X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=773190e88952b604511fb4a249f94d751035c4a2;hb=0ad5ca97b5df217329bc319d62564a9f46ba11d7;hp=64c254786559bb2fce4958005c1dde5de85d8bd9;hpb=e02068d51f5e7f82d4d3195e9a9ce5c9d76f727d;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 64c2547..773190e 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -13,19 +13,25 @@ #include "Trigger.h" #include "../app/Application.h" #include "../app/Input.h" +#include "../battle/BattleState.h" +#include "../common/GameConfig.h" +#include "../common/GameState.h" #include "../graphics/ColorFade.h" #include using app::Application; using app::Input; +using battle::BattleState; +using common::GameConfig; using geometry::Vector; using graphics::ColorFade; namespace map { -MapState::MapState(Map *map) -: ctrl(0) +MapState::MapState(GameConfig *g, Map *map) +: game(g) +, ctrl(0) , map(map) , controlled(0) , tempTarget(20, 20) @@ -95,16 +101,19 @@ void MapState::OnTileLock() { if (moveTimer.Running() && !moveTimer.JustHit()) return; Vector nowLock(controlled->Position()); + bool event(false); if (nowLock != lastLock) { - OnGridLock(); + event = OnGridLock(); afterLock = true; moveTimer.Clear(); } else if (moveTimer.JustHit()) { - OnGridLock(); + event = OnGridLock(); afterLock = true; } - // TODO: halt all activity if lock caused a state/map transition + if (event) { + return; + } if (nextDirection >= 0) { bool blocked(CheckBlocking()); @@ -193,13 +202,13 @@ bool MapState::CheckBlocking() const { return false; } -void MapState::OnGridLock() { +bool MapState::OnGridLock() { if (skipLock) { skipLock = false; + return false; } else { LockEntities(); - CheckMonster(); - CheckTrigger(); + return CheckMonster() || CheckTrigger(); } } @@ -213,7 +222,7 @@ void MapState::LockEntities() { } } -void MapState::CheckMonster() { +bool MapState::CheckMonster() { Vector coords(map->TileCoordinates(controlled->Position())); Vector neighbor[4]; neighbor[0] = Vector(coords.X(), coords.Y() - 1); // N @@ -225,27 +234,51 @@ void MapState::CheckMonster() { for (std::vector::iterator e(entities.begin()), end(entities.end()); e != end; ++e) { if ((*e)->Hostile() && map->TileCoordinates((*e)->Position()) == neighbor[i]) { // TODO: check for turn advantage, see #26 - // TODO: remove entity, push battle state and transition and halt all other activity + // TODO: other transition + BattleState *battleState(new BattleState(game, map->BattleBackgroundAt((*e)->Position()), (*e)->PartyLayout())); + for (int i(0); i < 4; ++i) { + if (game->state->party[i]) { + battleState->AddHero(*game->state->party[i]); + } + } + for (battle::Monster *monster((*e)->MonstersBegin()); monster != (*e)->MonstersEnd(); ++monster) { + battleState->AddMonster(*monster); + } + + ColorFade *fadeIn(new ColorFade(this, 0, 500, true)); + fadeIn->SetLeadInTime(500); + ColorFade *fadeOut(new ColorFade(this, 0, 500)); + fadeOut->SetLeadOutTime(500); + + ctrl->PushState(fadeIn); + ctrl->PushState(battleState); + ctrl->PushState(fadeOut); + // TODO: move entity erase to happen after the transition or battle + entities.erase(e); + return true; // needed information here: - // - battle background (from tile?) + // - battle background (from tile/area/map) // - monsters + layout (from entity) - // - battle resources (from global resources) } } } + return false; } -void MapState::CheckTrigger() { +bool MapState::CheckTrigger() { Trigger *trigger(map->TriggerAt(Vector(controlled->Position()))); if (trigger) { // TODO: run trigger script if (trigger->map) { ctrl->PushState(new ColorFade(this, 0, 500, true)); ctrl->PushState(new TransitionState(this, trigger->map, trigger->target)); - ctrl->PushState(new ColorFade(this, 0, 500, false)); + ColorFade *fadeOut(new ColorFade(this, 0, 500, false)); + fadeOut->SetLeadOutTime(500); + ctrl->PushState(fadeOut); + return true; } } - + return false; } void MapState::OnMove(bool realMove) {