]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
implemented followers
[l2e.git] / src / map / MapState.cpp
index 9a94731cd201c41eeaecd41731032b3245051e6b..e215f40f872a6b2d36aaca059761e0731c1e2d70 100644 (file)
@@ -20,12 +20,14 @@ using geometry::Vector;
 
 namespace map {
 
-MapState::MapState(const Map *map)
+MapState::MapState(Map *map)
 : map(map)
 , controlled(0)
 , tempTarget(20, 20)
 , camera(100, 100, &tempTarget)
-, walkingSpeed(64) {
+, walkingSpeed(64)
+, nextDirection(-1)
+, afterLock(false) {
 
 }
 
@@ -53,27 +55,48 @@ 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;
 
-       bool down(false);
        if (input.IsDown(Input::PAD_UP)) {
-               controlled->SetOrientation(Entity::ORIENTATION_NORTH);
-               down = true;
+               nextDirection = Entity::ORIENTATION_NORTH;
        } else if (input.IsDown(Input::PAD_RIGHT)) {
-               controlled->SetOrientation(Entity::ORIENTATION_EAST);
-               down = true;
+               nextDirection = Entity::ORIENTATION_EAST;
        } else if (input.IsDown(Input::PAD_DOWN)) {
-               controlled->SetOrientation(Entity::ORIENTATION_SOUTH);
-               down = true;
+               nextDirection = Entity::ORIENTATION_SOUTH;
        } else if (input.IsDown(Input::PAD_LEFT)) {
-               controlled->SetOrientation(Entity::ORIENTATION_WEST);
-               down = true;
+               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 (down) {
+       if (nextDirection >= 0) {
                const Tile &tile(map->TileAt(controlled->Position()));
                bool blocked(false);
-               switch (controlled->GetOrientation()) {
+               switch (nextDirection) {
                        case Entity::ORIENTATION_NORTH:
                                blocked = tile.BlocksNorth();
                                break;
@@ -87,22 +110,100 @@ void MapState::HandleEvents(const Input &input) {
                                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::UpdateWorld(float deltaT) {
+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)->Update(deltaT);
+               (*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));