]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
added 500ms blackness between map transitions
[l2e.git] / src / map / MapState.cpp
index 8c5ef6bcf1c53ec612c3ba86d043b003127563b8..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)
@@ -35,8 +39,10 @@ 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);
 }
 
 void MapState::ExitState(Application &ctrl, SDL_Surface *screen) {
@@ -132,11 +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>(
@@ -145,7 +154,7 @@ bool MapState::CheckBlocking() const {
                        }
                        break;
                case Entity::ORIENTATION_EAST:
-                       if (tile.BlocksEast()) {
+                       if (tile->BlocksEast()) {
                                return true;
                        } else {
                                nextPosition = Vector<int>(
@@ -154,7 +163,7 @@ bool MapState::CheckBlocking() const {
                        }
                        break;
                case Entity::ORIENTATION_SOUTH:
-                       if (tile.BlocksSouth()) {
+                       if (tile->BlocksSouth()) {
                                return true;
                        } else {
                                nextPosition = Vector<int>(
@@ -163,7 +172,7 @@ bool MapState::CheckBlocking() const {
                        }
                        break;
                case Entity::ORIENTATION_WEST:
-                       if (tile.BlocksWest()) {
+                       if (tile->BlocksWest()) {
                                return true;
                        } else {
                                nextPosition = Vector<int>(
@@ -231,7 +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);
                }
        }
 
@@ -287,17 +300,28 @@ void MapState::StopFollowers(Entity &e) {
 
 
 void MapState::Transition(Map *newMap, const Vector<int> &coordinates) {
+       UnloadMap();
        Vector<int> position(coordinates * map->Tileset()->Size());
-       entities.clear();
        for (Entity *e(controlled); e; e = e->Follower()) {
                e->Position() = position;
                e->SetOrientation(controlled->GetOrientation());
-               entities.push_back(e);
        }
-       map = newMap;
+       LoadMap(newMap);
        skipLock = true;
 }
 
+void MapState::UnloadMap() {
+       entities.clear();
+}
+
+void MapState::LoadMap(Map *m) {
+       map = m;
+       entities.insert(entities.end(), m->EntitiesBegin(), m->EntitiesEnd());
+       for (Entity *e(controlled); e; e = e->Follower()) {
+               entities.push_back(e);
+       }
+}
+
 
 void MapState::Render(SDL_Surface *screen) {
        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));