]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
fixed divide by zero bug in MapState
[l2e.git] / src / map / MapState.cpp
index 500acea60623b5dd464d99f62ebbdff24848165d..baefdc5ef59c91e5095bc0999dcd14e95125549f 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>
 
@@ -24,8 +18,10 @@ using app::Application;
 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 {
 
@@ -69,6 +65,11 @@ void MapState::OnResize(int width, int 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)) {
@@ -90,7 +91,7 @@ void MapState::HandleEvents(const Input &input) {
        }
 }
 
-void MapState::UpdateWorld(float deltaT) {
+void MapState::UpdateWorld(Uint32 deltaT) {
        if (controlled && controlled->TileLock(map->Tileset()->Size())) {
                OnTileLock();
        }
@@ -102,7 +103,7 @@ void MapState::UpdateWorld(float deltaT) {
 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();
@@ -134,11 +135,13 @@ void MapState::OnTileLock() {
                                        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;
                        }
@@ -147,12 +150,12 @@ void MapState::OnTileLock() {
                        }
                }
        } 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;
                }
        }
@@ -162,10 +165,10 @@ void MapState::OnTileLock() {
 
 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:
@@ -199,11 +202,11 @@ bool MapState::CheckBlocking() {
                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;
@@ -250,7 +253,7 @@ bool MapState::CheckBlocking(const Vector<int> &position, Entity::Orientation di
        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;
                }
        }
@@ -278,7 +281,7 @@ void MapState::LockEntities() {
 }
 
 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
@@ -287,17 +290,20 @@ 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((*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));
@@ -311,9 +317,6 @@ bool MapState::CheckMonster() {
                                // 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)
                        }
                }
        }
@@ -321,7 +324,7 @@ bool MapState::CheckMonster() {
 }
 
 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;
@@ -340,7 +343,7 @@ void MapState::OnMove(bool realMove) {
 }
 
 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;
@@ -357,8 +360,8 @@ void MapState::UpdateFollower(Entity &e) {
        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) {
@@ -378,14 +381,14 @@ void MapState::UpdateFollower(Entity &e) {
                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();
        }
 }
@@ -441,10 +444,10 @@ bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) {
 
 
 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 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);