X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=9bae990ce6d72c053ce1b252a48a121cf49d0f67;hb=0911d263c10cca314305799d5b839ee9653cac0b;hp=162db8b216186731f8852c0a4e9cc10bf7bbd128;hpb=d969efe468d2d9775ab2c5388be1cde8efa0b9ad;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 162db8b..9bae990 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -1,59 +1,75 @@ -/* - * MapState.cpp - * - * Created on: Sep 29, 2012 - * Author: holy - */ - #include "MapState.h" #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 "../menu/PartyMenu.h" #include using app::Application; using app::Input; -using geometry::Vector; +using battle::BattleState; +using common::GameConfig; +using math::Fixed; +using math::Vector; +using graphics::ColorFade; +using menu::PartyMenu; namespace map { -MapState::MapState(Map *map) -: map(map) +MapState::MapState(GameConfig *g, Map *map) +: game(g) +, 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) { +, afterLock(false) +, skipLock(false) +, pushing(false) +, debug(false) { } -void MapState::EnterState(Application &ctrl, SDL_Surface *screen) { +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)) { @@ -67,10 +83,16 @@ void MapState::HandleEvents(const Input &input) { } else { nextDirection = -1; } + + pushing = input.IsDown(Input::ACTION_A); + + if (input.JustPressed(Input::DEBUG_1)) { + debug = !debug; + } } -void MapState::UpdateWorld(float deltaT) { - if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) { +void MapState::UpdateWorld(Uint32 deltaT) { + if (controlled && controlled->TileLock(map->Tileset()->Size())) { OnTileLock(); } for (std::vector::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { @@ -81,81 +103,359 @@ void MapState::UpdateWorld(float deltaT) { void MapState::OnTileLock() { if (moveTimer.Running() && !moveTimer.JustHit()) return; - Vector nowLock(controlled->Position()); + Vector nowLock(ToInt(controlled->Position())); + bool event(false); if (nowLock != lastLock) { - OnGridLock(); + event = OnGridLock(); afterLock = true; moveTimer.Clear(); } else if (moveTimer.JustHit()) { - OnGridLock(); + event = OnGridLock(); afterLock = true; } + if (event) { + return; + } + + const Tile *tile(map->TileAt(nowLock)); + if (nextDirection >= 0) { if (afterLock) { - // FIXME: this check is unreliable, see #21 - OnMove(); - afterLock = false; - } - 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 (!blocked) { - controlled->SetSpeed(walkingSpeed); - moveTimer.Clear(); - } else { - controlled->SetSpeed(0.0f); - if (!moveTimer.Running()) { - int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height()); - moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed); + bool blocked(CheckBlocking()); + OnMove(!blocked); + controlled->SetDirection(Entity::Orientation(nextDirection)); + if (!blocked) { + afterLock = false; + controlled->SetSpeed(walkingSpeed); + moveTimer.Clear(); + if (pushed) { + pushed->SetDirection(Entity::Orientation(nextDirection)); + pushed->SetSpeed(walkingSpeed); + controlled->SetPushing(); + } else { + controlled->SetHandsFree(); + } + } else { + controlled->SetSpeed(0); + StopFollowers(*controlled); + if (!moveTimer.Running()) { + int tileSize((controlled->GetDirection() % 2) ? map->Tileset()->Width() : map->Tileset()->Height()); + Fixed<8> walkingInterval(tileSize); + walkingInterval /= walkingSpeed; + moveTimer = PhysicsTimers().StartInterval(walkingInterval.Int()); + } + pushed = 0; + } + if (!controlled->AnimationRunning()) { + controlled->StartAnimation(*this); } - } - if (!controlled->AnimationRunning()) { - controlled->StartAnimation(*this); } } else { - controlled->SetSpeed(0.0f); + controlled->SetSpeed(0); + StopFollowers(*controlled); controlled->StopAnimation(); moveTimer.Clear(); + if (pushed) { + pushed->SetSpeed(0); + pushed = 0; + } + } + + if (controlled->GetDirection() == Entity::ORIENTATION_SOUTH + && tile && tile->IsLadder()) { + controlled->SetOrientation(Entity::ORIENTATION_NORTH); } lastLock = nowLock; } -void MapState::OnGridLock() { - Trigger *trigger(map->TriggerAt(Vector(controlled->Position()))); - if (trigger) { - // TODO: run trigger +bool MapState::CheckBlocking() { + if (pushed) { + pushed->SetSpeed(0); + pushed = 0; + } + const Tile *tile(map->TileAt(ToInt(controlled->Position()))); + Vector direction; + switch (nextDirection) { + case Entity::ORIENTATION_NORTH: + 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 + ToInt(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(ToInt(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(ToInt(e.Position())) == nextTileCoords && e.Blocking()) { + return true; + } + } + return false; +} + +bool MapState::OnGridLock() { + if (skipLock) { + skipLock = false; + return false; + } else { + LockEntities(); + return CheckMonster() || CheckLockTrigger(); } - // TODO: check for adjacent monsters - // TODO: force all entities into their grid positions? } -void MapState::OnMove() { +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(ToInt(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(ToInt((*e)->Position())) == neighbor[i]) { + // TODO: move entity erase to happen after the transition or battle + LoadBattle(*controlled, **e); + entities.erase(e); + return true; + } + } + } + return false; +} + +void MapState::LoadBattle(Entity &hero, Entity &monster) { + SDL_Surface *bg = map->BattleBackgroundAt(ToInt(monster.Position())); + BattleState *battleState(new BattleState(game, bg, monster.PartyLayout())); + for (int i(0); i < 4; ++i) { + if (game->state->party[i]) { + battleState->AddHero(*game->state->party[i]); + } + } + if (game->state->capsule) { + battleState->SetCapsule(&game->state->GetCapsule()); + } + for (battle::Monster **m(monster.MonstersBegin()); m != monster.MonstersEnd(); ++m) { + battleState->AddMonster(**m); + } + + // TODO: pass turn advantage to battle, see #26 + Entity::Orientation faceDirection; + if (monster.Position().Y() < hero.Position().Y()) { + faceDirection = Entity::ORIENTATION_NORTH; + } else if (monster.Position().X() > hero.Position().X()) { + faceDirection = Entity::ORIENTATION_EAST; + } else if (monster.Position().Y() > hero.Position().Y()) { + faceDirection = Entity::ORIENTATION_SOUTH; + } else { + faceDirection = Entity::ORIENTATION_WEST; + } + if (hero.GetOrientation() == monster.GetOrientation() + && hero.GetOrientation() == faceDirection) { + // advantage hero + } else if (hero.GetOrientation() == monster.GetOrientation() + && hero.GetOrientation() == ((faceDirection + 2) % 4)) { + // advantage monster + } else if (((monster.GetOrientation() == faceDirection && (hero.GetOrientation() % 2) != (faceDirection % 2)) + || (hero.GetOrientation() == faceDirection && (monster.GetOrientation() % 2) != (faceDirection % 2))) + && rand() % 2) { + // 50% advantage chance hero + } else if ((monster.GetOrientation() == (faceDirection + 2) % 4) + && ((hero.GetOrientation() % 2) != (faceDirection % 2)) + && rand() % 2) { + // 50% advantage chance monster + } + + // TODO: other transition + 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); +} + +bool MapState::CheckLockTrigger() { + Trigger *trigger(map->TriggerAt(ToInt(controlled->Position()))); + 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 - UpdateFollower(controlled); + if (realMove) { + UpdateFollower(*controlled); + } else { + StopFollowers(*controlled); + } } -void MapState::UpdateFollower(Entity *e) { - if (!e->Follower()) return; - UpdateFollower(e->Follower()); +bool MapState::CheckMoveTrigger() { + Trigger *trigger(map->TriggerAt(ToInt(controlled->Position()))); + if (!trigger || int(trigger->GetType()) != nextDirection) return false; + RunTrigger(*trigger); + return true; +} - e->Follower()->SetOrientation(e->GetOrientation()); - // TODO: set follower speed +void MapState::RunTrigger(Trigger &trigger) { + if (!trigger.HasScript()) return; + runner.Run(*this, trigger.GetScript()); +} + +void MapState::UpdateFollower(Entity &e) { + if (!e.Follower()) return; + + Entity &f(*e.Follower()); + UpdateFollower(f); + + Vector coords(map->TileCoordinates(ToInt(e.Position()))); + Vector fCoords(map->TileCoordinates(ToInt(f.Position()))); + Vector direction(coords - fCoords); + + if (direction.Y() < 0) { + f.SetDirection(Entity::ORIENTATION_NORTH); + f.SetSpeed(walkingSpeed); + f.StartAnimation(*this); + } else if (direction.X() > 0) { + f.SetDirection(Entity::ORIENTATION_EAST); + f.SetSpeed(walkingSpeed); + f.StartAnimation(*this); + } else if (direction.Y() > 0) { + f.SetDirection(Entity::ORIENTATION_SOUTH); + f.SetSpeed(walkingSpeed); + f.StartAnimation(*this); + } else if (direction.X() < 0) { + f.SetDirection(Entity::ORIENTATION_WEST); + f.SetSpeed(walkingSpeed); + f.StartAnimation(*this); + } else { + f.SetSpeed(0); + f.StopAnimation(); + } +} + +void MapState::StopFollowers(Entity &e) { + for (Entity *f(e.Follower()); f; f = f->Follower()) { + f->SetSpeed(0); + 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->SetDirection(controlled->GetDirection()); + } + 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); + e->ResetPosition(map->Tileset()->Size()); + } + for (Entity *e(controlled); e; e = e->Follower()) { + entities.push_back(e); + } } @@ -165,6 +465,10 @@ void MapState::Render(SDL_Surface *screen) { 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); @@ -176,4 +480,18 @@ 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; + } + } +} + }