X-Git-Url: http://git.localhorst.tv/?a=blobdiff_plain;f=src%2Fmap%2FMapState.cpp;h=ce14c2905982e04efcdce3c9edee11534b4a0931;hb=389d2fcb1e9ca1023cda11da80f00272ab20903a;hp=98e9b2848b5a947f2643d1257ade0a17375ee732;hpb=34e6fb59f355d1a4afc0a9a647aeb098b998dbbd;p=l2e.git diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 98e9b28..ce14c29 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -9,31 +9,40 @@ #include "Map.h" #include "Tile.h" +#include "TransitionState.h" +#include "Trigger.h" #include "../app/Application.h" #include "../app/Input.h" +#include "../graphics/ColorFade.h" #include using app::Application; using app::Input; using geometry::Vector; +using graphics::ColorFade; namespace map { MapState::MapState(Map *map) -: map(map) +: ctrl(0) +, map(map) , controlled(0) , tempTarget(20, 20) , camera(100, 100, &tempTarget) , walkingSpeed(64) , nextDirection(-1) -, afterLock(false) { +, afterLock(false) +, skipLock(false) +, debug(false) { } -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) { @@ -67,6 +76,10 @@ void MapState::HandleEvents(const Input &input) { } else { nextDirection = -1; } + + if (input.JustPressed(Input::DEBUG_1)) { + debug = !debug; + } } void MapState::UpdateWorld(float deltaT) { @@ -125,11 +138,14 @@ 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( @@ -138,7 +154,7 @@ bool MapState::CheckBlocking() const { } break; case Entity::ORIENTATION_EAST: - if (tile.BlocksEast()) { + if (tile->BlocksEast()) { return true; } else { nextPosition = Vector( @@ -147,7 +163,7 @@ bool MapState::CheckBlocking() const { } break; case Entity::ORIENTATION_SOUTH: - if (tile.BlocksSouth()) { + if (tile->BlocksSouth()) { return true; } else { nextPosition = Vector( @@ -156,7 +172,7 @@ bool MapState::CheckBlocking() const { } break; case Entity::ORIENTATION_WEST: - if (tile.BlocksWest()) { + if (tile->BlocksWest()) { return true; } else { nextPosition = Vector( @@ -178,13 +194,13 @@ 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 +213,43 @@ 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) { + 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); + } + } + +} + void MapState::OnMove(bool realMove) { // TODO: evaluate monster movements if (realMove) { @@ -246,12 +299,40 @@ void MapState::StopFollowers(Entity &e) { } +void MapState::Transition(Map *newMap, const Vector &coordinates) { + UnloadMap(); + Vector position(coordinates * map->Tileset()->Size()); + for (Entity *e(controlled); e; e = e->Follower()) { + e->Position() = position; + e->SetOrientation(controlled->GetOrientation()); + } + LoadMap(newMap); + skipLock = true; +} + +void MapState::UnloadMap() { + entities.clear(); +} + +void MapState::LoadMap(Map *m) { + map = m; + entities.insert(entities.end(), m->EntitiesBegin(), m->EntitiesEnd()); + 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)); 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);