MapObject* CMapObjectManager::getObjectNearBy(int cx,int cy,MapObjectType type) { Rect rect; m_pMap->getViewRect(rect); float x = 0; float y = 0; MapObject* pRet = NULL; const int minD = 3; //最小格子距离 for ( MapObjectList::iterator itr = m_Objects.begin();itr != m_Objects.end();++itr) { MapObject* pObject = *itr; if ( pObject && !pObject->GetDeleted() ) { x = pObject->getPositionX(); y = pObject->getPositionY(); int distance = Distance(cx,cy,pObject->GetCellX(),pObject->GetCellY()); if ( rect.containsPoint(Point(x,y)) && pObject->GetType() == type && distance < minD ) { pRet = pObject; //minD = distance; } } } return pRet; }
int CMapObjectManager::getObjectsInView(MapObjectType type,MapObjectList& objects) { Rect rect; m_pMap->getViewRect(rect); float x = 0; float y = 0; for ( MapObjectList::iterator itr = m_Objects.begin();itr != m_Objects.end();++itr) { MapObject* pObject = *itr; if ( pObject && !pObject->GetDeleted() ) { x = pObject->getPositionX(); y = pObject->getPositionY(); if ( rect.containsPoint(Point(x,y)) && pObject->GetType() == type ) { objects.push_back(pObject); } } } return (int)objects.size(); }
int CMapObjectManager::getObjects(MapObjectType type,MapObjectList& objects) { objects.clear(); for ( MapObjectList::iterator itr = m_Objects.begin();itr != m_Objects.end();++itr) { MapObject* pObject = *itr; if ( pObject && !pObject->GetDeleted() && pObject->GetType() == type ) { objects.push_back(pObject); } } return (int)objects.size(); }
void DialogueSupervisor::_BeginLine() { // Starts possible events at new line. MapMode *map_mode = MapMode::CurrentInstance(); std::string line_event = _current_dialogue->GetLineBeginEvent(_line_counter); if(!line_event.empty() && !map_mode->GetEventSupervisor()->IsEventActive(line_event)) { map_mode->GetEventSupervisor()->StartEvent(line_event); } // The current speaker id uint32 speaker_id = _current_dialogue->GetLineSpeaker(_line_counter); // Starts possible emote first. std::string emote_event = _current_dialogue->GetLineEmote(_line_counter); if(!emote_event.empty() && !_emote_triggered) { MapSprite* sprite = (speaker_id > 0) ? dynamic_cast<MapSprite *>(map_mode->GetObjectSupervisor()->GetObject(speaker_id)) : NULL; if(sprite) { sprite->Emote(emote_event, (vt_map::private_map::ANIM_DIRECTIONS)sprite->GetCurrentAnimationDirection()); _state = DIALOGUE_STATE_EMOTE; _emote_triggered = true; return; } } _emote_triggered = true; _state = DIALOGUE_STATE_LINE; _current_options = dynamic_cast<MapDialogueOptions *>(_current_dialogue->GetLineOptions(_line_counter)); // Initialize the line timer if(_current_dialogue->GetLineDisplayTime(_line_counter) >= 0) { _line_timer.Initialize(_current_dialogue->GetLineDisplayTime(_line_counter)); _line_timer.Run(); } // If the line has no timer specified, set the line time to zero and put the timer in the finished state else { _line_timer.Initialize(0); _line_timer.Finish(); } // Setup the text and graphics for the dialogue window _dialogue_window.Clear(); _dialogue_window.GetDisplayTextBox().SetDisplayText(_current_dialogue->GetLineText(_line_counter)); MapObject *object = speaker_id > 0 ? map_mode->GetObjectSupervisor()->GetObject(speaker_id) : NULL; if(object && object->GetType() != SPRITE_TYPE) { IF_PRINT_WARNING(MAP_DEBUG) << "dialogue #" << _current_dialogue->GetDialogueID() << " referenced a map object which was not a sprite with id: " << speaker_id << std::endl; return; } if(!object) { // Clear the speaker name and potential portrait. _dialogue_window.GetNameText().Clear(); _dialogue_window.SetPortraitImage(NULL); } else { MapSprite *speaker = dynamic_cast<MapSprite *>(object); _dialogue_window.GetNameText().SetText(speaker->GetName()); _dialogue_window.SetPortraitImage(speaker->GetFacePortrait()); } if(_current_options) { for(uint32 i = 0; i < _current_options->GetNumberOptions(); ++i) _dialogue_window.GetDisplayOptionBox().AddOption(_current_options->GetOptionText(i)); _dialogue_window.GetDisplayOptionBox().SetSelection(0); _state = DIALOGUE_STATE_OPTION; } }
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()
void WorldMap::Click(MapObject& obj) { sf::Vector2i node = GetIndex(obj.GetPos()); mapGrid[node.y][node.x].second.ChangeType(obj.GetType()); }