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1 /*
2  * MapState.cpp
3  *
4  *  Created on: Sep 29, 2012
5  *      Author: holy
6  */
7
8 #include "MapState.h"
9
10 #include "Map.h"
11 #include "Tile.h"
12 #include "../app/Application.h"
13 #include "../app/Input.h"
14
15 #include <algorithm>
16
17 using app::Application;
18 using app::Input;
19 using geometry::Vector;
20
21 namespace map {
22
23 MapState::MapState(const Map *map)
24 : map(map)
25 , controlled(0)
26 , tempTarget(20, 20)
27 , camera(100, 100, &tempTarget)
28 , walkingSpeed(64)
29 , nextDirection(-1)
30 , afterLock(false) {
31
32 }
33
34
35 void MapState::EnterState(Application &ctrl, SDL_Surface *screen) {
36         camera.Resize(screen->w, screen->h);
37 }
38
39 void MapState::ExitState(Application &ctrl, SDL_Surface *screen) {
40
41 }
42
43 void MapState::ResumeState(Application &ctrl, SDL_Surface *screen) {
44         camera.Resize(screen->w, screen->h);
45 }
46
47 void MapState::PauseState(Application &ctrl, SDL_Surface *screen) {
48
49 }
50
51 void MapState::Resize(int width, int height) {
52         camera.Resize(width, height);
53 }
54
55
56 void MapState::HandleEvents(const Input &input) {
57         if (!controlled) return;
58
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;
67         } else {
68                 nextDirection = -1;
69         }
70 }
71
72 void MapState::UpdateWorld(float deltaT) {
73         if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) {
74                 Vector<int> nowLock(controlled->Position());
75                 if (nowLock != lastLock) {
76                         OnGridLock();
77                 }
78                 if (nextDirection >= 0) {
79                         if (afterLock) {
80                                 OnMove();
81                                 afterLock = false;
82                         }
83                         controlled->SetOrientation(Entity::Orientation(nextDirection));
84                         const Tile &tile(map->TileAt(controlled->Position()));
85                         bool blocked(false);
86                         switch (controlled->GetOrientation()) {
87                                 case Entity::ORIENTATION_NORTH:
88                                         blocked = tile.BlocksNorth();
89                                         break;
90                                 case Entity::ORIENTATION_EAST:
91                                         blocked = tile.BlocksEast();
92                                         break;
93                                 case Entity::ORIENTATION_SOUTH:
94                                         blocked = tile.BlocksSouth();
95                                         break;
96                                 case Entity::ORIENTATION_WEST:
97                                         blocked = tile.BlocksWest();
98                                         break;
99                         }
100                         if (!blocked) {
101                                 controlled->SetSpeed(walkingSpeed);
102                         } else {
103                                 controlled->SetSpeed(0.0f);
104                         }
105                 } else {
106                         controlled->SetSpeed(0.0f);
107                 }
108                 if (nowLock != lastLock) {
109                         lastLock = nowLock;
110                         afterLock = true;
111                 }
112         }
113         for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
114                 (*i)->Update(deltaT);
115         }
116 }
117
118 void MapState::OnGridLock() {
119         // TODO: check for adjacent monsters and triggers on the current tile
120         // TODO: force all entities into their grid positions?
121 }
122
123 void MapState::OnMove() {
124         // TODO: evaluate monster movements
125 }
126
127
128 void MapState::Render(SDL_Surface *screen) {
129         SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
130
131         Vector<int> offset(camera.CalculateOffset());
132         map->Render(screen, offset);
133
134         std::sort(entities.begin(), entities.end(), ZCompare);
135         for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
136                 (*i)->Render(screen, offset);
137         }
138 }
139
140
141 bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) {
142         return lhs->Position().Y() < rhs->Position().Y();
143 }
144
145 }