X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=ca1dafb0542691556627858c482d755de24005ee;hb=d7d5ff97b2e4136141f5603d0ec9cef1d4467749;hp=af156304b9412c6523e7aec39f7b0547e6fadd3f;hpb=e4f678d8cce5408590178bc873fde1754c037d0d;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index af15630..ca1dafb 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" @@ -25,7 +18,8 @@ using app::Application; using app::Input; using battle::BattleState; using common::GameConfig; -using geometry::Vector; +using math::Fixed; +using math::Vector; using graphics::ColorFade; using menu::PartyMenu; @@ -97,7 +91,7 @@ void MapState::HandleEvents(const Input &input) { } } -void MapState::UpdateWorld(float deltaT) { +void MapState::UpdateWorld(Uint32 deltaT) { if (controlled && controlled->TileLock(map->Tileset()->Size())) { OnTileLock(); } @@ -109,7 +103,7 @@ 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) { event = OnGridLock(); @@ -124,28 +118,32 @@ void MapState::OnTileLock() { return; } + const Tile *tile(map->TileAt(nowLock)); + if (nextDirection >= 0) { if (afterLock) { bool blocked(CheckBlocking()); OnMove(!blocked); - controlled->SetOrientation(Entity::Orientation(nextDirection)); + controlled->SetDirection(Entity::Orientation(nextDirection)); if (!blocked) { afterLock = false; controlled->SetSpeed(walkingSpeed); moveTimer.Clear(); if (pushed) { - pushed->SetOrientation(Entity::Orientation(nextDirection)); + pushed->SetDirection(Entity::Orientation(nextDirection)); pushed->SetSpeed(walkingSpeed); controlled->SetPushing(); } else { controlled->SetHandsFree(); } } else { - controlled->SetSpeed(0.0f); + controlled->SetSpeed(0); StopFollowers(*controlled); if (!moveTimer.Running()) { - int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height()); - moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed); + int tileSize((controlled->GetDirection() % 2) ? map->Tileset()->Width() : map->Tileset()->Height()); + Fixed<8> walkingInterval(tileSize); + walkingInterval /= walkingSpeed; + moveTimer = PhysicsTimers().StartInterval(walkingInterval.Int()); } pushed = 0; } @@ -154,25 +152,30 @@ void MapState::OnTileLock() { } } } else { - controlled->SetSpeed(0.0f); + controlled->SetSpeed(0); StopFollowers(*controlled); controlled->StopAnimation(); moveTimer.Clear(); if (pushed) { - pushed->SetSpeed(0.0f); + pushed->SetSpeed(0); pushed = 0; } } + if (controlled->GetDirection() == Entity::ORIENTATION_SOUTH + && tile && tile->IsLadder()) { + controlled->SetOrientation(Entity::ORIENTATION_NORTH); + } + lastLock = nowLock; } bool MapState::CheckBlocking() { if (pushed) { - pushed->SetSpeed(0.0f); + pushed->SetSpeed(0); pushed = 0; } - const Tile *tile(map->TileAt(controlled->Position())); + const Tile *tile(map->TileAt(ToInt(controlled->Position()))); Vector direction; switch (nextDirection) { case Entity::ORIENTATION_NORTH: @@ -206,11 +209,11 @@ bool MapState::CheckBlocking() { default: return false; } - Vector nextTilePosition(direction + controlled->Position()); + 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(e.Position()) != nextTileCoords) continue; + 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; @@ -257,7 +260,7 @@ bool MapState::CheckBlocking(const Vector &position, Entity::Orientation di 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()) { + if (map->TileCoordinates(ToInt(e.Position())) == nextTileCoords && e.Blocking()) { return true; } } @@ -285,7 +288,7 @@ void MapState::LockEntities() { } bool MapState::CheckMonster() { - Vector coords(map->TileCoordinates(controlled->Position())); + 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 @@ -294,41 +297,71 @@ bool MapState::CheckMonster() { 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); + if ((*e)->Hostile() && map->TileCoordinates(ToInt((*e)->Position())) == neighbor[i]) { // 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; } +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(Vector(controlled->Position()))); + Trigger *trigger(map->TriggerAt(ToInt(controlled->Position()))); if (!trigger || trigger->GetType() != Trigger::TYPE_CONTACT) return false; RunTrigger(*trigger); return true; @@ -347,7 +380,7 @@ void MapState::OnMove(bool realMove) { } bool MapState::CheckMoveTrigger() { - Trigger *trigger(map->TriggerAt(Vector(controlled->Position()))); + Trigger *trigger(map->TriggerAt(ToInt(controlled->Position()))); if (!trigger || int(trigger->GetType()) != nextDirection) return false; RunTrigger(*trigger); return true; @@ -364,35 +397,35 @@ void MapState::UpdateFollower(Entity &e) { Entity &f(*e.Follower()); UpdateFollower(f); - Vector coords(map->TileCoordinates(e.Position())); - Vector fCoords(map->TileCoordinates(f.Position())); + Vector coords(map->TileCoordinates(ToInt(e.Position()))); + Vector fCoords(map->TileCoordinates(ToInt(f.Position()))); Vector direction(coords - fCoords); if (direction.Y() < 0) { - f.SetOrientation(Entity::ORIENTATION_NORTH); + f.SetDirection(Entity::ORIENTATION_NORTH); f.SetSpeed(walkingSpeed); f.StartAnimation(*this); } else if (direction.X() > 0) { - f.SetOrientation(Entity::ORIENTATION_EAST); + f.SetDirection(Entity::ORIENTATION_EAST); f.SetSpeed(walkingSpeed); f.StartAnimation(*this); } else if (direction.Y() > 0) { - f.SetOrientation(Entity::ORIENTATION_SOUTH); + f.SetDirection(Entity::ORIENTATION_SOUTH); f.SetSpeed(walkingSpeed); f.StartAnimation(*this); } else if (direction.X() < 0) { - f.SetOrientation(Entity::ORIENTATION_WEST); + f.SetDirection(Entity::ORIENTATION_WEST); f.SetSpeed(walkingSpeed); f.StartAnimation(*this); } else { - f.SetSpeed(0.0f); + f.SetSpeed(0); f.StopAnimation(); } } void MapState::StopFollowers(Entity &e) { for (Entity *f(e.Follower()); f; f = f->Follower()) { - f->SetSpeed(0.0f); + f->SetSpeed(0); f->StopAnimation(); } } @@ -403,7 +436,7 @@ void MapState::Transition(Map *newMap, const Vector &coordinates) { Vector position(coordinates * map->Tileset()->Size()); for (Entity *e(controlled); e; e = e->Follower()) { e->Position() = position; - e->SetOrientation(controlled->GetOrientation()); + e->SetDirection(controlled->GetDirection()); } LoadMap(newMap); skipLock = true;