4 * Created on: Sep 29, 2012
12 #include "../app/Application.h"
13 #include "../app/Input.h"
17 using app::Application;
19 using geometry::Vector;
23 MapState::MapState(Map *map)
27 , camera(100, 100, &tempTarget)
35 void MapState::EnterState(Application &ctrl, SDL_Surface *screen) {
36 camera.Resize(screen->w, screen->h);
39 void MapState::ExitState(Application &ctrl, SDL_Surface *screen) {
43 void MapState::ResumeState(Application &ctrl, SDL_Surface *screen) {
44 camera.Resize(screen->w, screen->h);
47 void MapState::PauseState(Application &ctrl, SDL_Surface *screen) {
51 void MapState::Resize(int width, int height) {
52 camera.Resize(width, height);
56 void MapState::HandleEvents(const Input &input) {
57 if (!controlled) return;
59 if (input.IsDown(Input::PAD_UP)) {
60 nextDirection = Entity::ORIENTATION_NORTH;
61 } else if (input.IsDown(Input::PAD_RIGHT)) {
62 nextDirection = Entity::ORIENTATION_EAST;
63 } else if (input.IsDown(Input::PAD_DOWN)) {
64 nextDirection = Entity::ORIENTATION_SOUTH;
65 } else if (input.IsDown(Input::PAD_LEFT)) {
66 nextDirection = Entity::ORIENTATION_WEST;
72 void MapState::UpdateWorld(float deltaT) {
73 if (controlled && controlled->TileLock(map->Tileset()->Size())) {
76 for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
81 void MapState::OnTileLock() {
82 if (moveTimer.Running() && !moveTimer.JustHit()) return;
84 Vector<int> nowLock(controlled->Position());
85 if (nowLock != lastLock) {
89 } else if (moveTimer.JustHit()) {
94 // TODO: halt all activity if lock caused a state/map transition
96 if (nextDirection >= 0) {
97 bool blocked(CheckBlocking());
102 controlled->SetOrientation(Entity::Orientation(nextDirection));
104 controlled->SetSpeed(walkingSpeed);
107 controlled->SetSpeed(0.0f);
108 StopFollowers(*controlled);
109 if (!moveTimer.Running()) {
110 int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
111 moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
114 if (!controlled->AnimationRunning()) {
115 controlled->StartAnimation(*this);
118 controlled->SetSpeed(0.0f);
119 StopFollowers(*controlled);
120 controlled->StopAnimation();
127 bool MapState::CheckBlocking() const {
128 const Tile &tile(map->TileAt(controlled->Position()));
129 Vector<int> nextPosition;
130 switch (nextDirection) {
131 case Entity::ORIENTATION_NORTH:
132 if (tile.BlocksNorth()) {
135 nextPosition = Vector<int>(
136 controlled->Position().X(),
137 controlled->Position().Y() - map->Tileset()->Height());
140 case Entity::ORIENTATION_EAST:
141 if (tile.BlocksEast()) {
144 nextPosition = Vector<int>(
145 controlled->Position().X() + map->Tileset()->Width(),
146 controlled->Position().Y());
149 case Entity::ORIENTATION_SOUTH:
150 if (tile.BlocksSouth()) {
153 nextPosition = Vector<int>(
154 controlled->Position().X(),
155 controlled->Position().Y() + map->Tileset()->Height());
158 case Entity::ORIENTATION_WEST:
159 if (tile.BlocksWest()) {
162 nextPosition = Vector<int>(
163 controlled->Position().X() - map->Tileset()->Width(),
164 controlled->Position().Y());
170 Vector<int> nextTileCoords(map->TileCoordinates(nextPosition));
171 for (std::vector<Entity *>::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
172 const Entity &e(**i);
173 if (map->TileCoordinates(e.Position()) == nextTileCoords && e.Blocking()) {
180 void MapState::OnGridLock() {
182 Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
186 // TODO: check for adjacent monsters
187 // TODO: force all entities into their grid positions?
190 void MapState::LockEntities() {
191 for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
192 if (*i == controlled) {
196 (*i)->Position().Lock(map->Tileset()->Size());
200 void MapState::OnMove(bool realMove) {
201 // TODO: evaluate monster movements
203 UpdateFollower(*controlled);
205 StopFollowers(*controlled);
209 void MapState::UpdateFollower(Entity &e) {
210 if (!e.Follower()) return;
212 Entity &f(*e.Follower());
215 Vector<int> coords(map->TileCoordinates(e.Position()));
216 Vector<int> fCoords(map->TileCoordinates(f.Position()));
217 Vector<int> direction(coords - fCoords);
219 if (direction.Y() < 0) {
220 f.SetOrientation(Entity::ORIENTATION_NORTH);
221 f.SetSpeed(walkingSpeed);
222 f.StartAnimation(*this);
223 } else if (direction.X() > 0) {
224 f.SetOrientation(Entity::ORIENTATION_EAST);
225 f.SetSpeed(walkingSpeed);
226 f.StartAnimation(*this);
227 } else if (direction.Y() > 0) {
228 f.SetOrientation(Entity::ORIENTATION_SOUTH);
229 f.SetSpeed(walkingSpeed);
230 f.StartAnimation(*this);
231 } else if (direction.X() < 0) {
232 f.SetOrientation(Entity::ORIENTATION_WEST);
233 f.SetSpeed(walkingSpeed);
234 f.StartAnimation(*this);
241 void MapState::StopFollowers(Entity &e) {
242 for (Entity *f(e.Follower()); f; f = f->Follower()) {
249 void MapState::Render(SDL_Surface *screen) {
250 SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
252 Vector<int> offset(camera.CalculateOffset());
253 map->Render(screen, offset);
255 std::sort(entities.begin(), entities.end(), ZCompare);
256 for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
257 (*i)->Render(screen, offset);
262 bool MapState::ZCompare(const Entity *lhs, const Entity *rhs) {
263 return lhs->Position().Y() < rhs->Position().Y();