X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=8f5a1277e610b1d86e787eb8c2c8fef009278ce8;hb=3d7e44003c4a2d555c753b078d7199736af4a939;hp=8c5ef6bcf1c53ec612c3ba86d043b003127563b8;hpb=d8d0982340fc10e5161251a4b50223fabc7b4431;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 8c5ef6b..8f5a127 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -9,20 +9,30 @@ #include "Map.h" #include "Tile.h" +#include "TransitionState.h" #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) -: map(map) +MapState::MapState(GameConfig *g, Map *map) +: game(g) +, ctrl(0) +, map(map) , controlled(0) , tempTarget(20, 20) , camera(100, 100, &tempTarget) @@ -35,8 +45,10 @@ MapState::MapState(Map *map) } -void MapState::EnterState(Application &ctrl, SDL_Surface *screen) { +void MapState::EnterState(Application &c, SDL_Surface *screen) { + ctrl = &c; camera.Resize(screen->w, screen->h); + LoadMap(map); } void MapState::ExitState(Application &ctrl, SDL_Surface *screen) { @@ -89,16 +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()); @@ -132,11 +147,14 @@ void MapState::OnTileLock() { } bool MapState::CheckBlocking() const { - const Tile &tile(map->TileAt(controlled->Position())); + const Tile *tile(map->TileAt(controlled->Position())); + if (!tile) { + return false; + } Vector nextPosition; switch (nextDirection) { case Entity::ORIENTATION_NORTH: - if (tile.BlocksNorth()) { + if (tile->BlocksNorth()) { return true; } else { nextPosition = Vector( @@ -145,7 +163,7 @@ bool MapState::CheckBlocking() const { } break; case Entity::ORIENTATION_EAST: - if (tile.BlocksEast()) { + if (tile->BlocksEast()) { return true; } else { nextPosition = Vector( @@ -154,7 +172,7 @@ bool MapState::CheckBlocking() const { } break; case Entity::ORIENTATION_SOUTH: - if (tile.BlocksSouth()) { + if (tile->BlocksSouth()) { return true; } else { nextPosition = Vector( @@ -163,7 +181,7 @@ bool MapState::CheckBlocking() const { } break; case Entity::ORIENTATION_WEST: - if (tile.BlocksWest()) { + if (tile->BlocksWest()) { return true; } else { nextPosition = Vector( @@ -184,13 +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(); } } @@ -204,7 +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 @@ -216,25 +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) { - Transition(trigger->map, trigger->target); + ctrl->PushState(new ColorFade(this, 0, 500, true)); + ctrl->PushState(new TransitionState(this, trigger->map, trigger->target)); + ColorFade *fadeOut(new ColorFade(this, 0, 500, false)); + fadeOut->SetLeadOutTime(500); + ctrl->PushState(fadeOut); + return true; } } - + return false; } void MapState::OnMove(bool realMove) { @@ -287,17 +331,30 @@ void MapState::StopFollowers(Entity &e) { void MapState::Transition(Map *newMap, const Vector &coordinates) { + UnloadMap(); 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; + LoadMap(newMap); skipLock = true; } +void MapState::UnloadMap() { + entities.clear(); +} + +void MapState::LoadMap(Map *m) { + map = m; + for (Entity *e(m->EntitiesBegin()), *end(m->EntitiesEnd()); e != end; ++e) { + entities.push_back(e); + } + for (Entity *e(controlled); e; e = e->Follower()) { + entities.push_back(e); + } +} + void MapState::Render(SDL_Surface *screen) { SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));