The open source repository for the action RPG game in development by Sig Productions titled 'Adventures in Lestoria'!
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283 lines
11 KiB
283 lines
11 KiB
#pragma region License
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/*
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License (OLC-3)
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~~~~~~~~~~~~~~~
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Copyright 2024 Joshua Sigona <sigonasr2@gmail.com>
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Redistribution and use in source and binary forms, with or without modification,
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are permitted provided that the following conditions are met:
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1. Redistributions or derivations of source code must retain the above copyright
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notice, this list of conditions and the following disclaimer.
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2. Redistributions or derivative works in binary form must reproduce the above
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copyright notice. This list of conditions and the following disclaimer must be
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reproduced in the documentation and/or other materials provided with the distribution.
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3. Neither the name of the copyright holder nor the names of its contributors may
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be used to endorse or promote products derived from this software without specific
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prior written permission.
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THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS" AND ANY
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EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT
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SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT,
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INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
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TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR PROFITS; OR
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BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN
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CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN
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ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF
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SUCH DAMAGE.
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Portions of this software are copyright © 2024 The FreeType
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Project (www.freetype.org). Please see LICENSE_FT.txt for more information.
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All rights reserved.
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*/
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#pragma endregion
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#include "AdventuresInLestoria.h"
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#include "DEFINES.h"
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#include "Menu.h"
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#include "Unlock.h"
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#include "ConnectionPoint.h"
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#include "util.h"
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#include "drawutil.h"
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#include "MenuLabel.h"
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#include "EncountersSpawnListScrollableWindowComponent.h"
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#include "VisualNovel.h"
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#include "State_OverworldMap.h"
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#include "SaveFile.h"
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#include "Audio.h"
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INCLUDE_MONSTER_LIST
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INCLUDE_game
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INCLUDE_GFX
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std::vector<ConnectionPoint>State_OverworldMap::connections;
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ConnectionPoint*State_OverworldMap::currentConnectionPoint=nullptr;
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State_OverworldMap::State_OverworldMap(){}
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void State_OverworldMap::OnStateChange(GameState*prevState){
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Component<MenuComponent>(MenuType::PAUSE,"Return to Camp Button")->SetGrayedOut(false);
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SaveFile::SaveGame();
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game->ResetCompletedStageFlag();
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if(Unlock::IsUnlocked("STORY_1_3")){
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game->SetChapter(2);
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}
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game->LoadLevel("WORLD_MAP");
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};
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void State_OverworldMap::OnLevelLoad(){
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if(Menu::IsMenuOpen()){
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Menu::CloseAllMenus();
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}
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game->GetPlayer()->ForceSetPos(currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16});
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playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16};
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game->GetPlayer()->UpdateWalkingAnimation(DOWN);
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game->GetPlayer()->SetState(State::FORCE_WALK);
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game->GetPlayer()->SetSizeMult(1);
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game->camera.MoveCamera(currentConnectionPoint->rect.middle()+vf2d{game->GetScreenSize().x/6.0f,0});
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Component<MenuLabel>(OVERWORLD_LEVEL_SELECT,"Chapter Label")->SetLabel("Chapter "+std::to_string(game->GetCurrentChapter()));
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Component<MenuLabel>(OVERWORLD_LEVEL_SELECT,"Stage Label")->SetLabel(currentConnectionPoint->name);
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Component<EncountersSpawnListScrollableWindowComponent>(OVERWORLD_LEVEL_SELECT,"Spawns List")->UpdateSpawns(currentConnectionPoint->spawns);
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if(currentConnectionPoint->levelDataExists){
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Component<MenuComponent>(OVERWORLD_LEVEL_SELECT,"Enter Button")->Enable();
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}else{
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Component<MenuComponent>(OVERWORLD_LEVEL_SELECT,"Enter Button")->Disable();
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}
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Menu::OpenMenu(OVERWORLD_LEVEL_SELECT,false);
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game->UpdateDiscordStatus("Overworld Map",game->GetPlayer()->GetClassName());
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}
