]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
load capsule in battles created by MapState
[l2e.git] / src / map / MapState.cpp
index a716f950e8f0977ebbf14cf456bf64bbf7997f1d..35c0c5c76f9a09a53b38e68ac5f8228d524c8449 100644 (file)
@@ -1,10 +1,3 @@
-/*
- * MapState.cpp
- *
- *  Created on: Sep 29, 2012
- *      Author: holy
- */
-
 #include "MapState.h"
 
 #include "Map.h"
@@ -17,6 +10,7 @@
 #include "../common/GameConfig.h"
 #include "../common/GameState.h"
 #include "../graphics/ColorFade.h"
+#include "../menu/PartyMenu.h"
 
 #include <algorithm>
 
@@ -26,12 +20,12 @@ using battle::BattleState;
 using common::GameConfig;
 using geometry::Vector;
 using graphics::ColorFade;
+using menu::PartyMenu;
 
 namespace map {
 
 MapState::MapState(GameConfig *g, Map *map)
 : game(g)
-, ctrl(0)
 , map(map)
 , controlled(0)
 , pushed(0)
@@ -47,30 +41,34 @@ MapState::MapState(GameConfig *g, Map *map)
 }
 
 
-void MapState::EnterState(Application &c, SDL_Surface *screen) {
-       ctrl = &c;
+void MapState::OnEnterState(SDL_Surface *screen) {
        camera.Resize(screen->w, screen->h);
        LoadMap(map);
 }
 
-void MapState::ExitState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnExitState(SDL_Surface *screen) {
 
 }
 
-void MapState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnResumeState(SDL_Surface *screen) {
        camera.Resize(screen->w, screen->h);
 }
 
-void MapState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnPauseState(SDL_Surface *screen) {
 
 }
 
-void MapState::Resize(int width, int height) {
+void MapState::OnResize(int width, int height) {
        camera.Resize(width, height);
 }
 
 
 void MapState::HandleEvents(const Input &input) {
+       if (input.JustPressed(Input::ACTION_X)) {
+               Ctrl().PushState(new PartyMenu(game));
+               return;
+       }
+
        if (!controlled) return;
 
        if (input.IsDown(Input::PAD_UP)) {
@@ -298,8 +296,11 @@ bool MapState::CheckMonster() {
                                                battleState->AddHero(*game->state->party[i]);
                                        }
                                }
-                               for (battle::Monster *monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) {
-                                       battleState->AddMonster(*monster);
+                               if (game->state->capsule) {
+                                       battleState->SetCapsule(game->state->capsule);
+                               }
+                               for (battle::Monster **monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) {
+                                       battleState->AddMonster(**monster);
                                }
 
                                ColorFade *fadeIn(new ColorFade(this, 0, 500, true));
@@ -307,15 +308,12 @@ bool MapState::CheckMonster() {
                                ColorFade *fadeOut(new ColorFade(this, 0, 500));
                                fadeOut->SetLeadOutTime(500);
 
-                               ctrl->PushState(fadeIn);
-                               ctrl->PushState(battleState);
-                               ctrl->PushState(fadeOut);
+                               Ctrl().PushState(fadeIn);
+                               Ctrl().PushState(battleState);
+                               Ctrl().PushState(fadeOut);
                                // TODO: move entity erase to happen after the transition or battle
                                entities.erase(e);
                                return true;
-                               // needed information here:
-                               //  - battle background (from tile/area/map)
-                               //  - monsters + layout (from entity)
                        }
                }
        }
@@ -349,14 +347,8 @@ bool MapState::CheckMoveTrigger() {
 }
 
 void MapState::RunTrigger(Trigger &trigger) {
-       // TODO: run trigger script
-       if (trigger.map) {
-               ctrl->PushState(new ColorFade(this, 0, 500, true));
-               ctrl->PushState(new TransitionState(this, trigger.map, trigger.target));
-               ColorFade *fadeOut(new ColorFade(this, 0, 500, false));
-               fadeOut->SetLeadOutTime(500);
-               ctrl->PushState(fadeOut);
-       }
+       if (!trigger.HasScript()) return;
+       runner.Run(*this, trigger.GetScript());
 }
 
 void MapState::UpdateFollower(Entity &e) {
@@ -418,6 +410,7 @@ void MapState::LoadMap(Map *m) {
        map = m;
        for (Entity *e(m->EntitiesBegin()), *end(m->EntitiesEnd()); e != end; ++e) {
                entities.push_back(e);
+               e->ResetPosition(map->Tileset()->Size());
        }
        for (Entity *e(controlled); e; e = e->Follower()) {
                entities.push_back(e);
@@ -446,4 +439,18 @@ bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) {
        return lhs->Position().Y() < rhs->Position().Y();
 }
 
+
+void MapState::HandleSyscall(common::ScriptRunner &r) {
+       switch (r.IntegerRegister(0)) {
+               case TRANSITION: {
+                       Ctrl().PushState(new ColorFade(this, 0, 500, true));
+                       Ctrl().PushState(new TransitionState(this, reinterpret_cast<Map *>(r.AddressRegister(0)), r.VectorRegister(0)));
+                       ColorFade *fadeOut(new ColorFade(this, 0, 500, false));
+                       fadeOut->SetLeadOutTime(500);
+                       Ctrl().PushState(fadeOut);
+                       break;
+               }
+       }
+}
+
 }