mirror of
https://github.com/Phantop/LADXHD.git
synced 2024-11-27 08:53:32 +00:00
272 lines
9.2 KiB
C#
272 lines
9.2 KiB
C#
using System;
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using Microsoft.Xna.Framework;
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using ProjectZ.InGame.GameObjects.Base;
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using ProjectZ.InGame.GameObjects.Base.CObjects;
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using ProjectZ.InGame.GameObjects.Base.Components;
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using ProjectZ.InGame.GameObjects.Base.Components.AI;
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using ProjectZ.InGame.GameObjects.Enemies;
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using ProjectZ.InGame.Map;
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using ProjectZ.InGame.Things;
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namespace ProjectZ.InGame.GameObjects.Things
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{
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internal class ObjChest : GameObject
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{
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private readonly AiComponent _aiComponent;
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private readonly ObjSprite _spriteFront;
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private readonly CSprite _spriteBack;
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private readonly GameObject _spawnObject;
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private ObjSprite _itemSprite;
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private GameItem _item;
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private readonly string _itemName;
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private readonly string _locationBound;
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public readonly string ItemKey;
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private readonly string _dialogPath;
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// @INFO: this time is also used in the "seashell" script and should be changed there also
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private const int FadeTime = 175;
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private const int MoveTime = 250;
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private bool _isActive = true;
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public override bool IsActive
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{
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get => _isActive;
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set
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{
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_isActive = value;
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_spriteFront.IsActive = value;
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// this is needed when the last shell in a chest is found because the chest will get deactivated
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if (_itemSprite != null)
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_itemSprite.Sprite.Color = Color.Transparent;
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CheckOpened();
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}
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}
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private bool _opened;
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public ObjChest() : base("chest") { }
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public ObjChest(Map.Map map, int posX, int posY, string itemName, string itemBounding, string itemKey, int spriteType, bool hitMode) : base(map)
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{
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EntityPosition = new CPosition(posX, posY + 13, 0);
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EntitySize = new Rectangle(0, -13, 16, 16);
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_itemName = itemName;
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_locationBound = itemBounding;
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ItemKey = itemKey;
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var openingTrigger = new AiTriggerCountdown(MoveTime, OpeningTick, OpeningEnd);
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var fadingTrigger = new AiTriggerCountdown(FadeTime, FadeTick, FadeEnd);
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_aiComponent = new AiComponent();
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_aiComponent.States.Add("closed", new AiState());
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_aiComponent.States.Add("opening", new AiState { Init = InitOpen, Trigger = { openingTrigger } });
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_aiComponent.States.Add("opened", new AiState { Init = InitOpen });
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_aiComponent.States.Add("textbox", new AiState(UpdateTextBox));
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_aiComponent.States.Add("fading", new AiState { Trigger = { fadingTrigger } });
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_aiComponent.ChangeState("closed");
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AddComponent(AiComponent.Index, _aiComponent);
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if (!hitMode)
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AddComponent(InteractComponent.Index, new InteractComponent(new CBox(posX + 4, posY + 3, 0, 8, 13, 16), Interact));
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else
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{
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AddComponent(HittableComponent.Index, new HittableComponent(new CBox(posX + 4, posY + 3, 0, 8, 13, 16), OnHit));
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}
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AddComponent(CollisionComponent.Index, new BoxCollisionComponent(
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new CBox(posX, posY + 3, 0, 16, 11, 12), Values.CollisionTypes.Normal | Values.CollisionTypes.Hookshot));
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_spriteBack = new CSprite("chest_back", new CPosition(posX, posY + 12.9f, 0), new Vector2(0, -12.9f));
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_spriteBack.SourceRectangle.X += spriteType * 32;
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AddComponent(DrawComponent.Index, new DrawCSpriteComponent(_spriteBack, Values.LayerPlayer));
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// sprite front
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_spriteFront = new ObjSprite(map, posX, posY + 13, "chest_front", Vector2.Zero, Values.LayerPlayer, null);
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_spriteFront.Sprite.SourceRectangle.X += spriteType * 32;
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Map.Objects.SpawnObject(_spriteFront);
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// check if the chest was already opened
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if (!CheckOpened())
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{
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if (_itemName == "greenZol")
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{
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// @TODO: sound effect
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var greenZol = new EnemyGreenZol(Map, posX, posY, 8, false);
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greenZol.SpawnDelay();
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_spawnObject = greenZol;
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}
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else if (_itemName != null && _itemName.StartsWith("dialog:"))
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{
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_dialogPath = _itemName.Remove(0, 7);
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}
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else if (!CreateItem())
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IsDead = true;
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}
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}
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private Values.HitCollision OnHit(GameObject originObject, Vector2 direction, HitType type, int damage, bool pieceOfPower)
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{
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if ((type & HitType.ThrownObject) != 0)
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{
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OpenChest();
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return Values.HitCollision.Blocking;
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}
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return Values.HitCollision.None;
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}
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private bool CheckOpened()
