Example #1
0
void MapMode::_UpdateExplore()
{
    // First go to menu mode if the user requested it
    if(_menu_enabled && InputManager->MenuPress()) {
        MenuMode *MM = new MenuMode();
        ModeManager->Push(MM);
        return;
    }

    // Only update the status effect supervisor in Exploration mode
    // and if they are allowed.
    if (_status_effects_enabled)
        _status_effect_supervisor.UpdateEffects();

    // Update the running state of the camera object. Check if the character is running and if so,
    // update the stamina value if the operation is permitted
    _camera->is_running = false;
    if(_camera->moved_position && !_running_disabled && InputManager->CancelState() &&
            (InputManager->UpState() || InputManager->DownState() || InputManager->LeftState() || InputManager->RightState())) {
        if(_unlimited_stamina) {
            _camera->is_running = true;
        } else if(_run_stamina > SystemManager->GetUpdateTime() * 2) {
            _run_stamina -= (SystemManager->GetUpdateTime() * 2);
            _camera->is_running = true;
        } else {
            _run_stamina = 0;
        }
    }
    // Regenerate the stamina at 1/2 the consumption rate
    else if(_run_stamina < 10000) {
        _run_stamina += SystemManager->GetUpdateTime();
        if(_run_stamina > 10000)
            _run_stamina = 10000;
    }

    // If the user requested a confirm event, check if there is a nearby object that the player may interact with
    // Interactions are currently limited to dialogue with sprites and opening of treasures
    if(InputManager->ConfirmPress()) {
        MapObject *obj = _object_supervisor->FindNearestInteractionObject(_camera);

        if(obj != NULL) {
            if(obj->GetType() == PHYSICAL_TYPE) {
                PhysicalObject *phs = reinterpret_cast<PhysicalObject *>(obj);

                if(!phs->GetEventIdWhenTalking().empty()) {
                    _camera->moving = false;
                    _camera->is_running = false;
                    if (!_event_supervisor->IsEventActive(phs->GetEventIdWhenTalking()))
                        _event_supervisor->StartEvent(phs->GetEventIdWhenTalking());
                    return;
                }
            }
            else if(obj->GetType() == SPRITE_TYPE) {
                MapSprite *sp = reinterpret_cast<MapSprite *>(obj);

                if(sp->HasAvailableDialogue()) {
                    _camera->moving = false;
                    _camera->is_running = false;
                    sp->InitiateDialogue();
                    return;
                }
            } else if(obj->GetType() == TREASURE_TYPE) {
                TreasureObject *treasure_object = reinterpret_cast<TreasureObject *>(obj);

                if(!treasure_object->GetTreasure()->IsTaken()) {
                    _camera->moving = false;
                    treasure_object->Open();
                }
            } else if(obj->GetType() == SAVE_TYPE && _save_points_enabled) {
                // Make sure the character will be centered in the save point
                SaveMode *save_mode = new SaveMode(true, obj->GetXPosition(), obj->GetYPosition() - 1.0f);
                ModeManager->Push(save_mode, false, false);
            }
        }
    }

    // Detect movement input from the user
    if(InputManager->UpState() || InputManager->DownState() || InputManager->LeftState() || InputManager->RightState()) {
        _camera->moving = true;
    } else {
        _camera->moving = false;
    }

    // Determine the direction of movement. Priority of movement is given to: up, down, left, right.
    // In the case of diagonal movement, the direction that the sprite should face also needs to be deduced.
    if(_camera->moving == true) {
        if(InputManager->UpState()) {
            if(InputManager->LeftState())
                _camera->SetDirection(MOVING_NORTHWEST);
            else if(InputManager->RightState())
                _camera->SetDirection(MOVING_NORTHEAST);
            else
                _camera->SetDirection(NORTH);
        } else if(InputManager->DownState()) {
            if(InputManager->LeftState())
                _camera->SetDirection(MOVING_SOUTHWEST);
            else if(InputManager->RightState())
                _camera->SetDirection(MOVING_SOUTHEAST);
            else
                _camera->SetDirection(SOUTH);
        } else if(InputManager->LeftState()) {
            _camera->SetDirection(WEST);
        } else if(InputManager->RightState()) {
            _camera->SetDirection(EAST);
        }
    } // if (_camera->moving == true)
} // void MapMode::_UpdateExplore()