X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=3be5a4592f5d16b636c3fb2d8a33d1df7a8277f6;hb=c055b357c50dd871b49c38191a9d867ff42ea420;hp=9a94731cd201c41eeaecd41731032b3245051e6b;hpb=3565d69c463c39b05b4612ca3d3557139d91e310;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 9a94731..3be5a45 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -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) { } @@ -53,56 +55,84 @@ 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; } +} - if (down) { - 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; +void MapState::UpdateWorld(float deltaT) { + if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) { + Vector nowLock(controlled->Position()); + if (nowLock != lastLock) { + OnGridLock(); } - if (!blocked) { - controlled->SetSpeed(walkingSpeed); + if (nextDirection >= 0) { + if (afterLock) { + 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); + } else { + controlled->SetSpeed(0.0f); + } + if (!controlled->AnimationRunning()) { + controlled->StartAnimation(*this); + } } else { controlled->SetSpeed(0.0f); + controlled->StopAnimation(); + } + if (nowLock != lastLock) { + lastLock = nowLock; + afterLock = true; } - } else { - controlled->SetSpeed(0.0f); } -} - -void MapState::UpdateWorld(float deltaT) { for (std::vector::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { (*i)->Update(deltaT); } } +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 +} + + void MapState::Render(SDL_Surface *screen) { SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));