#include "../common/GameConfig.h"
#include "../common/GameState.h"
#include "../graphics/ColorFade.h"
+#include "../menu/PartyMenu.h"
#include <algorithm>
using common::GameConfig;
using geometry::Vector;
using graphics::ColorFade;
+using menu::PartyMenu;
namespace map {
MapState::MapState(GameConfig *g, Map *map)
: game(g)
-, ctrl(0)
, map(map)
, controlled(0)
, pushed(0)
-, tempTarget(20, 20)
-, camera(100, 100, &tempTarget)
+, lastLock(-1, -1)
+, camera(100, 100, 0)
, walkingSpeed(64)
, nextDirection(-1)
, afterLock(false)
}
-void MapState::EnterState(Application &c, SDL_Surface *screen) {
- ctrl = &c;
+void MapState::OnEnterState(SDL_Surface *screen) {
camera.Resize(screen->w, screen->h);
LoadMap(map);
}
-void MapState::ExitState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnExitState(SDL_Surface *screen) {
}
-void MapState::ResumeState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnResumeState(SDL_Surface *screen) {
camera.Resize(screen->w, screen->h);
}
-void MapState::PauseState(Application &ctrl, SDL_Surface *screen) {
+void MapState::OnPauseState(SDL_Surface *screen) {
}
-void MapState::Resize(int width, int height) {
+void MapState::OnResize(int width, int height) {
camera.Resize(width, height);
}
void MapState::HandleEvents(const Input &input) {
+ if (input.JustPressed(Input::ACTION_X)) {
+ Ctrl().PushState(new PartyMenu(game));
+ return;
+ }
+
if (!controlled) return;
if (input.IsDown(Input::PAD_UP)) {
if (afterLock) {
bool blocked(CheckBlocking());
OnMove(!blocked);
- afterLock = false;
controlled->SetOrientation(Entity::Orientation(nextDirection));
if (!blocked) {
+ afterLock = false;
controlled->SetSpeed(walkingSpeed);
moveTimer.Clear();
if (pushed) {
return false;
} else {
LockEntities();
- return CheckMonster() || CheckTrigger();
+ return CheckMonster() || CheckLockTrigger();
}
}
ColorFade *fadeOut(new ColorFade(this, 0, 500));
fadeOut->SetLeadOutTime(500);
- ctrl->PushState(fadeIn);
- ctrl->PushState(battleState);
- ctrl->PushState(fadeOut);
+ 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;
return false;
}
-bool MapState::CheckTrigger() {
+bool MapState::CheckLockTrigger() {
Trigger *trigger(map->TriggerAt(Vector<int>(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);
- return true;
- }
- }
- return false;
+ if (!trigger || trigger->GetType() != Trigger::TYPE_CONTACT) return false;
+ RunTrigger(*trigger);
+ return true;
}
void MapState::OnMove(bool realMove) {
+ if (CheckMoveTrigger()) {
+ return;
+ }
// TODO: evaluate monster movements
if (realMove) {
UpdateFollower(*controlled);
}
}
+bool MapState::CheckMoveTrigger() {
+ Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
+ if (!trigger || int(trigger->GetType()) != nextDirection) return false;
+ RunTrigger(*trigger);
+ return true;
+}
+
+void MapState::RunTrigger(Trigger &trigger) {
+ if (!trigger.HasScript()) return;
+ runner.Run(*this, trigger.GetScript());
+}
+
void MapState::UpdateFollower(Entity &e) {
if (!e.Follower()) return;
map = m;
for (Entity *e(m->EntitiesBegin()), *end(m->EntitiesEnd()); e != end; ++e) {
entities.push_back(e);
+ e->ResetPosition(map->Tileset()->Size());
}
for (Entity *e(controlled); e; e = e->Follower()) {
entities.push_back(e);
return lhs->Position().Y() < rhs->Position().Y();
}
+
+void MapState::HandleSyscall(common::ScriptRunner &r) {
+ switch (r.IntegerRegister(0)) {
+ case TRANSITION: {
+ Ctrl().PushState(new ColorFade(this, 0, 500, true));
+ Ctrl().PushState(new TransitionState(this, reinterpret_cast<Map *>(r.AddressRegister(0)), r.VectorRegister(0)));
+ ColorFade *fadeOut(new ColorFade(this, 0, 500, false));
+ fadeOut->SetLeadOutTime(500);
+ Ctrl().PushState(fadeOut);
+ break;
+ }
+ }
+}
+
}