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path: root/src/party.cpp
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#include "party.h"
#include "consts.h"

void Party::addMember(Game& game, int spriteId) {
  int index = members_.size();

  PartyMember newMember;
  newMember.spriteId = spriteId;

  if (index > 0) {
    const Sprite& sprite = game.getSprite(spriteId);

    newMember.movement = std::deque<Movement>(PARTY_FRAME_DELAY * index, {.pos = sprite.loc(), .dir = sprite.getDirection()});
  }

  members_.push_back(std::move(newMember));

  game.setSpriteState(spriteId, "still");
}

void Party::move(Game& game, const Input& keystate) {
  if (members_.empty()) {
    return;
  }

  Direction dir = Direction::left;

  if (!keystate.up && !keystate.down && !keystate.left && !keystate.right) {
    if (state_ == State::Running) {
      dir = lastDir_;
    } else {
      if (state_ == State::Normal) {
        for (int i = 0; i < members_.size(); i++) {
          game.setSpriteState(members_[i].spriteId, "still");
        }
      }

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

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

  lastDir_ = dir;

  const Sprite& p1 = game.getSprite(members_[0].spriteId);
  vec2i pLoc = p1.loc();

  if (state_ == State::Crouching) {
    for (int i = 0; i < members_.size(); i++) {
      game.setSpriteDirection(members_[i].spriteId, dir);
    }

    return;
  } else {
    game.setSpriteDirection(members_[0].spriteId, dir);
  }

  int speed = MOVEMENT_SPEED;
  if (state_ == State::Running) {
    speed *= 2;
  } else {
    for (int i = 0; i < members_.size(); i++) {
      game.setSpriteState(members_[i].spriteId, "walk");
    }
  }

  pLoc += (unitVecInDirection(dir) * speed);

  game.moveSprite(members_[0].spriteId, pLoc);

  for (int i = 1; i < members_.size(); i++) {
    const Sprite& pNext = game.getSprite(members_[i].spriteId);
    const Movement& posdir = members_[i].movement.front();
    game.moveSprite(members_[i].spriteId, posdir.pos);
    game.setSpriteDirection(members_[i].spriteId, posdir.dir);

    members_[i].movement.pop_front();
    members_[i].movement.push_back({.pos = pLoc, .dir = dir});
  }
}

void Party::beginCrouch(Game& game) {
  if (state_ == State::Running) {
    state_ = State::Normal;

    // Double the movement buffer for the followers.
    for (int i = 1; i < members_.size(); i++) {
      std::deque<Movement> newMove;
      vec2i lastPos = game.getSprite(members_[i].spriteId).loc();

      while (!members_[i].movement.empty()) {
        Movement m1 = members_[i].movement.front();
        Movement m2 = m1;
        m1.pos = (m1.pos + lastPos) / 2;
        lastPos = m2.pos;

        newMove.push_back(m1);
        newMove.push_back(m2);
        members_[i].movement.pop_front();
      }

      members_[i].movement = std::move(newMove);
    }
  } else {
    state_ = State::Crouching;

    for (int i = 0; i < members_.size(); i++) {
      game.setSpriteState(members_[i].spriteId, "crouch");
    }
  }
}

void Party::endCrouch(Game& game) {
  if (state_ == State::Crouching) {
    state_ = State::Running;

    for (int i = 0; i < members_.size(); i++) {
      game.setSpriteState(members_[i].spriteId, "run");

      // Halve the movement buffer for the followers.
      if (i > 0) {
        std::deque<Movement> newMove;

        while (!members_[i].movement.empty()) {
          newMove.push_back(members_[i].movement.front());
          members_[i].movement.pop_front();
          members_[i].movement.pop_front();
        }

        members_[i].movement = std::move(newMove);
      }
    }
  }
}