X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=3be5a4592f5d16b636c3fb2d8a33d1df7a8277f6;hb=c055b357c50dd871b49c38191a9d867ff42ea420;hp=ed776482e3763084308af422cfe31766787cca1b;hpb=dc7b19b8d0be4aff410f9c4514c742fe28b25ff4;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index ed77648..3be5a45 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -8,19 +8,26 @@ #include "MapState.h" #include "Map.h" +#include "Tile.h" #include "../app/Application.h" #include "../app/Input.h" +#include + using app::Application; using app::Input; 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) { +, camera(100, 100, &tempTarget) +, walkingSpeed(64) +, nextDirection(-1) +, afterLock(false) { } @@ -47,16 +54,100 @@ void MapState::Resize(int width, int height) { void MapState::HandleEvents(const Input &input) { - + if (!controlled) 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()->Width(), map->Tileset()->Height())) { + Vector nowLock(controlled->Position()); + if (nowLock != lastLock) { + OnGridLock(); + } + 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; + } + } + 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)); + Vector offset(camera.CalculateOffset()); map->Render(screen, offset); + + std::sort(entities.begin(), entities.end(), ZCompare); + for (std::vector::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { + (*i)->Render(screen, offset); + } +} + + +bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) { + return lhs->Position().Y() < rhs->Position().Y(); } }