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void State_OverworldMap::OnUserUpdate(AiL*game){
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if(Menu::stack.size()>1)return;
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game->camera.SetTarget(currentConnectionPoint->rect.middle()+vf2d{game->GetScreenSize().x/6.0f,0});
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game->UpdateCamera(game->GetElapsedTime());
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game->GetPlayer()->Update(game->GetElapsedTime());
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if(game->GetPlayer()->GetPos()!=playerTargetPos){
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if(geom2d::line<float>(game->GetPlayer()->GetPos(),playerTargetPos).length()<2){
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game->GetPlayer()->SetPos(playerTargetPos);
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}else{
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game->GetPlayer()->SetPos(game->GetPlayer()->GetPos()+util::pointTo(game->GetPlayer()->GetPos(),playerTargetPos)*playerMoveSpd*game->GetElapsedTime());
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}
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}
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#pragma region Handle Connection Point Clicking and Movement
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for(ConnectionPoint&cp:connections){
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if(game->GetMouse(Mouse::LEFT).bPressed&&geom2d::overlaps(game->GetWorldMousePos(),cp.rect)
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||game->KEY_LEFT.Pressed()||game->KEY_RIGHT.Pressed()||game->KEY_UP.Pressed()||game->KEY_DOWN.Pressed()
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||(!analogMove&&(abs(game->KEY_SCROLLHORZ_L.Analog())>=0.2f||abs(game->KEY_SCROLLVERT_L.Analog())>=0.2f))){
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bool mouseUsed=game->GetMouse(Mouse::LEFT).bPressed&&geom2d::overlaps(game->GetWorldMousePos(),cp.rect);
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for(int directionInd=0;int neighborInd:currentConnectionPoint->neighbors){
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int targetDirection=-1;
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if(game->KEY_LEFT.Pressed()||game->KEY_SCROLLHORZ_L.Analog()<=-0.2f)targetDirection=ConnectionPoint::WEST;
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if(game->KEY_RIGHT.Pressed()||game->KEY_SCROLLHORZ_L.Analog()>=0.2f)targetDirection=ConnectionPoint::EAST;
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if(game->KEY_UP.Pressed()||game->KEY_SCROLLVERT_L.Analog()<=-0.2f)targetDirection=ConnectionPoint::NORTH;
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if(game->KEY_DOWN.Pressed()||game->KEY_SCROLLVERT_L.Analog()>=0.2f)targetDirection=ConnectionPoint::SOUTH;
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if(neighborInd==-1){
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directionInd++;
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continue;
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}
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ConnectionPoint&neighbor=ConnectionPointFromIndex(neighborInd);
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if(Unlock::IsUnlocked(neighbor.unlockCondition)&&&cp==&neighbor
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&&(mouseUsed||targetDirection==directionInd)){
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UpdateCurrentConnectionPoint(neighbor);
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playerTargetPos=currentConnectionPoint->rect.pos+currentConnectionPoint->rect.size/2+vf2d{0,16};
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float angleTo=util::angleTo(game->GetPlayer()->GetPos(),playerTargetPos);
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if(angleTo>=-3*PI/4&&angleTo<-PI/4){
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game->GetPlayer()->UpdateWalkingAnimation(UP);
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}else
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if(angleTo<PI/4&&angleTo>=-PI/4){
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game->GetPlayer()->UpdateWalkingAnimation(RIGHT);
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}else
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if(angleTo>=PI/4&&angleTo<3*PI/4){
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game->GetPlayer()->UpdateWalkingAnimation(DOWN);
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}else{
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game->GetPlayer()->UpdateWalkingAnimation(LEFT);
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}
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if(abs(game->KEY_SCROLLHORZ_L.Analog())>=0.2f||abs(game->KEY_SCROLLVERT_L.Analog()>=0.2f))analogMove=true;
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goto doneNavigating;
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}
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directionInd++;
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}
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}
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}
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#pragma endregion
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doneNavigating:
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if(abs(game->KEY_SCROLLVERT_L.Analog())<0.2f&&abs(game->KEY_SCROLLHORZ_L.Analog())<0.2f){
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analogMove=false;
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}
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game->ClearTimedOutGarbage();
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};
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void State_OverworldMap::Draw(AiL*game){
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game->RenderWorld(game->GetElapsedTime());
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currentTime+=game->GetElapsedTime();
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for(ConnectionPoint&cp:connections){
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if(!Unlock::IsUnlocked(cp)){
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game->view.FillRectDecal(cp.rect.pos,cp.rect.size,{0,0,0,128});
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}else{
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float exclamationScale=fmod(game->GetRunTime(),1.0f)<0.2f?1.f:1.2f;
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if(!cp.Visited()){
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game->view.DrawDecal(cp.rect.pos+vf2d{-1.f,0.f},GFX["exclamation.png"].Decal(),{exclamationScale,exclamationScale},BLACK);
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game->view.DrawDecal(cp.rect.pos+vf2d{-1.f,-1.f},GFX["exclamation.png"].Decal(),{exclamationScale,exclamationScale});
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}
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}
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}
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for(ConnectionPoint&cp:connections){
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if(Unlock::IsUnlocked(cp)&&geom2d::overlaps(game->GetWorldMousePos(),cp.rect)&&(&cp==currentConnectionPoint||cp.IsNeighbor(*currentConnectionPoint))){
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drawutil::DrawCrosshairDecalTransformedView(game->view,cp.rect,currentTime);
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break;
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}
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}
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//In radians.
