X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=773190e88952b604511fb4a249f94d751035c4a2;hb=0ad5ca97b5df217329bc319d62564a9f46ba11d7;hp=101d2c3a14780bbd462723be95e777841e701b00;hpb=817aaf3ab0a935280f7366bccf963cb911d2fa31;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 101d2c3..773190e 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -9,30 +9,46 @@ #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 using app::Application; using app::Input; +using battle::BattleState; +using common::GameConfig; using geometry::Vector; +using graphics::ColorFade; namespace map { -MapState::MapState(const Map *map) -: map(map) +MapState::MapState(GameConfig *g, Map *map) +: game(g) +, ctrl(0) +, map(map) , controlled(0) , tempTarget(20, 20) , camera(100, 100, &tempTarget) , walkingSpeed(64) -, nextDirection(-1) { +, nextDirection(-1) +, afterLock(false) +, skipLock(false) +, debug(false) { } -void MapState::EnterState(Application &ctrl, SDL_Surface *screen) { +void MapState::EnterState(Application &c, SDL_Surface *screen) { + ctrl = &c; camera.Resize(screen->w, screen->h); + LoadMap(map); } void MapState::ExitState(Application &ctrl, SDL_Surface *screen) { @@ -66,50 +82,288 @@ void MapState::HandleEvents(const Input &input) { } else { nextDirection = -1; } + + if (input.JustPressed(Input::DEBUG_1)) { + debug = !debug; + } } void MapState::UpdateWorld(float deltaT) { - if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) { - // TODO: call step hooks here - // TODO: break/merge time deltas into distinct pixel movements for better step accuracy - if (nextDirection >= 0) { - 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 (controlled && controlled->TileLock(map->Tileset()->Size())) { + OnTileLock(); + } + for (std::vector::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { + (*i)->Update(deltaT); + } +} + +void MapState::OnTileLock() { + if (moveTimer.Running() && !moveTimer.JustHit()) return; + + Vector nowLock(controlled->Position()); + bool event(false); + if (nowLock != lastLock) { + event = OnGridLock(); + afterLock = true; + moveTimer.Clear(); + } else if (moveTimer.JustHit()) { + event = OnGridLock(); + afterLock = true; + } + + if (event) { + return; + } + + if (nextDirection >= 0) { + bool blocked(CheckBlocking()); + if (afterLock) { + 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); + } + } + if (!controlled->AnimationRunning()) { + controlled->StartAnimation(*this); + } + } else { + controlled->SetSpeed(0.0f); + StopFollowers(*controlled); + controlled->StopAnimation(); + moveTimer.Clear(); + } + + lastLock = nowLock; +} + +bool MapState::CheckBlocking() const { + const Tile *tile(map->TileAt(controlled->Position())); + if (!tile) { + return false; + } + Vector nextPosition; + switch (nextDirection) { + case Entity::ORIENTATION_NORTH: + if (tile->BlocksNorth()) { + return true; + } else { + nextPosition = Vector( + controlled->Position().X(), + controlled->Position().Y() - map->Tileset()->Height()); } - if (!blocked) { - controlled->SetSpeed(walkingSpeed); + break; + case Entity::ORIENTATION_EAST: + if (tile->BlocksEast()) { + return true; } else { - controlled->SetSpeed(0.0f); + nextPosition = Vector( + controlled->Position().X() + map->Tileset()->Width(), + controlled->Position().Y()); } - } else { - controlled->SetSpeed(0.0f); + break; + case Entity::ORIENTATION_SOUTH: + if (tile->BlocksSouth()) { + return true; + } else { + nextPosition = Vector( + controlled->Position().X(), + controlled->Position().Y() + map->Tileset()->Height()); + } + break; + case Entity::ORIENTATION_WEST: + if (tile->BlocksWest()) { + return true; + } else { + nextPosition = Vector( + controlled->Position().X() - map->Tileset()->Width(), + controlled->Position().Y()); + } + break; + default: + return false; + } + Vector nextTileCoords(map->TileCoordinates(nextPosition)); + 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()) { + return true; } } + return false; +} + +bool MapState::OnGridLock() { + if (skipLock) { + skipLock = false; + return false; + } else { + LockEntities(); + return CheckMonster() || CheckTrigger(); + } +} + +void MapState::LockEntities() { for (std::vector::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { - (*i)->Update(deltaT); + if (*i == controlled) { + // don't lock player + continue; + } + (*i)->Position().Lock(map->Tileset()->Size()); + } +} + +bool MapState::CheckMonster() { + Vector coords(map->TileCoordinates(controlled->Position())); + Vector neighbor[4]; + neighbor[0] = Vector(coords.X(), coords.Y() - 1); // N + neighbor[1] = Vector(coords.X() + 1, coords.Y()); // E + neighbor[2] = Vector(coords.X(), coords.Y() + 1); // S + neighbor[3] = Vector(coords.X() - 1, coords.Y()); // W + + for (int i(0); i < 4; ++i) { + for (std::vector::iterator e(entities.begin()), end(entities.end()); e != end; ++e) { + if ((*e)->Hostile() && map->TileCoordinates((*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())); + 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); + } + + 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; + // needed information here: + // - battle background (from tile/area/map) + // - monsters + layout (from entity) + } + } + } + return false; +} + +bool MapState::CheckTrigger() { + 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; +} + +void MapState::OnMove(bool realMove) { + // TODO: evaluate monster movements + if (realMove) { + UpdateFollower(*controlled); + } else { + StopFollowers(*controlled); } } +void MapState::UpdateFollower(Entity &e) { + if (!e.Follower()) return; + + Entity &f(*e.Follower()); + UpdateFollower(f); + + Vector coords(map->TileCoordinates(e.Position())); + Vector fCoords(map->TileCoordinates(f.Position())); + Vector 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(0.0f); + f.StopAnimation(); + } +} + +void MapState::StopFollowers(Entity &e) { + for (Entity *f(e.Follower()); f; f = f->Follower()) { + f->SetSpeed(0.0f); + f->StopAnimation(); + } +} + + +void MapState::Transition(Map *newMap, const Vector &coordinates) { + UnloadMap(); + Vector 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(); +} + +void MapState::LoadMap(Map *m) { + map = m; + entities.insert(entities.end(), m->EntitiesBegin(), m->EntitiesEnd()); + for (Entity *e(controlled); e; e = e->Follower()) { + entities.push_back(e); + } +} + + void MapState::Render(SDL_Surface *screen) { SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0)); Vector offset(camera.CalculateOffset()); map->Render(screen, offset); + if (debug) { + map->RenderDebug(screen, offset); + } + std::sort(entities.begin(), entities.end(), ZCompare); for (std::vector::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { (*i)->Render(screen, offset);