X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=8c5ef6bcf1c53ec612c3ba86d043b003127563b8;hb=d8d0982340fc10e5161251a4b50223fabc7b4431;hp=98e9b2848b5a947f2643d1257ade0a17375ee732;hpb=34e6fb59f355d1a4afc0a9a647aeb098b998dbbd;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 98e9b28..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) { @@ -178,13 +185,13 @@ bool MapState::CheckBlocking() const { } 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() { @@ -197,6 +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) { @@ -246,12 +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);