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using AngleTotal=float;
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using Count=uint8_t;
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using MedianAngle=std::pair<AngleTotal,Count>;
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using ConnectionPointIndex=int;
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auto GetAngle=[](MedianAngle angle){
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return angle.first/angle.second;
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};
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std::map<ConnectionPointIndex,MedianAngle>neighbors;
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for(int direction=0;int index:currentConnectionPoint->neighbors){
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if(index!=-1){
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ConnectionPoint&neighbor=connections[index];
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if(!Unlock::IsUnlocked(neighbor)){
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direction++;
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continue;
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}
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float arrowAngle=direction*0.5f*PI-0.5f*PI;
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if(neighbors.count(index)){
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if(arrowAngle==0.f)neighbors[index].first+=2*PI;
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neighbors[index].first+=circ_add(0,2*PI+arrowAngle,0,2*PI);
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neighbors[index].second++;
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}else{
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neighbors[index]={circ_add(0,arrowAngle,0,2*PI),1};
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}
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}
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direction++;
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}
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float arrowDist=fmod(game->GetRunTime(),1.0f)<0.5f?14:18;
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for(auto&[index,medianAngle]:neighbors){
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game->view.DrawRotatedDecal(game->GetPlayer()->GetPos()+vf2d{arrowDist,GetAngle(medianAngle)}.cart()+vf2d{0.f,1.f},GFX["overworld_arrow.png"].Decal(),GetAngle(medianAngle),GFX["overworld_arrow.png"].Sprite()->Size()/2,{1.f,1.f},{0,0,0});
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game->view.DrawRotatedDecal(game->GetPlayer()->GetPos()+vf2d{arrowDist,GetAngle(medianAngle)}.cart(),GFX["overworld_arrow.png"].Decal(),GetAngle(medianAngle),GFX["overworld_arrow.png"].Sprite()->Size()/2,{1.f,1.f},{199,48,55});
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}
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};
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void State_OverworldMap::DrawOverlay(AiL*game){}
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bool State_OverworldMap::HasStageMarker(std::string connectionName){
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for(ConnectionPoint&connection:connections){
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if(connection.name==connectionName){
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return true;
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}
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}
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return false;
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}
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void State_OverworldMap::SetStageMarker(std::string connectionName){
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for(ConnectionPoint&connection:connections){
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if(connection.name==connectionName){
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currentConnectionPoint=&connection;
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return;
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}
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}
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ERR("WARNING! Could not find a connection point with name "<<connectionName<<"!");
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}
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ConnectionPoint&State_OverworldMap::ConnectionPointFromIndex(int ind){
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return connections.at(ind);
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}
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ConnectionPoint&State_OverworldMap::GetCurrentConnectionPoint(){
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return *((State_OverworldMap*)(GameState::states.at(States::OVERWORLD_MAP)))->currentConnectionPoint;
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}
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void State_OverworldMap::StartLevel(){
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game->UpdateDiscordStatus(State_OverworldMap::GetCurrentConnectionPoint().name,game->GetPlayer()->GetClassName());
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SaveFile::SaveGame();
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State_OverworldMap::GetCurrentConnectionPoint().SetVisited();
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if(State_OverworldMap::GetCurrentConnectionPoint().type.starts_with("STORY")){
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VisualNovel::LoadVisualNovel(State_OverworldMap::GetCurrentConnectionPoint().map);
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}else
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if(State_OverworldMap::GetCurrentConnectionPoint().type.starts_with("HUB")){
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GameState::ChangeState(States::GAME_HUB,0.3f,10U);
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}else{
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GameState::ChangeState(States::GAME_RUN,0.3f,10U);
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}
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}
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void State_OverworldMap::UpdateCurrentConnectionPoint(const ConnectionPoint&connection){
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currentConnectionPoint=const_cast<ConnectionPoint*>(&connection);
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Component<MenuLabel>(OVERWORLD_LEVEL_SELECT,"Stage Label")->SetLabel(currentConnectionPoint->name);
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Component<EncountersSpawnListScrollableWindowComponent>(OVERWORLD_LEVEL_SELECT,"Spawns List")->UpdateSpawns(currentConnectionPoint->spawns);
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if(currentConnectionPoint->levelDataExists){
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Component<MenuComponent>(OVERWORLD_LEVEL_SELECT,"Enter Button")->Enable();
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}else{
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Component<MenuComponent>(OVERWORLD_LEVEL_SELECT,"Enter Button")->Disable();
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}
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}
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std::optional<ConnectionPoint*>State_OverworldMap::ConnectionPointFromString(std::string_view mapName){
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auto foundItem=std::find_if(connections.begin(),connections.end(),[&](ConnectionPoint&cp){return cp.map==mapName;});
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if(foundItem!=connections.end())return &*foundItem;
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return {};
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}
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void State_OverworldMap::ResetConnectionPoints(){
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for(ConnectionPoint&cp:connections){
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cp.visited=false;
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}
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} |