MapState::MapState(GameConfig *g, Map *map)
: game(g)
-, ctrl(0)
, map(map)
, controlled(0)
, pushed(0)
}
-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);
}
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;
}
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) {
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);
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;
+ }
+ }
+}
+
}