]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
shift walking animation by one frame
[l2e.git] / src / map / MapState.cpp
index ed776482e3763084308af422cfe31766787cca1b..8d9b278c89b8b52e4b30582d741145b58bdc325e 100644 (file)
@@ -8,9 +8,12 @@
 #include "MapState.h"
 
 #include "Map.h"
+#include "Tile.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
 
+#include <algorithm>
+
 using app::Application;
 using app::Input;
 using geometry::Vector;
@@ -19,8 +22,12 @@ namespace map {
 
 MapState::MapState(const Map *map)
 : map(map)
+, controlled(0)
 , tempTarget(20, 20)
-, camera(100, 100, &tempTarget) {
+, camera(100, 100, &tempTarget)
+, walkingSpeed(64)
+, nextDirection(-1)
+, afterLock(false) {
 
 }
 
@@ -47,16 +54,96 @@ void MapState::Resize(int width, int height) {
 
 
 void MapState::HandleEvents(const Input &input) {
-
+       if (!controlled) return;
+
+       if (input.IsDown(Input::PAD_UP)) {
+               nextDirection = Entity::ORIENTATION_NORTH;
+       } else if (input.IsDown(Input::PAD_RIGHT)) {
+               nextDirection = Entity::ORIENTATION_EAST;
+       } else if (input.IsDown(Input::PAD_DOWN)) {
+               nextDirection = Entity::ORIENTATION_SOUTH;
+       } else if (input.IsDown(Input::PAD_LEFT)) {
+               nextDirection = Entity::ORIENTATION_WEST;
+       } else {
+               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));
+
        Vector<int> offset(camera.CalculateOffset());
        map->Render(screen, offset);
+
+       std::sort(entities.begin(), entities.end(), ZCompare);
+       for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+               (*i)->Render(screen, offset);
+       }
+}
+
+
+bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) {
+       return lhs->Position().Y() < rhs->Position().Y();
 }
 
 }