X(), coords.Y() + 1); // S
+ neighbor[3] = Vector<int>(coords.X() - 1, coords.Y()); // W
+
+ 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
+ entities.erase(e);
+ return true;
+ }
+ }
}
- // TODO: check for adjacent monsters
- // TODO: force all entities into their grid positions?
+ return false;
+}
+
+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() {
+void MapState::OnMove(bool realMove) {
+ if (CheckMoveTrigger()) {
+ return;
+ }
// TODO: evaluate monster movements
- UpdateFollower(controlled);
+ if (realMove) {
+ UpdateFollower(*controlled);
+ } else {
+ StopFollowers(*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(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.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else if (direction.X() > 0) {
+ f.SetOrientation(Entity::ORIENTATION_EAST);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else if (direction.Y() > 0) {
+ f.SetOrientation(Entity::ORIENTATION_SOUTH);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else if (direction.X() < 0) {
+ f.SetOrientation(Entity::ORIENTATION_WEST);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else {
+ f.SetSpeed(0);
+ f.StopAnimation();
+ }
}
-void MapState::UpdateFollower(Entity *e) {
- if (!e->Follower()) return;
- UpdateFollower(e->Follower());
+void MapState::StopFollowers(Entity &e) {
+ for (Entity *f(e.Follower()); f; f = f->Follower()) {
+ f->SetSpeed(0);
+ f->StopAnimation();
+ }
+}
+
+
+void MapState::Transition(Map *newMap, const Vector<int> &coordinates) {
+ UnloadMap();
+ Vector<int> position(coordinates * map->Tileset()->Size());
+ for (Entity *e(controlled); e; e = e->Follower()) {
+ e->Position() = position;
+ e->SetOrientation(controlled->GetOrientation());
+ }
+ LoadMap(newMap);
+ skipLock = true;
+}
+
+void MapState::UnloadMap() {
+ entities.clear();
+}
- e->Follower()->SetOrientation(e->GetOrientation());
- // TODO: set follower speed
+void MapState::LoadMap(Map *m) {
+ map = m;
+ 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);
+ }
}
Vector<int> offset(camera.CalculateOffset());
map->Render(screen, offset);
+ if (debug) {
+ map->RenderDebug(screen, offset);
+ }
+
std::sort(entities.begin(), entities.end(), ZCompare);
for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
(*i)->Render(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;
+ }
+ }
+}
+
}