X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=ca1dafb0542691556627858c482d755de24005ee;hb=d7d5ff97b2e4136141f5603d0ec9cef1d4467749;hp=ce14c2905982e04efcdce3c9edee11534b4a0931;hpb=389d2fcb1e9ca1023cda11da80f00272ab20903a;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index ce14c29..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" @@ -13,56 +6,70 @@ #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) -: ctrl(0) +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) , skipLock(false) +, pushing(false) , debug(false) { } -void MapState::EnterState(Application &c, SDL_Surface *screen) { - ctrl = &c; +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)) { @@ -77,12 +84,14 @@ void MapState::HandleEvents(const Input &input) { nextDirection = -1; } + pushing = input.IsDown(Input::ACTION_A); + if (input.JustPressed(Input::DEBUG_1)) { debug = !debug; } } -void MapState::UpdateWorld(float deltaT) { +void MapState::UpdateWorld(Uint32 deltaT) { if (controlled && controlled->TileLock(map->Tileset()->Size())) { OnTileLock(); } @@ -94,112 +103,177 @@ 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; } - // TODO: halt all activity if lock caused a state/map transition + if (event) { + return; + } + + const Tile *tile(map->TileAt(nowLock)); 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->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; } -bool MapState::CheckBlocking() const { - const Tile *tile(map->TileAt(controlled->Position())); - if (!tile) { - return false; +bool MapState::CheckBlocking() { + if (pushed) { + pushed->SetSpeed(0); + pushed = 0; } - Vector nextPosition; + const Tile *tile(map->TileAt(ToInt(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 + 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 && e.Blocking()) { + 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; } -void MapState::OnGridLock() { +bool MapState::OnGridLock() { if (skipLock) { skipLock = false; + return false; } else { LockEntities(); - CheckMonster(); - CheckTrigger(); + return CheckMonster() || CheckLockTrigger(); } } @@ -213,8 +287,8 @@ void MapState::LockEntities() { } } -void MapState::CheckMonster() { - Vector coords(map->TileCoordinates(controlled->Position())); +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 @@ -223,34 +297,80 @@ void 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: remove entity, push battle state and transition and halt all other activity - // needed information here: - // - battle background (from tile?) - // - monsters + layout (from entity) - // - battle resources (from global resources) + 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; } } } + return false; } -void 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); +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 if (realMove) { UpdateFollower(*controlled); @@ -259,41 +379,53 @@ void MapState::OnMove(bool realMove) { } } +bool MapState::CheckMoveTrigger() { + Trigger *trigger(map->TriggerAt(ToInt(controlled->Position()))); + if (!trigger || int(trigger->GetType()) != nextDirection) return false; + RunTrigger(*trigger); + return true; +} + +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(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(); } } @@ -304,7 +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; @@ -316,7 +448,10 @@ 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); + e->ResetPosition(map->Tileset()->Size()); + } for (Entity *e(controlled); e; e = e->Follower()) { entities.push_back(e); } @@ -344,4 +479,18 @@ 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; + } + } +} + }