#include "Map.h"
#include "Tile.h"
+#include "Trigger.h"
#include "../app/Application.h"
#include "../app/Input.h"
, camera(100, 100, &tempTarget)
, walkingSpeed(64)
, nextDirection(-1)
-, afterLock(false) {
+, afterLock(false)
+, skipLock(false)
+, debug(false) {
}
} else {
nextDirection = -1;
}
+
+ if (input.JustPressed(Input::DEBUG_1)) {
+ debug = !debug;
+ }
}
void MapState::UpdateWorld(float deltaT) {
}
void MapState::OnGridLock() {
- LockEntities();
- CheckMonster();
- CheckTrigger();
+ if (skipLock) {
+ skipLock = false;
+ } else {
+ LockEntities();
+ CheckMonster();
+ CheckTrigger();
+ }
}
void MapState::LockEntities() {
void MapState::CheckMonster() {
Vector<int> coords(map->TileCoordinates(controlled->Position()));
Vector<int> neighbor[4];
- neighbor[0] = Vector<int>(coords.X() - 1, coords.Y()); // W
- neighbor[1] = Vector<int>(coords.X(), coords.Y() + 1); // S
- neighbor[2] = Vector<int>(coords.X() + 1, coords.Y()); // E
- neighbor[3] = Vector<int>(coords.X(), coords.Y() - 1); // N
+ neighbor[0] = Vector<int>(coords.X(), coords.Y() - 1); // N
+ neighbor[1] = Vector<int>(coords.X() + 1, coords.Y()); // E
+ neighbor[2] = Vector<int>(coords.X(), coords.Y() + 1); // S
+ neighbor[3] = Vector<int>(coords.X() - 1, coords.Y()); // W
for (int i(0); i < 4; ++i) {
for (std::vector<Entity *>::iterator e(entities.begin()), end(entities.end()); e != end; ++e) {
if ((*e)->Hostile() && map->TileCoordinates((*e)->Position()) == neighbor[i]) {
- // remove entity, push battle state and transition and halt all other activity
+ // TODO: check for turn advantage, see #26
+ // TODO: remove entity, push battle state and transition and halt all other activity
+ // needed information here:
+ // - battle background (from tile?)
+ // - monsters + layout (from entity)
+ // - battle resources (from global resources)
}
}
}
void MapState::CheckTrigger() {
Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
if (trigger) {
- // TODO: run trigger
+ // TODO: run trigger script
+ if (trigger->map) {
+ Transition(trigger->map, trigger->target);
+ }
}
}
}
+void MapState::Transition(Map *newMap, const Vector<int> &coordinates) {
+ Vector<int> position(coordinates * map->Tileset()->Size());
+ entities.clear();
+ for (Entity *e(controlled); e; e = e->Follower()) {
+ e->Position() = position;
+ e->SetOrientation(controlled->GetOrientation());
+ entities.push_back(e);
+ }
+ map = newMap;
+ skipLock = true;
+}
+
+
void MapState::Render(SDL_Surface *screen) {
SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
Vector<int> offset(camera.CalculateOffset());
map->Render(screen, offset);
+ if (debug) {
+ map->RenderDebug(screen, offset);
+ }
+
std::sort(entities.begin(), entities.end(), ZCompare);
for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
(*i)->Render(screen, offset);