]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
closed the gap between battle and map state (yay)
[l2e.git] / src / map / MapState.cpp
index ce14c2905982e04efcdce3c9edee11534b4a0931..773190e88952b604511fb4a249f94d751035c4a2 100644 (file)
 #include "Trigger.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
+#include "../battle/BattleState.h"
+#include "../common/GameConfig.h"
+#include "../common/GameState.h"
 #include "../graphics/ColorFade.h"
 
 #include <algorithm>
 
 using app::Application;
 using app::Input;
+using battle::BattleState;
+using common::GameConfig;
 using geometry::Vector;
 using graphics::ColorFade;
 
 namespace map {
 
-MapState::MapState(Map *map)
-: ctrl(0)
+MapState::MapState(GameConfig *g, Map *map)
+: game(g)
+, ctrl(0)
 , map(map)
 , controlled(0)
 , tempTarget(20, 20)
@@ -95,16 +101,19 @@ void MapState::OnTileLock() {
        if (moveTimer.Running() && !moveTimer.JustHit()) return;
 
        Vector<int> nowLock(controlled->Position());
+       bool event(false);
        if (nowLock != lastLock) {
-               OnGridLock();
+               event = OnGridLock();
                afterLock = true;
                moveTimer.Clear();
        } else if (moveTimer.JustHit()) {
-               OnGridLock();
+               event = OnGridLock();
                afterLock = true;
        }
 
-       // TODO: halt all activity if lock caused a state/map transition
+       if (event) {
+               return;
+       }
 
        if (nextDirection >= 0) {
                bool blocked(CheckBlocking());
@@ -193,13 +202,13 @@ bool MapState::CheckBlocking() const {
        return false;
 }
 
-void MapState::OnGridLock() {
+bool MapState::OnGridLock() {
        if (skipLock) {
                skipLock = false;
+               return false;
        } else {
                LockEntities();
-               CheckMonster();
-               CheckTrigger();
+               return CheckMonster() || CheckTrigger();
        }
 }
 
@@ -213,7 +222,7 @@ void MapState::LockEntities() {
        }
 }
 
-void MapState::CheckMonster() {
+bool MapState::CheckMonster() {
        Vector<int> coords(map->TileCoordinates(controlled->Position()));
        Vector<int> neighbor[4];
        neighbor[0] = Vector<int>(coords.X(), coords.Y() - 1); // N
@@ -225,17 +234,38 @@ void MapState::CheckMonster() {
                for (std::vector<Entity *>::iterator e(entities.begin()), end(entities.end()); e != end; ++e) {
                        if ((*e)->Hostile() && map->TileCoordinates((*e)->Position()) == neighbor[i]) {
                                // TODO: check for turn advantage, see #26
-                               // TODO: remove entity, push battle state and transition and halt all other activity
+                               // TODO: other transition
+                               BattleState *battleState(new BattleState(game, map->BattleBackgroundAt((*e)->Position()), (*e)->PartyLayout()));
+                               for (int i(0); i < 4; ++i) {
+                                       if (game->state->party[i]) {
+                                               battleState->AddHero(*game->state->party[i]);
+                                       }
+                               }
+                               for (battle::Monster *monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) {
+                                       battleState->AddMonster(*monster);
+                               }
+
+                               ColorFade *fadeIn(new ColorFade(this, 0, 500, true));
+                               fadeIn->SetLeadInTime(500);
+                               ColorFade *fadeOut(new ColorFade(this, 0, 500));
+                               fadeOut->SetLeadOutTime(500);
+
+                               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?)
+                               //  - battle background (from tile/area/map)
                                //  - monsters + layout (from entity)
-                               //  - battle resources (from global resources)
                        }
                }
        }
+       return false;
 }
 
-void MapState::CheckTrigger() {
+bool MapState::CheckTrigger() {
        Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
        if (trigger) {
                // TODO: run trigger script
@@ -245,9 +275,10 @@ void MapState::CheckTrigger() {
                        ColorFade *fadeOut(new ColorFade(this, 0, 500, false));
                        fadeOut->SetLeadOutTime(500);
                        ctrl->PushState(fadeOut);
+                       return true;
                }
        }
-
+       return false;
 }
 
 void MapState::OnMove(bool realMove) {