void GameStatePlay::checkTeleport() { // both map events and player powers can cause teleportation if (mapr->teleportation || pc->stats.teleportation) { mapr->collider.unblock(pc->stats.pos.x, pc->stats.pos.y); if (mapr->teleportation) { mapr->cam.x = pc->stats.pos.x = mapr->teleport_destination.x; mapr->cam.y = pc->stats.pos.y = mapr->teleport_destination.y; } else { mapr->cam.x = pc->stats.pos.x = pc->stats.teleport_destination.x; mapr->cam.y = pc->stats.pos.y = pc->stats.teleport_destination.y; } // if we're not changing map, move allies to a the player's new position // when changing maps, enemies->handleNewMap() does something similar to this if (mapr->teleport_mapname == "") { FPoint spawn_pos = mapr->collider.get_random_neighbor(floor(pc->stats.pos), 1, false); for (unsigned int i=0; i < enemies->enemies.size(); i++) { if(enemies->enemies[i]->stats.hero_ally && enemies->enemies[i]->stats.alive) { mapr->collider.unblock(enemies->enemies[i]->stats.pos.x, enemies->enemies[i]->stats.pos.y); enemies->enemies[i]->stats.pos = spawn_pos; mapr->collider.block(enemies->enemies[i]->stats.pos.x, enemies->enemies[i]->stats.pos.y, true); } } } // process intermap teleport if (mapr->teleportation && mapr->teleport_mapname != "") { std::string teleport_mapname = mapr->teleport_mapname; mapr->teleport_mapname = ""; inpt->lock_all = (teleport_mapname == "maps/spawn.txt"); mapr->executeOnMapExitEvents(); showLoading(); mapr->load(teleport_mapname); setLoadingFrame(); enemies->handleNewMap(); hazards->handleNewMap(); loot->handleNewMap(); powers->handleNewMap(&mapr->collider); menu->enemy->handleNewMap(); npcs->handleNewMap(); menu->npc->setNPC(NULL); menu->vendor->setNPC(NULL); menu->talker->setNPC(NULL); menu->stash->visible = false; menu->mini->prerender(&mapr->collider, mapr->w, mapr->h); npc_id = nearest_npc = -1; // store this as the new respawn point (provided the tile is open) if (mapr->collider.is_valid_position(pc->stats.pos.x, pc->stats.pos.y, MOVEMENT_NORMAL, true)) { mapr->respawn_map = teleport_mapname; mapr->respawn_point = pc->stats.pos; } else { logError("GameStatePlay: Spawn position (%d, %d) is blocked.", static_cast<int>(pc->stats.pos.x), static_cast<int>(pc->stats.pos.y)); } // return to title (permadeath) OR auto-save if (pc->stats.permadeath && pc->stats.corpse) { removeSaveDir(save_load->getGameSlot()); snd->stopMusic(); delete requestedGameState; requestedGameState = new GameStateTitle(); } else if (SAVE_ONLOAD) { save_load->saveGame(); } } mapr->collider.block(pc->stats.pos.x, pc->stats.pos.y, false); pc->stats.teleportation = false; // teleport spell } if (mapr->teleport_mapname == "") mapr->teleportation = false; }
void GameStateLoad::logic() { if (inpt->window_resized) refreshWidgets(); for (size_t i = 0; i < game_slots.size(); ++i) { if (static_cast<int>(i) == selected_slot) { if (game_slots[i]->preview_turn_ticks > 0) game_slots[i]->preview_turn_ticks--; if (game_slots[i]->preview_turn_ticks == 0) { game_slots[i]->preview_turn_ticks = GAMESLOT_PREVIEW_TURN_DURATION; game_slots[i]->stats.direction++; if (game_slots[i]->stats.direction > 7) game_slots[i]->stats.direction = 0; } } game_slots[i]->preview.logic(); } if (!confirm->visible) { tablist.logic(true); if (button_exit->checkClick() || (inpt->pressing[CANCEL] && !inpt->lock[CANCEL])) { inpt->lock[CANCEL] = true; showLoading(); setRequestedGameState(new GameStateTitle()); } if (loading_requested) { loading = true; loading_requested = false; logicLoading(); } bool outside_scrollbar = true; if (button_new->checkClick()) { // create a new game showLoading(); GameStateNew* newgame = new GameStateNew(); newgame->game_slot = (game_slots.empty() ? 1 : game_slots.back()->id+1); delete_items = false; setRequestedGameState(newgame); } else if (button_load->checkClick()) { loading_requested = true; } else if (button_delete->checkClick()) { // Display pop-up to make sure save should be deleted confirm->visible = true; confirm->render(); } else if (game_slots.size() > 0) { Rect scroll_area = slot_pos[0]; scroll_area.h = slot_pos[0].h * game_slot_max; if (isWithinRect(scroll_area, inpt->mouse)) { if (inpt->pressing[MAIN1] && !inpt->lock[MAIN1]) { for (int i=0; i<visible_slots; ++i) { if (isWithinRect(slot_pos[i], inpt->mouse)) { inpt->lock[MAIN1] = true; setSelectedSlot(i + scroll_offset); updateButtons(); break; } } } else if (inpt->scroll_up) { scrollUp(); } else if (inpt->scroll_down) { scrollDown(); } } else if (has_scroll_bar) { switch (scrollbar->checkClick(inpt->mouse.x, inpt->mouse.y)) { case 1: scrollUp(); outside_scrollbar = false; break; case 2: scrollDown(); outside_scrollbar = false; break; case 3: scroll_offset = scrollbar->getValue(); if (scroll_offset >= static_cast<int>(game_slots.size()) - visible_slots) { scroll_offset = static_cast<int>(game_slots.size()) - visible_slots; } outside_scrollbar = false; break; default: break; } } if (outside_scrollbar && inpt->pressing[MAIN1] && !inpt->lock[MAIN1]) { inpt->lock[MAIN1] = true; setSelectedSlot(-1); updateButtons(); } // Allow characters to be navigateable via up/down keys if (inpt->pressing[UP] && !inpt->lock[UP]) { inpt->lock[UP] = true; setSelectedSlot((selected_slot - 1 < 0) ? static_cast<int>(game_slots.size()) - 1 : selected_slot - 1); scroll_offset = std::min(static_cast<int>(game_slots.size()) - visible_slots, selected_slot); updateButtons(); } else if (inpt->pressing[DOWN] && !inpt->lock[DOWN]) { inpt->lock[DOWN] = true; setSelectedSlot((selected_slot + 1 == static_cast<int>(game_slots.size())) ? 0 : selected_slot + 1); scroll_offset = std::max(0, selected_slot-visible_slots+1); updateButtons(); } } } else if (confirm->visible) { confirm->logic(); if (confirm->confirmClicked) { removeSaveDir(game_slots[selected_slot]->id); delete game_slots[selected_slot]; game_slots[selected_slot] = NULL; game_slots.erase(game_slots.begin()+selected_slot); visible_slots = (game_slot_max > static_cast<int>(game_slots.size()) ? static_cast<int>(game_slots.size()) : game_slot_max); setSelectedSlot(-1); while (scroll_offset + visible_slots > static_cast<int>(game_slots.size())) { scroll_offset--; } updateButtons(); confirm->visible = false; confirm->confirmClicked = false; } } }