X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=35c0c5c76f9a09a53b38e68ac5f8228d524c8449;hb=d71217e2be1466726581146000a0f61620423e9b;hp=8f5a1277e610b1d86e787eb8c2c8fef009278ce8;hpb=3d7e44003c4a2d555c753b078d7199736af4a939;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 8f5a127..35c0c5c 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -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 @@ -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 nextPosition; + const Tile *tile(map->TileAt(controlled->Position())); + Vector direction; switch (nextDirection) { case Entity::ORIENTATION_NORTH: - if (tile->BlocksNorth()) { + if (tile && tile->BlocksNorth()) { + return true; + } else { + direction = Vector(0, -map->Tileset()->Height()); + } + break; + case Entity::ORIENTATION_EAST: + if (tile && tile->BlocksEast()) { + return true; + } else { + direction = Vector(map->Tileset()->Width(), 0); + } + break; + case Entity::ORIENTATION_SOUTH: + if (tile && tile->BlocksSouth()) { + return true; + } else { + direction = Vector(0, map->Tileset()->Height()); + } + break; + case Entity::ORIENTATION_WEST: + if (tile && tile->BlocksWest()) { + return true; + } else { + direction = Vector(-map->Tileset()->Width(), 0); + } + break; + default: + return false; + } + Vector nextTilePosition(direction + controlled->Position()); + Vector nextTileCoords(map->TileCoordinates(nextTilePosition)); + for (std::vector::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 &position, Entity::Orientation direction) const { + const Tile *tile(map->TileAt(position)); + Vector directionVector; + switch (direction) { + case Entity::ORIENTATION_NORTH: + if (tile && tile->BlocksNorth()) { return true; } else { - nextPosition = Vector( - controlled->Position().X(), - controlled->Position().Y() - map->Tileset()->Height()); + directionVector = Vector(0, -map->Tileset()->Height()); } break; case Entity::ORIENTATION_EAST: - if (tile->BlocksEast()) { + if (tile && tile->BlocksEast()) { return true; } else { - nextPosition = Vector( - controlled->Position().X() + map->Tileset()->Width(), - controlled->Position().Y()); + directionVector = Vector(map->Tileset()->Width(), 0); } break; case Entity::ORIENTATION_SOUTH: - if (tile->BlocksSouth()) { + if (tile && tile->BlocksSouth()) { return true; } else { - nextPosition = Vector( - controlled->Position().X(), - controlled->Position().Y() + map->Tileset()->Height()); + directionVector = Vector(0, map->Tileset()->Height()); } break; case Entity::ORIENTATION_WEST: - if (tile->BlocksWest()) { + if (tile && tile->BlocksWest()) { return true; } else { - nextPosition = Vector( - controlled->Position().X() - map->Tileset()->Width(), - controlled->Position().Y()); + directionVector = Vector(-map->Tileset()->Width(), 0); } break; default: return false; } - Vector nextTileCoords(map->TileCoordinates(nextPosition)); + Vector nextTileCoords(map->TileCoordinates(directionVector + position)); for (std::vector::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->capsule); + } + 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(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(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; @@ -349,6 +410,7 @@ 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); @@ -377,4 +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(r.AddressRegister(0)), r.VectorRegister(0))); + ColorFade *fadeOut(new ColorFade(this, 0, 500, false)); + fadeOut->SetLeadOutTime(500); + Ctrl().PushState(fadeOut); + break; + } + } +} + }