#include "character_system.h" #include "consts.h" #include "mixer.h" #include "sprite.h" #include "game.h" #include "transform_system.h" #include "animation_system.h" #include "script_system.h" void CharacterSystem::initSprite(int spriteId, int movementSpeed) { Sprite& sprite = game_.getSprite(spriteId); sprite.orientable = true; sprite.movementSpeed = movementSpeed; } void CharacterSystem::addSpriteToParty(int leaderId, int followerId) { Sprite& leader = game_.getSprite(leaderId); Sprite& follower = game_.getSprite(followerId); vec2i targetPos = leader.loc; if (!leader.followers.empty()) { Sprite& backFollower = game_.getSprite(leader.followers.back()); follower.trail = backFollower.trail; targetPos = backFollower.loc; } Direction toFace = leader.dir; if (targetPos != follower.loc) { toFace = directionFacingPoint(targetPos - follower.loc); } int truePartyDelay = PARTY_FRAME_DELAY / leader.movementSpeed; for (int i=0; i(truePartyDelay) + targetPos; follower.trail.push_front({.pos = tween, .dir = toFace}); } leader.followers.push_back(followerId); game_.getSystem().setSpriteAnimation(followerId, "still"); } void CharacterSystem::transplantParty(int leaderId, vec2i pos, Direction dir) { Sprite& leader = game_.getSprite(leaderId); CharacterState oldState = leader.characterState; std::vector followers = leader.followers; leader.followers.clear(); game_.getSystem().moveSprite(leaderId, pos); game_.getSystem().setSpriteDirection(leaderId, dir); for (int followerId : followers) { Sprite& follower = game_.getSprite(followerId); follower.trail.clear(); game_.getSystem().moveSprite(followerId, pos); game_.getSystem().setSpriteDirection(followerId, dir); addSpriteToParty(leaderId, followerId); } if (oldState == CharacterState::Running) { startRunning(leaderId); } else { setPartyState(leaderId, oldState); } } void CharacterSystem::moveInDirection(int spriteId, Direction dir) { Sprite& sprite = game_.getSprite(spriteId); game_.getSystem().setSpriteDirection(spriteId, dir); if (sprite.characterState == CharacterState::Still) { setPartyState(spriteId, CharacterState::Walking); } else if (sprite.characterState == CharacterState::Crouching) { for (int followerId : sprite.followers) { game_.getSystem().setSpriteDirection(followerId, dir); } } } void CharacterSystem::stopDirecting(int spriteId) { Sprite& sprite = game_.getSprite(spriteId); if (sprite.characterState == CharacterState::Walking) { setPartyState(spriteId, CharacterState::Still); } } void CharacterSystem::tick(double dt) { if (game_.isGameplayPaused()) return; inputTimer_.accumulate(dt); while (inputTimer_.step()) { for (int spriteId : game_.getSprites()) { Sprite& sprite = game_.getSprite(spriteId); if (sprite.orientable && !sprite.paused) { vec2i pLoc = sprite.loc; if (sprite.characterState == CharacterState::Still || sprite.characterState == CharacterState::Crouching) { continue; } int speed = sprite.movementSpeed; if (sprite.characterState == CharacterState::Running) { speed *= 2; } pLoc += (unitVecInDirection(sprite.dir) * speed); // Check collision. CollisionResult collision = game_.getSystem().checkCollision(spriteId, pLoc, sprite.dir); bool blocked = collision.horiz.blocked || collision.vert.blocked; if (collision.horiz.blocked) { pLoc.x() = sprite.loc.x();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; } else if (collision.horiz.colliderSprite != -1) { Sprite& collider = game_.getSprite(collision.horiz.colliderSprite); if (collider.walkthroughScript != "") { game_.getSystem().runScript(game_.getMap().getName(), collider.walkthroughScript); } } if (collision.vert.blocked) { pLoc.y() = sprite.loc.y();//(newColPosDR * map.getTileSize() - (collisionBox / 2)).x() - 1; } else if (collision.vert.colliderSprite != -1) { Sprite& collider = game_.getSprite(collision.vert.colliderSprite); if (collider.walkthroughScript != "") { game_.getSystem().runScript(game_.getMap().getName(), collider.walkthroughScript); } } if (blocked && sprite.characterState == CharacterState::Running) { stopRunning(spriteId); game_.getMixer().playSound("../res/sfx/bump.wav"); } // Move everything if (pLoc != sprite.loc) { game_.getSystem().moveSprite(spriteId, pLoc); if (sprite.characterState == CharacterState::Running) { const Map& map = game_.getMap(); vec2i newMapTileLoc = pLoc / map.getTileSize(); StepType newTileStep = map.getStepType(newMapTileLoc.x(), newMapTileLoc.y()); if (sprite.stepType != newTileStep) { stopRunningSound(sprite); sprite.stepType = newTileStep; if (newTileStep != StepType::none) { sprite.runningSfxChannel = game_.getMixer().loopSound(runningSfxForStepType(newTileStep)); } } } for (int followerId : sprite.followers) { Sprite& pNext = game_.getSprite(followerId); const Movement& posdir = pNext.trail.front(); game_.getSystem().moveSprite(followerId, posdir.pos); game_.getSystem().setSpriteDirection(followerId, posdir.dir); pNext.trail.pop_front(); pNext.trail.push_back({.pos = pLoc, .dir = sprite.dir}); } } } } } } void CharacterSystem::beginCrouch(int spriteId) { Sprite& sprite = game_.getSprite(spriteId); if (sprite.characterState == CharacterState::Running) { stopRunning(spriteId); } else { setPartyState(spriteId, CharacterState::Crouching); } } void CharacterSystem::endCrouch(int spriteId) { Sprite& sprite = game_.getSprite(spriteId); if (sprite.characterState == CharacterState::Crouching) { startRunning(spriteId); } } void CharacterSystem::startRunning(int spriteId) { Sprite& sprite = game_.getSprite(spriteId); setPartyState(spriteId, CharacterState::Running); for (int followerId : sprite.followers) { // Halve the movement buffer for the followers. Sprite& follower = game_.getSprite(followerId); std::deque newMove; while (!follower.trail.empty()) { newMove.push_back(follower.trail.front()); follower.trail.pop_front(); follower.trail.pop_front(); } follower.trail = std::move(newMove); } } void CharacterSystem::stopRunning(int spriteId) { Sprite& sprite = game_.getSprite(spriteId); setPartyState(spriteId, CharacterState::Still); stopRunningSound(sprite); // Double the movement buffer for the followers. for (int followerId : sprite.followers) { Sprite& follower = game_.getSprite(followerId); std::deque newMove; vec2i lastPos = follower.loc; while (!follower.trail.empty()) { Movement m1 = follower.trail.front(); Movement m2 = m1; m1.pos = (m1.pos + lastPos) / 2; lastPos = m2.pos; newMove.push_back(m1); newMove.push_back(m2); follower.trail.pop_front(); } follower.trail = std::move(newMove); } } void CharacterSystem::setPartyState(int spriteId, CharacterState state) { std::string animName; switch (state) { case CharacterState::Still: { animName = "still"; break; } case CharacterState::Walking: { animName = "walk"; break; } case CharacterState::Crouching: { animName = "crouch"; break; } case CharacterState::Running: { animName = "run"; break; } } Sprite& sprite = game_.getSprite(spriteId); sprite.characterState = state; game_.getSystem().setSpriteAnimation(spriteId, animName); for (int followerId : sprite.followers) { game_.getSystem().setSpriteAnimation(followerId, animName); } } void CharacterSystem::stopRunningSound(Sprite& sprite) { sprite.stepType = StepType::none; if (sprite.runningSfxChannel != -1) { game_.getMixer().stopChannel(sprite.runningSfxChannel); sprite.runningSfxChannel = -1; } } void CharacterSystem::halt(int spriteId) { // Because special stuff happens when we stop running, we have to handle the // running case here. Sprite& sprite = game_.getSprite(spriteId); if (sprite.characterState == CharacterState::Running) { stopRunning(spriteId); } else { // Other than that, it is simple to go to Still from Walking or Crouching. setPartyState(spriteId, CharacterState::Still); } } void CharacterSystem::destroySprite(int spriteId) { Sprite& sprite = game_.getSprite(spriteId); if (sprite.runningSfxChannel != -1) { stopRunningSound(sprite); } }