4 * Created on: Sep 29, 2012
12 #include "../app/Application.h"
13 #include "../app/Input.h"
17 using app::Application;
19 using geometry::Vector;
23 MapState::MapState(Map *map)
27 , camera(100, 100, &tempTarget)
35 void MapState::EnterState(Application &ctrl, SDL_Surface *screen) {
36 camera.Resize(screen->w, screen->h);
39 void MapState::ExitState(Application &ctrl, SDL_Surface *screen) {
43 void MapState::ResumeState(Application &ctrl, SDL_Surface *screen) {
44 camera.Resize(screen->w, screen->h);
47 void MapState::PauseState(Application &ctrl, SDL_Surface *screen) {
51 void MapState::Resize(int width, int height) {
52 camera.Resize(width, height);
56 void MapState::HandleEvents(const Input &input) {
57 if (!controlled) return;
59 if (input.IsDown(Input::PAD_UP)) {
60 nextDirection = Entity::ORIENTATION_NORTH;
61 } else if (input.IsDown(Input::PAD_RIGHT)) {
62 nextDirection = Entity::ORIENTATION_EAST;
63 } else if (input.IsDown(Input::PAD_DOWN)) {
64 nextDirection = Entity::ORIENTATION_SOUTH;
65 } else if (input.IsDown(Input::PAD_LEFT)) {
66 nextDirection = Entity::ORIENTATION_WEST;
72 void MapState::UpdateWorld(float deltaT) {
73 if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) {
76 for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
81 void MapState::OnTileLock() {
82 if (moveTimer.Running() && !moveTimer.JustHit()) return;
84 Vector<int> nowLock(controlled->Position());
85 if (nowLock != lastLock) {
89 } else if (moveTimer.JustHit()) {
94 if (nextDirection >= 0) {
96 // FIXME: this check is unreliable, see #21
100 controlled->SetOrientation(Entity::Orientation(nextDirection));
101 const Tile &tile(map->TileAt(controlled->Position()));
103 switch (controlled->GetOrientation()) {
104 case Entity::ORIENTATION_NORTH:
105 blocked = tile.BlocksNorth();
107 case Entity::ORIENTATION_EAST:
108 blocked = tile.BlocksEast();
110 case Entity::ORIENTATION_SOUTH:
111 blocked = tile.BlocksSouth();
113 case Entity::ORIENTATION_WEST:
114 blocked = tile.BlocksWest();
118 controlled->SetSpeed(walkingSpeed);
121 controlled->SetSpeed(0.0f);
122 if (!moveTimer.Running()) {
123 int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
124 moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
127 if (!controlled->AnimationRunning()) {
128 controlled->StartAnimation(*this);
131 controlled->SetSpeed(0.0f);
132 controlled->StopAnimation();
139 void MapState::OnGridLock() {
140 Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
144 // TODO: check for adjacent monsters
145 // TODO: force all entities into their grid positions?
148 void MapState::OnMove() {
149 // TODO: evaluate monster movements
150 UpdateFollower(controlled);
153 void MapState::UpdateFollower(Entity *e) {
154 if (!e->Follower()) return;
155 UpdateFollower(e->Follower());
157 e->Follower()->SetOrientation(e->GetOrientation());
158 // TODO: set follower speed
162 void MapState::Render(SDL_Surface *screen) {
163 SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
165 Vector<int> offset(camera.CalculateOffset());
166 map->Render(screen, offset);
168 std::sort(entities.begin(), entities.end(), ZCompare);
169 for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
170 (*i)->Render(screen, offset);
175 bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) {
176 return lhs->Position().Y() < rhs->Position().Y();