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{
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if (!string.IsNullOrEmpty(ItemKey) && Game1.GameManager.SaveManager.GetString(ItemKey) == "1")
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{
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_aiComponent.ChangeState("opened");
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return true;
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}
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return false;
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}
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private bool CreateItem()
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{
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if (_itemName == null)
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return false;
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_item = Game1.GameManager.ItemManager[_itemName];
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if (_item == null)
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return false;
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Rectangle itemSource;
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if (_item.SourceRectangle.HasValue)
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itemSource = _item.SourceRectangle.Value;
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else
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{
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var baseItem = Game1.GameManager.ItemManager[_item.Name];
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itemSource = baseItem.SourceRectangle.Value;
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}
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// the offset is needed so the item would not be behind the chest
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_itemSprite = new ObjSprite(Map, 0, 0, Resources.SprItem, itemSource, new Vector2(0, -itemSource.Height + 1), Values.LayerPlayer);
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_itemSprite.EntityPosition.Set(new Vector2(EntityPosition.X + 8 - itemSource.Width / 2f, EntityPosition.Y - 0.05f));
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_itemSprite.Sprite.Color = Color.Transparent;
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Map.Objects.SpawnObject(_itemSprite);
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return true;
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}
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private void InitOpen()
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{
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if (_opened)
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return;
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_opened = true;
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_spriteBack.SourceRectangle.X += 16;
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_spriteFront.Sprite.SourceRectangle.X += 16;
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}
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private void OpeningTick(double tick)
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{
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MapManager.ObjLink.FreezePlayer();
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_itemSprite.EntityPosition.Z = (float)Math.Sin((float)(MoveTime - tick) / MoveTime * Math.PI / 1.55f) * 10;
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}
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private void OpeningEnd()
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{
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OpeningTick(0);
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PickUpItem();
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}
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private void PickUpItem()
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{
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_aiComponent.ChangeState("textbox");
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var collectedItem = new GameItemCollected(_itemName)
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{ Count = _item.Count, LocationBounding = _locationBound };
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MapManager.ObjLink.PickUpItem(collectedItem, true);
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SetKey();
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}
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private void UpdateTextBox()
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{
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// don't fade away if the item is shown
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if (_item.ShowAnimation != 0)
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FadeEnd();
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else
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_aiComponent.ChangeState("fading");
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}
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private void FadeTick(double time)
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{
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_itemSprite.Sprite.Color = Color.White * (float)(time / FadeTime);
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}
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private void FadeEnd()
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{
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_itemSprite.Sprite.Color = Color.Transparent;
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_aiComponent.ChangeState("opened");
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}
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private void SpawnObject()
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{
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// spawn the object
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Map.Objects.SpawnObject(_spawnObject);
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}
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private void SetKey()
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{
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if (!string.IsNullOrEmpty(ItemKey))
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Game1.GameManager.SaveManager.SetString(ItemKey, "1");
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}
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private bool OpenChest()
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{
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if (_aiComponent.CurrentStateId != "closed")
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return false;
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Game1.GameManager.PlaySoundEffect("D378-04-04");
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// spawn object
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if (_spawnObject != null)
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{
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Game1.GameManager.PlaySoundEffect("D360-29-1D");
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_aiComponent.ChangeState("opened");
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SpawnObject();
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SetKey();
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}
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// show dialog
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else if (_dialogPath != null)
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{
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_aiComponent.ChangeState("opened");
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Game1.GameManager.StartDialogPath(_dialogPath);
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SetKey();
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}
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// spawn item
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else
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{
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_aiComponent.ChangeState("opening");
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_itemSprite.Sprite.Color = Color.White;
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}
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return true;
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}
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private bool Interact()
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{
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// only open if the player is facing up and the chest is closed
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if (MapManager.ObjLink.Direction != 1)
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return false;
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return OpenChest();
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}
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}
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} |