X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=8f5a1277e610b1d86e787eb8c2c8fef009278ce8;hb=3d7e44003c4a2d555c753b078d7199736af4a939;hp=e215f40f872a6b2d36aaca059761e0731c1e2d70;hpb=0fc36d261ef8129debbd4aa15594bc46cb82eb27;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index e215f40..8f5a127 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -9,31 +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(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) -, afterLock(false) { +, 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) { @@ -67,6 +82,10 @@ void MapState::HandleEvents(const Input &input) { } else { nextDirection = -1; } + + if (input.JustPressed(Input::DEBUG_1)) { + debug = !debug; + } } void MapState::UpdateWorld(float deltaT) { @@ -82,34 +101,22 @@ 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) { - const Tile &tile(map->TileAt(controlled->Position())); - bool blocked(false); - switch (nextDirection) { - 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; - } + bool blocked(CheckBlocking()); if (afterLock) { OnMove(!blocked); afterLock = false; @@ -139,22 +146,141 @@ void MapState::OnTileLock() { lastLock = nowLock; } -void MapState::OnGridLock() { - LockEntities(); - Trigger *trigger(map->TriggerAt(Vector(controlled->Position()))); - if (trigger) { - // TODO: run trigger +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()); + } + break; + case Entity::ORIENTATION_EAST: + if (tile->BlocksEast()) { + return true; + } else { + nextPosition = Vector( + controlled->Position().X() + map->Tileset()->Width(), + controlled->Position().Y()); + } + 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(); } - // TODO: check for adjacent monsters - // TODO: force all entities into their grid positions? } void MapState::LockEntities() { for (std::vector::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { + 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) { @@ -204,12 +330,42 @@ void MapState::StopFollowers(Entity &e) { } +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; + 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); + } +} + + 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);