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path: root/data/maps/the_talented/rooms
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-rw-r--r--Back Room.txtpb814log stats plain blame
-rw-r--r--Main Area.txtpb1965log stats plain blame
-rw-r--r--T2 Room.txtpb100log stats plain blame
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#include "input_system.h"
#include "game.h"
#include "character_system.h"
#include "message_system.h"
#include "script_system.h"
#include "transform_system.h"
#include "animation_system.h"

struct Input {
  bool left = false;
  bool right = false;
  bool up = false;
  bool down = false;
};

void InputSystem::tick(double dt) {
  SDL_Event e;
  while (SDL_PollEvent(&e)) {
    if (e.type == SDL_QUIT || (e.type == SDL_KEYDOWN && e.key.keysym.sym == SDLK_ESCAPE)) {
      game_.quit();

      return;
    } else if (e.type == SDL_KEYDOWN) {
      if (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT) {
        for (int spriteId : game_.getSprites()) {
          Sprite& sprite = game_.getSprite(spriteId);
          if (sprite.controllable) {
            game_.getSystem<CharacterSystem>().beginCrouch(spriteId);
          }
        }
      } else if (e.key.keysym.sym == SDLK_SPACE) {
        // If there is text on screen, try to advance it.
        if (game_.getSystem<MessageSystem>().getCutsceneBarsProgress() != 0.0) {
          game_.getSystem<MessageSystem>().advanceText();
        } else {
          // Otherwise, check if there is a sprite in front of the player.
          bool inFrontOfSomething = false;
          bool activated = false;

          for (int spriteId : game_.getSprites()) {
            Sprite& sprite = game_.getSprite(spriteId);
            if (sprite.controllable) {
              vec2i checkLoc = sprite.loc + (unitVecInDirection(sprite.dir) * MOVEMENT_SPEED);
              CollisionResult collision = game_.getSystem<TransformSystem>().checkCollision(spriteId, checkLoc, sprite.dir);

              if (collision.horiz.blocked || collision.vert.blocked) {
                inFrontOfSomething = true;
              }

              // If there is a sprite to be interacted with, rotate that sprite so it is facing the player.
              // Then, run its interaction script if present.
              if (collision.horiz.colliderSprite != -1) {
                game_.getSystem<AnimationSystem>().setSpriteDirection(collision.horiz.colliderSprite, oppositeDirection(sprite.dir));

                Sprite& collider = game_.getSprite(collision.horiz.colliderSprite);
                if (collider.interactionScript != "") {
                  game_.getSystem<ScriptSystem>().runScript(game_.getMap().getName(), collider.interactionScript);
                  activated = true;
                }
              } else if (collision.vert.colliderSprite != -1) {
                game_.getSystem<AnimationSystem>().setSpriteDirection(collision.vert.colliderSprite, oppositeDirection(sprite.dir));

                Sprite& collider = game_.getSprite(collision.vert.colliderSprite);
                if (collider.interactionScript != "") {
                  game_.getSystem<ScriptSystem>().runScript(game_.getMap().getName(), collider.interactionScript);
                  activated = true;
                }
              }
            }
          }

          if (inFrontOfSomething && !activated) {
            game_.getSystem<ScriptSystem>().runScript("global", "no_problem_here");
          }
        }
      } else if (e.key.keysym.sym == SDLK_LEFT) {
        if (game_.getSystem<MessageSystem>().isChoiceActive()) {
          game_.getSystem<MessageSystem>().selectFirstChoice();
        }
      } else if (e.key.keysym.sym == SDLK_RIGHT) {
        if (game_.getSystem<MessageSystem>().isChoiceActive()) {
          game_.getSystem<MessageSystem>().selectSecondChoice();
        }
      }
    } else if (e.type == SDL_KEYUP && (e.key.keysym.sym == SDLK_LSHIFT || e.key.keysym.sym == SDLK_RSHIFT)) {
      for (int spriteId : game_.getSprites()) {
        Sprite& sprite = game_.getSprite(spriteId);
        if (sprite.controllable) {
          game_.getSystem<CharacterSystem>().endCrouch(spriteId);
        }
      }
    }
  }

  Input keystate;
  const Uint8* state = SDL_GetKeyboardState(NULL);
  keystate.left = state[SDL_SCANCODE_LEFT];
  keystate.right = state[SDL_SCANCODE_RIGHT];
  keystate.up = state[SDL_SCANCODE_UP];
  keystate.down = state[SDL_SCANCODE_DOWN];

  for (int spriteId : game_.getSprites()) {
    Sprite& sprite = game_.getSprite(spriteId);

    if (sprite.controllable) {
      bool directed = false;
      Direction dir = Direction::left;

      if (keystate.up)
      {
        directed = true;
        dir = Direction::up;
      } else if (keystate.down)
      {
        directed = true;
        dir = Direction::down;
      }

      if (keystate.left)
      {
        directed = true;
        if (dir == Direction::up) {
          dir = Direction::up_left;
        } else if (dir == Direction::down) {
          dir = Direction::down_left;
        } else {
          dir = Direction::left;
        }
      } else if (keystate.right)
      {
        directed = true;
        if (dir == Direction::up) {
          dir = Direction::up_right;
        } else if (dir == Direction::down) {
          dir = Direction::down_right;
        } else {
          dir = Direction::right;
        }
      }

      if (directed) {
        game_.getSystem<CharacterSystem>().moveInDirection(spriteId, dir);
      } else {
        game_.getSystem<CharacterSystem>().stopDirecting(spriteId);
      }
    }
  }
}