-/*
- * 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)
}
-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)) {
}
}
-void MapState::UpdateWorld(float deltaT) {
+void MapState::UpdateWorld(Uint32 deltaT) {
if (controlled && controlled->TileLock(map->Tileset()->Size())) {
OnTileLock();
}
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) {
event = OnGridLock();
if (afterLock) {
bool blocked(CheckBlocking());
OnMove(!blocked);
- afterLock = false;
controlled->SetOrientation(Entity::Orientation(nextDirection));
if (!blocked) {
+ afterLock = false;
controlled->SetSpeed(walkingSpeed);
moveTimer.Clear();
if (pushed) {
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);
+ 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;
}
}
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;
}
}
return false;
} else {
LockEntities();
- return CheckMonster() || CheckTrigger();
+ return CheckMonster() || CheckLockTrigger();
}
}
}
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]) {
+ 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((*e)->Position()), (*e)->PartyLayout()));
+ 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]);
}
}
- 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));
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() {
- 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;
+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.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();
}
}
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);
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;
+ }
+ }
+}
+
}