X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=8dab40e9bba9bde45dcf9a154bacf34f6a1454c4;hb=d175cb3d44d8f6b587d7b0ee3984c07b7466013f;hp=64c254786559bb2fce4958005c1dde5de85d8bd9;hpb=e02068d51f5e7f82d4d3195e9a9ce5c9d76f727d;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 64c2547..8dab40e 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -13,27 +13,35 @@ #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(Map *map) -: ctrl(0) +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) { } @@ -77,6 +85,8 @@ void MapState::HandleEvents(const Input &input) { nextDirection = -1; } + pushing = input.IsDown(Input::ACTION_A); + if (input.JustPressed(Input::DEBUG_1)) { debug = !debug; } @@ -95,95 +105,151 @@ void MapState::OnTileLock() { if (moveTimer.Running() && !moveTimer.JustHit()) return; Vector nowLock(controlled->Position()); + bool event(false); if (nowLock != lastLock) { - OnGridLock(); + event = OnGridLock(); afterLock = true; moveTimer.Clear(); } else if (moveTimer.JustHit()) { - OnGridLock(); + event = OnGridLock(); afterLock = true; } - // TODO: halt all activity if lock caused a state/map transition + if (event) { + return; + } 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) { + 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 { - nextPosition = Vector( - controlled->Position().X(), - controlled->Position().Y() - map->Tileset()->Height()); + direction = 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()); + direction = 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()); + direction = 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()); + direction = Vector(-map->Tileset()->Width(), 0); } break; default: return false; } - Vector nextTileCoords(map->TileCoordinates(nextPosition)); + 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 { + directionVector = Vector(0, -map->Tileset()->Height()); + } + break; + case Entity::ORIENTATION_EAST: + if (tile && tile->BlocksEast()) { + return true; + } else { + directionVector = Vector(map->Tileset()->Width(), 0); + } + break; + case Entity::ORIENTATION_SOUTH: + if (tile && tile->BlocksSouth()) { + return true; + } else { + directionVector = Vector(0, map->Tileset()->Height()); + } + break; + case Entity::ORIENTATION_WEST: + if (tile && tile->BlocksWest()) { + return true; + } else { + directionVector = Vector(-map->Tileset()->Width(), 0); + } + break; + default: + return false; + } + 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()) { @@ -193,13 +259,13 @@ bool MapState::CheckBlocking() const { return false; } -void MapState::OnGridLock() { +bool MapState::OnGridLock() { if (skipLock) { skipLock = false; + return false; } else { LockEntities(); - CheckMonster(); - CheckTrigger(); + return CheckMonster() || CheckTrigger(); } } @@ -213,7 +279,7 @@ void MapState::LockEntities() { } } -void MapState::CheckMonster() { +bool MapState::CheckMonster() { Vector coords(map->TileCoordinates(controlled->Position())); Vector neighbor[4]; neighbor[0] = Vector(coords.X(), coords.Y() - 1); // N @@ -225,27 +291,51 @@ void MapState::CheckMonster() { 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: remove entity, push battle state and transition and halt all other activity + // 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?) + // - battle background (from tile/area/map) // - monsters + layout (from entity) - // - battle resources (from global resources) } } } + return false; } -void MapState::CheckTrigger() { +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)); - ctrl->PushState(new ColorFade(this, 0, 500, false)); + ColorFade *fadeOut(new ColorFade(this, 0, 500, false)); + fadeOut->SetLeadOutTime(500); + ctrl->PushState(fadeOut); + return true; } } - + return false; } void MapState::OnMove(bool realMove) { @@ -314,7 +404,9 @@ void MapState::UnloadMap() { void MapState::LoadMap(Map *m) { map = m; - entities.insert(entities.end(), m->EntitiesBegin(), m->EntitiesEnd()); + for (Entity *e(m->EntitiesBegin()), *end(m->EntitiesEnd()); e != end; ++e) { + entities.push_back(e); + } for (Entity *e(controlled); e; e = e->Follower()) { entities.push_back(e); }