#include "MapState.h"
#include "Map.h"
+#include "Tile.h"
#include "../app/Application.h"
#include "../app/Input.h"
namespace map {
-MapState::MapState(const Map *map)
+MapState::MapState(Map *map)
: map(map)
, controlled(0)
, tempTarget(20, 20)
-, camera(100, 100, &tempTarget) {
+, camera(100, 100, &tempTarget)
+, walkingSpeed(64)
+, nextDirection(-1)
+, afterLock(false) {
}
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)) {
+ 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()->Size())) {
+ OnTileLock();
+ }
for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
(*i)->Update(deltaT);
}
}
+void MapState::OnTileLock() {
+ if (moveTimer.Running() && !moveTimer.JustHit()) return;
+
+ Vector<int> nowLock(controlled->Position());
+ if (nowLock != lastLock) {
+ OnGridLock();
+ afterLock = true;
+ moveTimer.Clear();
+ } else if (moveTimer.JustHit()) {
+ OnGridLock();
+ afterLock = true;
+ }
+
+ // TODO: halt all activity if lock caused a state/map transition
+
+ if (nextDirection >= 0) {
+ const Tile &tile(map->TileAt(controlled->Position()));
+ bool blocked(false);
+ switch (nextDirection) {
+ 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 (afterLock) {
+ OnMove(!blocked);
+ afterLock = false;
+ }
+ controlled->SetOrientation(Entity::Orientation(nextDirection));
+ if (!blocked) {
+ controlled->SetSpeed(walkingSpeed);
+ moveTimer.Clear();
+ } else {
+ controlled->SetSpeed(0.0f);
+ StopFollowers(*controlled);
+ if (!moveTimer.Running()) {
+ int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
+ moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
+ }
+ }
+ if (!controlled->AnimationRunning()) {
+ controlled->StartAnimation(*this);
+ }
+ } else {
+ controlled->SetSpeed(0.0f);
+ StopFollowers(*controlled);
+ controlled->StopAnimation();
+ moveTimer.Clear();
+ }
+
+ lastLock = nowLock;
+}
+
+void MapState::OnGridLock() {
+ LockEntities();
+ Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
+ if (trigger) {
+ // TODO: run trigger
+ }
+ // TODO: check for adjacent monsters
+ // TODO: force all entities into their grid positions?
+}
+
+void MapState::LockEntities() {
+ for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+ (*i)->Position().Lock(map->Tileset()->Size());
+ }
+}
+
+void MapState::OnMove(bool realMove) {
+ // TODO: evaluate monster movements
+ if (realMove) {
+ UpdateFollower(*controlled);
+ } else {
+ StopFollowers(*controlled);
+ }
+}
+
+void MapState::UpdateFollower(Entity &e) {
+ if (!e.Follower()) return;
+
+ Entity &f(*e.Follower());
+ UpdateFollower(f);
+
+ Vector<int> coords(map->TileCoordinates(e.Position()));
+ Vector<int> fCoords(map->TileCoordinates(f.Position()));
+ Vector<int> direction(coords - fCoords);
+
+ if (direction.Y() < 0) {
+ f.SetOrientation(Entity::ORIENTATION_NORTH);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else if (direction.X() > 0) {
+ f.SetOrientation(Entity::ORIENTATION_EAST);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else if (direction.Y() > 0) {
+ f.SetOrientation(Entity::ORIENTATION_SOUTH);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else if (direction.X() < 0) {
+ f.SetOrientation(Entity::ORIENTATION_WEST);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else {
+ f.SetSpeed(0.0f);
+ f.StopAnimation();
+ }
+}
+
+void MapState::StopFollowers(Entity &e) {
+ for (Entity *f(e.Follower()); f; f = f->Follower()) {
+ f->SetSpeed(0.0f);
+ f->StopAnimation();
+ }
+}
+
+
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);