]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
added 500ms blackness between map transitions
[l2e.git] / src / map / MapState.cpp
index 7e6d7328d2756bb533527cf41efc25a9a2b6f703..ce14c2905982e04efcdce3c9edee11534b4a0931 100644 (file)
@@ -9,20 +9,24 @@
 
 #include "Map.h"
 #include "Tile.h"
+#include "TransitionState.h"
 #include "Trigger.h"
 #include "../app/Application.h"
 #include "../app/Input.h"
+#include "../graphics/ColorFade.h"
 
 #include <algorithm>
 
 using app::Application;
 using app::Input;
 using geometry::Vector;
+using graphics::ColorFade;
 
 namespace map {
 
 MapState::MapState(Map *map)
-: map(map)
+: ctrl(0)
+, map(map)
 , controlled(0)
 , tempTarget(20, 20)
 , camera(100, 100, &tempTarget)
@@ -35,7 +39,8 @@ MapState::MapState(Map *map)
 }
 
 
-void MapState::EnterState(Application &ctrl, SDL_Surface *screen) {
+void MapState::EnterState(Application &c, SDL_Surface *screen) {
+       ctrl = &c;
        camera.Resize(screen->w, screen->h);
        LoadMap(map);
 }
@@ -133,11 +138,14 @@ void MapState::OnTileLock() {
 }
 
 bool MapState::CheckBlocking() const {
-       const Tile &tile(map->TileAt(controlled->Position()));
+       const Tile *tile(map->TileAt(controlled->Position()));
+       if (!tile) {
+               return false;
+       }
        Vector<int> nextPosition;
        switch (nextDirection) {
                case Entity::ORIENTATION_NORTH:
-                       if (tile.BlocksNorth()) {
+                       if (tile->BlocksNorth()) {
                                return true;
                        } else {
                                nextPosition = Vector<int>(
@@ -146,7 +154,7 @@ bool MapState::CheckBlocking() const {
                        }
                        break;
                case Entity::ORIENTATION_EAST:
-                       if (tile.BlocksEast()) {
+                       if (tile->BlocksEast()) {
                                return true;
                        } else {
                                nextPosition = Vector<int>(
@@ -155,7 +163,7 @@ bool MapState::CheckBlocking() const {
                        }
                        break;
                case Entity::ORIENTATION_SOUTH:
-                       if (tile.BlocksSouth()) {
+                       if (tile->BlocksSouth()) {
                                return true;
                        } else {
                                nextPosition = Vector<int>(
@@ -164,7 +172,7 @@ bool MapState::CheckBlocking() const {
                        }
                        break;
                case Entity::ORIENTATION_WEST:
-                       if (tile.BlocksWest()) {
+                       if (tile->BlocksWest()) {
                                return true;
                        } else {
                                nextPosition = Vector<int>(
@@ -232,7 +240,11 @@ void MapState::CheckTrigger() {
        if (trigger) {
                // TODO: run trigger script
                if (trigger->map) {
-                       Transition(trigger->map, trigger->target);
+                       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);
                }
        }