]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
don't lock player character onto its tile
[l2e.git] / src / map / MapState.cpp
index ec714d0588c646360746cad27003c96203c59634..26e20da4948bec91eb126e18fb3e585ae46e923b 100644 (file)
@@ -20,7 +20,7 @@ using geometry::Vector;
 
 namespace map {
 
-MapState::MapState(const Map *map)
+MapState::MapState(Map *map)
 : map(map)
 , controlled(0)
 , tempTarget(20, 20)
@@ -70,58 +70,141 @@ void MapState::HandleEvents(const Input &input) {
 }
 
 void MapState::UpdateWorld(float deltaT) {
-       if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) {
-               Vector<int> nowLock(controlled->Position());
-               if (nowLock != lastLock) {
-                       OnGridLock();
+       if (controlled && controlled->TileLock(map->Tileset()->Size())) {
+               OnTileLock();
+       }
+       for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+               (*i)->Update(deltaT);
+       }
+}
+
+void MapState::OnTileLock() {
+       if (moveTimer.Running() && !moveTimer.JustHit()) return;
+
+       Vector<int> nowLock(controlled->Position());
+       if (nowLock != lastLock) {
+               OnGridLock();
+               afterLock = true;
+               moveTimer.Clear();
+       } else if (moveTimer.JustHit()) {
+               OnGridLock();
+               afterLock = true;
+       }
+
+       // TODO: halt all activity if lock caused a state/map transition
+
+       if (nextDirection >= 0) {
+               const Tile &tile(map->TileAt(controlled->Position()));
+               bool blocked(false);
+               switch (nextDirection) {
+                       case Entity::ORIENTATION_NORTH:
+                               blocked = tile.BlocksNorth();
+                               break;
+                       case Entity::ORIENTATION_EAST:
+                               blocked = tile.BlocksEast();
+                               break;
+                       case Entity::ORIENTATION_SOUTH:
+                               blocked = tile.BlocksSouth();
+                               break;
+                       case Entity::ORIENTATION_WEST:
+                               blocked = tile.BlocksWest();
+                               break;
                }
-               if (nextDirection >= 0) {
-                       if (afterLock) {
-                               OnMove();
-                               afterLock = false;
-                       }
-                       controlled->SetOrientation(Entity::Orientation(nextDirection));
-                       const Tile &tile(map->TileAt(controlled->Position()));
-                       bool blocked(false);
-                       switch (controlled->GetOrientation()) {
-                               case Entity::ORIENTATION_NORTH:
-                                       blocked = tile.BlocksNorth();
-                                       break;
-                               case Entity::ORIENTATION_EAST:
-                                       blocked = tile.BlocksEast();
-                                       break;
-                               case Entity::ORIENTATION_SOUTH:
-                                       blocked = tile.BlocksSouth();
-                                       break;
-                               case Entity::ORIENTATION_WEST:
-                                       blocked = tile.BlocksWest();
-                                       break;
-                       }
-                       if (!blocked) {
-                               controlled->SetSpeed(walkingSpeed);
-                       } else {
-                               controlled->SetSpeed(0.0f);
-                       }
+               if (afterLock) {
+                       OnMove(!blocked);
+                       afterLock = false;
+               }
+               controlled->SetOrientation(Entity::Orientation(nextDirection));
+               if (!blocked) {
+                       controlled->SetSpeed(walkingSpeed);
+                       moveTimer.Clear();
                } else {
                        controlled->SetSpeed(0.0f);
+                       StopFollowers(*controlled);
+                       if (!moveTimer.Running()) {
+                               int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
+                               moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
+                       }
                }
-               if (nowLock != lastLock) {
-                       lastLock = nowLock;
-                       afterLock = true;
+               if (!controlled->AnimationRunning()) {
+                       controlled->StartAnimation(*this);
                }
+       } else {
+               controlled->SetSpeed(0.0f);
+               StopFollowers(*controlled);
+               controlled->StopAnimation();
+               moveTimer.Clear();
        }
-       for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
-               (*i)->Update(deltaT);
-       }
+
+       lastLock = nowLock;
 }
 
 void MapState::OnGridLock() {
-       // TODO: check for adjacent monsters and triggers on the current tile
+       LockEntities();
+       Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
+       if (trigger) {
+               // TODO: run trigger
+       }
+       // TODO: check for adjacent monsters
        // TODO: force all entities into their grid positions?
 }
 
-void MapState::OnMove() {
+void MapState::LockEntities() {
+       for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+               if (*i == controlled) {
+                       // don't lock player
+                       continue;
+               }
+               (*i)->Position().Lock(map->Tileset()->Size());
+       }
+}
+
+void MapState::OnMove(bool realMove) {
        // TODO: evaluate monster movements
+       if (realMove) {
+               UpdateFollower(*controlled);
+       } else {
+               StopFollowers(*controlled);
+       }
+}
+
+void MapState::UpdateFollower(Entity &e) {
+       if (!e.Follower()) return;
+
+       Entity &f(*e.Follower());
+       UpdateFollower(f);
+
+       Vector<int> coords(map->TileCoordinates(e.Position()));
+       Vector<int> fCoords(map->TileCoordinates(f.Position()));
+       Vector<int> direction(coords - fCoords);
+
+       if (direction.Y() < 0) {
+               f.SetOrientation(Entity::ORIENTATION_NORTH);
+               f.SetSpeed(walkingSpeed);
+               f.StartAnimation(*this);
+       } else if (direction.X() > 0) {
+               f.SetOrientation(Entity::ORIENTATION_EAST);
+               f.SetSpeed(walkingSpeed);
+               f.StartAnimation(*this);
+       } else if (direction.Y() > 0) {
+               f.SetOrientation(Entity::ORIENTATION_SOUTH);
+               f.SetSpeed(walkingSpeed);
+               f.StartAnimation(*this);
+       } else if (direction.X() < 0) {
+               f.SetOrientation(Entity::ORIENTATION_WEST);
+               f.SetSpeed(walkingSpeed);
+               f.StartAnimation(*this);
+       } else {
+               f.SetSpeed(0.0f);
+               f.StopAnimation();
+       }
+}
+
+void MapState::StopFollowers(Entity &e) {
+       for (Entity *f(e.Follower()); f; f = f->Follower()) {
+               f->SetSpeed(0.0f);
+               f->StopAnimation();
+       }
 }