X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=26e20da4948bec91eb126e18fb3e585ae46e923b;hb=e42e6570cb7460a1794fdc674d875a2b798d4f43;hp=101d2c3a14780bbd462723be95e777841e701b00;hpb=817aaf3ab0a935280f7366bccf963cb911d2fa31;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 101d2c3..26e20da 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -20,13 +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) -, nextDirection(-1) { +, nextDirection(-1) +, afterLock(false) { } @@ -69,41 +70,144 @@ void MapState::HandleEvents(const Input &input) { } void MapState::UpdateWorld(float deltaT) { - if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) { - // TODO: call step hooks here - // TODO: break/merge time deltas into distinct pixel movements for better step accuracy - if (nextDirection >= 0) { - 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); - } else { - controlled->SetSpeed(0.0f); - } + if (controlled && controlled->TileLock(map->Tileset()->Size())) { + 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; + } + + // 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(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::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { - (*i)->Update(deltaT); + if (*i == controlled) { + // don't lock player + continue; + } + (*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 coords(map->TileCoordinates(e.Position())); + Vector fCoords(map->TileCoordinates(f.Position())); + Vector 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));