X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=8c5ef6bcf1c53ec612c3ba86d043b003127563b8;hb=d8d0982340fc10e5161251a4b50223fabc7b4431;hp=26e20da4948bec91eb126e18fb3e585ae46e923b;hpb=e42e6570cb7460a1794fdc674d875a2b798d4f43;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 26e20da..8c5ef6b 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -9,6 +9,7 @@ #include "Map.h" #include "Tile.h" +#include "Trigger.h" #include "../app/Application.h" #include "../app/Input.h" @@ -27,7 +28,9 @@ MapState::MapState(Map *map) , camera(100, 100, &tempTarget) , walkingSpeed(64) , nextDirection(-1) -, afterLock(false) { +, afterLock(false) +, skipLock(false) +, debug(false) { } @@ -67,6 +70,10 @@ void MapState::HandleEvents(const Input &input) { } else { nextDirection = -1; } + + if (input.JustPressed(Input::DEBUG_1)) { + debug = !debug; + } } void MapState::UpdateWorld(float deltaT) { @@ -94,22 +101,7 @@ void MapState::OnTileLock() { // 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; - } + bool blocked(CheckBlocking()); if (afterLock) { OnMove(!blocked); afterLock = false; @@ -139,14 +131,67 @@ void MapState::OnTileLock() { lastLock = nowLock; } +bool MapState::CheckBlocking() const { + const Tile &tile(map->TileAt(controlled->Position())); + Vector nextPosition; + switch (nextDirection) { + case Entity::ORIENTATION_NORTH: + if (tile.BlocksNorth()) { + return true; + } else { + nextPosition = Vector( + controlled->Position().X(), + controlled->Position().Y() - map->Tileset()->Height()); + } + break; + case Entity::ORIENTATION_EAST: + if (tile.BlocksEast()) { + return true; + } else { + nextPosition = Vector( + controlled->Position().X() + map->Tileset()->Width(), + controlled->Position().Y()); + } + break; + case Entity::ORIENTATION_SOUTH: + if (tile.BlocksSouth()) { + return true; + } else { + nextPosition = Vector( + controlled->Position().X(), + controlled->Position().Y() + map->Tileset()->Height()); + } + break; + case Entity::ORIENTATION_WEST: + if (tile.BlocksWest()) { + return true; + } else { + nextPosition = Vector( + controlled->Position().X() - map->Tileset()->Width(), + controlled->Position().Y()); + } + break; + default: + return false; + } + Vector nextTileCoords(map->TileCoordinates(nextPosition)); + for (std::vector::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) { + const Entity &e(**i); + if (map->TileCoordinates(e.Position()) == nextTileCoords && e.Blocking()) { + return true; + } + } + return false; +} + void MapState::OnGridLock() { - LockEntities(); - Trigger *trigger(map->TriggerAt(Vector(controlled->Position()))); - if (trigger) { - // TODO: run trigger + if (skipLock) { + skipLock = false; + } else { + LockEntities(); + CheckMonster(); + CheckTrigger(); } - // TODO: check for adjacent monsters - // TODO: force all entities into their grid positions? } void MapState::LockEntities() { @@ -159,6 +204,39 @@ void MapState::LockEntities() { } } +void MapState::CheckMonster() { + Vector coords(map->TileCoordinates(controlled->Position())); + Vector neighbor[4]; + neighbor[0] = Vector(coords.X(), coords.Y() - 1); // N + neighbor[1] = Vector(coords.X() + 1, coords.Y()); // E + neighbor[2] = Vector(coords.X(), coords.Y() + 1); // S + neighbor[3] = Vector(coords.X() - 1, coords.Y()); // W + + for (int i(0); i < 4; ++i) { + 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 + // needed information here: + // - battle background (from tile?) + // - monsters + layout (from entity) + // - battle resources (from global resources) + } + } + } +} + +void MapState::CheckTrigger() { + Trigger *trigger(map->TriggerAt(Vector(controlled->Position()))); + if (trigger) { + // TODO: run trigger script + if (trigger->map) { + Transition(trigger->map, trigger->target); + } + } + +} + void MapState::OnMove(bool realMove) { // TODO: evaluate monster movements if (realMove) { @@ -208,12 +286,29 @@ void MapState::StopFollowers(Entity &e) { } +void MapState::Transition(Map *newMap, const Vector &coordinates) { + Vector position(coordinates * map->Tileset()->Size()); + entities.clear(); + for (Entity *e(controlled); e; e = e->Follower()) { + e->Position() = position; + e->SetOrientation(controlled->GetOrientation()); + entities.push_back(e); + } + map = newMap; + skipLock = true; +} + + 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); + if (debug) { + map->RenderDebug(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);