X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=8c5ef6bcf1c53ec612c3ba86d043b003127563b8;hb=d8d0982340fc10e5161251a4b50223fabc7b4431;hp=6ef2be748deb8e1dc874e3588f0b4326f561aa8a;hpb=1d6a9f01b8db0f5212b6a02603dd0670c6da38c7;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 6ef2be7..8c5ef6b 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -8,6 +8,8 @@ #include "MapState.h" #include "Map.h" +#include "Tile.h" +#include "Trigger.h" #include "../app/Application.h" #include "../app/Input.h" @@ -19,12 +21,16 @@ 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) +, skipLock(false) +, debug(false) { } @@ -52,37 +58,257 @@ 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; if (input.IsDown(Input::PAD_UP)) { - controlled->SetOrientation(Entity::ORIENTATION_NORTH); - controlled->SetSpeed(walkingSpeed); + nextDirection = Entity::ORIENTATION_NORTH; } else if (input.IsDown(Input::PAD_RIGHT)) { - controlled->SetOrientation(Entity::ORIENTATION_EAST); - controlled->SetSpeed(walkingSpeed); + nextDirection = Entity::ORIENTATION_EAST; } else if (input.IsDown(Input::PAD_DOWN)) { - controlled->SetOrientation(Entity::ORIENTATION_SOUTH); - controlled->SetSpeed(walkingSpeed); + nextDirection = Entity::ORIENTATION_SOUTH; } else if (input.IsDown(Input::PAD_LEFT)) { - controlled->SetOrientation(Entity::ORIENTATION_WEST); - controlled->SetSpeed(walkingSpeed); + nextDirection = Entity::ORIENTATION_WEST; } else { - controlled->SetSpeed(0.0f); + nextDirection = -1; + } + + if (input.JustPressed(Input::DEBUG_1)) { + debug = !debug; } } void MapState::UpdateWorld(float deltaT) { + 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) { + bool blocked(CheckBlocking()); + 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; +} + +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() { + if (skipLock) { + skipLock = false; + } else { + LockEntities(); + CheckMonster(); + CheckTrigger(); + } +} + +void MapState::LockEntities() { + for (std::vector::iterator i(entities.begin()), end(entities.end()); i != end; ++i) { + if (*i == controlled) { + // don't lock player + continue; + } + (*i)->Position().Lock(map->Tileset()->Size()); + } +} + +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) { + 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::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);