X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=162db8b216186731f8852c0a4e9cc10bf7bbd128;hb=d969efe468d2d9775ab2c5388be1cde8efa0b9ad;hp=6ef2be748deb8e1dc874e3588f0b4326f561aa8a;hpb=1d6a9f01b8db0f5212b6a02603dd0670c6da38c7;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 6ef2be7..162db8b 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -8,6 +8,7 @@ #include "MapState.h" #include "Map.h" +#include "Tile.h" #include "../app/Application.h" #include "../app/Input.h" @@ -19,12 +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) { } @@ -52,31 +55,110 @@ 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; if (input.IsDown(Input::PAD_UP)) { - controlled->SetOrientation(Entity::ORIENTATION_NORTH); - controlled->SetSpeed(walkingSpeed); + nextDirection = Entity::ORIENTATION_NORTH; } else if (input.IsDown(Input::PAD_RIGHT)) { - controlled->SetOrientation(Entity::ORIENTATION_EAST); - controlled->SetSpeed(walkingSpeed); + nextDirection = Entity::ORIENTATION_EAST; } else if (input.IsDown(Input::PAD_DOWN)) { - controlled->SetOrientation(Entity::ORIENTATION_SOUTH); - controlled->SetSpeed(walkingSpeed); + nextDirection = Entity::ORIENTATION_SOUTH; } else if (input.IsDown(Input::PAD_LEFT)) { - controlled->SetOrientation(Entity::ORIENTATION_WEST); - controlled->SetSpeed(walkingSpeed); + nextDirection = Entity::ORIENTATION_WEST; } else { - controlled->SetSpeed(0.0f); + nextDirection = -1; } } void MapState::UpdateWorld(float deltaT) { + if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) { + OnTileLock(); + } for (std::vector::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { (*i)->Update(deltaT); } } +void MapState::OnTileLock() { + if (moveTimer.Running() && !moveTimer.JustHit()) return; + + Vector nowLock(controlled->Position()); + if (nowLock != lastLock) { + OnGridLock(); + afterLock = true; + moveTimer.Clear(); + } else if (moveTimer.JustHit()) { + OnGridLock(); + afterLock = true; + } + + if (nextDirection >= 0) { + if (afterLock) { + // FIXME: this check is unreliable, see #21 + 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); + moveTimer.Clear(); + } else { + controlled->SetSpeed(0.0f); + 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); + controlled->StopAnimation(); + moveTimer.Clear(); + } + + lastLock = nowLock; +} + +void MapState::OnGridLock() { + Trigger *trigger(map->TriggerAt(Vector(controlled->Position()))); + if (trigger) { + // TODO: run trigger + } + // TODO: check for adjacent monsters + // TODO: force all entities into their grid positions? +} + +void MapState::OnMove() { + // TODO: evaluate monster movements + UpdateFollower(controlled); +} + +void MapState::UpdateFollower(Entity *e) { + if (!e->Follower()) return; + UpdateFollower(e->Follower()); + + e->Follower()->SetOrientation(e->GetOrientation()); + // TODO: set follower speed +} + + void MapState::Render(SDL_Surface *screen) { SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));