]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
added map trigger prototype
[l2e.git] / src / map / MapState.cpp
index 6ef2be748deb8e1dc874e3588f0b4326f561aa8a..8d9b278c89b8b52e4b30582d741145b58bdc325e 100644 (file)
@@ -8,6 +8,7 @@
 #include "MapState.h"
 
 #include "Map.h"
+#include "Tile.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
 
@@ -24,7 +25,9 @@ MapState::MapState(const Map *map)
 , controlled(0)
 , tempTarget(20, 20)
 , camera(100, 100, &tempTarget)
-, walkingSpeed(64) {
+, walkingSpeed(64)
+, nextDirection(-1)
+, afterLock(false) {
 
 }
 
@@ -52,31 +55,80 @@ void MapState::Resize(int width, int height) {
 
 void MapState::HandleEvents(const Input &input) {
        if (!controlled) return;
-       if (!controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) return;
 
        if (input.IsDown(Input::PAD_UP)) {
-               controlled->SetOrientation(Entity::ORIENTATION_NORTH);
-               controlled->SetSpeed(walkingSpeed);
+               nextDirection = Entity::ORIENTATION_NORTH;
        } else if (input.IsDown(Input::PAD_RIGHT)) {
-               controlled->SetOrientation(Entity::ORIENTATION_EAST);
-               controlled->SetSpeed(walkingSpeed);
+               nextDirection = Entity::ORIENTATION_EAST;
        } else if (input.IsDown(Input::PAD_DOWN)) {
-               controlled->SetOrientation(Entity::ORIENTATION_SOUTH);
-               controlled->SetSpeed(walkingSpeed);
+               nextDirection = Entity::ORIENTATION_SOUTH;
        } else if (input.IsDown(Input::PAD_LEFT)) {
-               controlled->SetOrientation(Entity::ORIENTATION_WEST);
-               controlled->SetSpeed(walkingSpeed);
+               nextDirection = Entity::ORIENTATION_WEST;
        } else {
-               controlled->SetSpeed(0.0f);
+               nextDirection = -1;
        }
 }
 
 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 (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 (!controlled->AnimationRunning()) {
+                               controlled->StartAnimation(*this);
+                       }
+               } else {
+                       controlled->SetSpeed(0.0f);
+                       controlled->StopAnimation();
+               }
+               if (nowLock != lastLock) {
+                       lastLock = nowLock;
+                       afterLock = true;
+               }
+       }
        for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
                (*i)->Update(deltaT);
        }
 }
 
+void MapState::OnGridLock() {
+       // TODO: check for adjacent monsters and triggers on the current tile
+       // TODO: force all entities into their grid positions?
+}
+
+void MapState::OnMove() {
+       // TODO: evaluate monster movements
+}
+
+
 void MapState::Render(SDL_Surface *screen) {
        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));