]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.cpp
don't lock player character onto its tile
[l2e.git] / src / map / MapState.cpp
index 162db8b216186731f8852c0a4e9cc10bf7bbd128..26e20da4948bec91eb126e18fb3e585ae46e923b 100644 (file)
@@ -70,7 +70,7 @@ void MapState::HandleEvents(const Input &input) {
 }
 
 void MapState::UpdateWorld(float deltaT) {
-       if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) {
+       if (controlled && controlled->TileLock(map->Tileset()->Size())) {
                OnTileLock();
        }
        for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
@@ -91,16 +91,12 @@ void MapState::OnTileLock() {
                afterLock = true;
        }
 
+       // TODO: halt all activity if lock caused a state/map transition
+
        if (nextDirection >= 0) {
-               if (afterLock) {
-                       // FIXME: this check is unreliable, see #21
-                       OnMove();
-                       afterLock = false;
-               }
-               controlled->SetOrientation(Entity::Orientation(nextDirection));
                const Tile &tile(map->TileAt(controlled->Position()));
                bool blocked(false);
-               switch (controlled->GetOrientation()) {
+               switch (nextDirection) {
                        case Entity::ORIENTATION_NORTH:
                                blocked = tile.BlocksNorth();
                                break;
@@ -114,11 +110,17 @@ void MapState::OnTileLock() {
                                blocked = tile.BlocksWest();
                                break;
                }
+               if (afterLock) {
+                       OnMove(!blocked);
+                       afterLock = false;
+               }
+               controlled->SetOrientation(Entity::Orientation(nextDirection));
                if (!blocked) {
                        controlled->SetSpeed(walkingSpeed);
                        moveTimer.Clear();
                } else {
                        controlled->SetSpeed(0.0f);
+                       StopFollowers(*controlled);
                        if (!moveTimer.Running()) {
                                int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
                                moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
@@ -129,6 +131,7 @@ void MapState::OnTileLock() {
                }
        } else {
                controlled->SetSpeed(0.0f);
+               StopFollowers(*controlled);
                controlled->StopAnimation();
                moveTimer.Clear();
        }
@@ -137,6 +140,7 @@ void MapState::OnTileLock() {
 }
 
 void MapState::OnGridLock() {
+       LockEntities();
        Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
        if (trigger) {
                // TODO: run trigger
@@ -145,17 +149,62 @@ void MapState::OnGridLock() {
        // TODO: force all entities into their grid positions?
 }
 
-void MapState::OnMove() {
+void MapState::LockEntities() {
+       for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+               if (*i == controlled) {
+                       // don't lock player
+                       continue;
+               }
+               (*i)->Position().Lock(map->Tileset()->Size());
+       }
+}
+
+void MapState::OnMove(bool realMove) {
        // TODO: evaluate monster movements
-       UpdateFollower(controlled);
+       if (realMove) {
+               UpdateFollower(*controlled);
+       } else {
+               StopFollowers(*controlled);
+       }
 }
 
-void MapState::UpdateFollower(Entity *e) {
-       if (!e->Follower()) return;
-       UpdateFollower(e->Follower());
+void MapState::UpdateFollower(Entity &e) {
+       if (!e.Follower()) return;
+
+       Entity &f(*e.Follower());
+       UpdateFollower(f);
+
+       Vector<int> coords(map->TileCoordinates(e.Position()));
+       Vector<int> fCoords(map->TileCoordinates(f.Position()));
+       Vector<int> direction(coords - fCoords);
+
+       if (direction.Y() < 0) {
+               f.SetOrientation(Entity::ORIENTATION_NORTH);
+               f.SetSpeed(walkingSpeed);
+               f.StartAnimation(*this);
+       } else if (direction.X() > 0) {
+               f.SetOrientation(Entity::ORIENTATION_EAST);
+               f.SetSpeed(walkingSpeed);
+               f.StartAnimation(*this);
+       } else if (direction.Y() > 0) {
+               f.SetOrientation(Entity::ORIENTATION_SOUTH);
+               f.SetSpeed(walkingSpeed);
+               f.StartAnimation(*this);
+       } else if (direction.X() < 0) {
+               f.SetOrientation(Entity::ORIENTATION_WEST);
+               f.SetSpeed(walkingSpeed);
+               f.StartAnimation(*this);
+       } else {
+               f.SetSpeed(0.0f);
+               f.StopAnimation();
+       }
+}
 
-       e->Follower()->SetOrientation(e->GetOrientation());
-       // TODO: set follower speed
+void MapState::StopFollowers(Entity &e) {
+       for (Entity *f(e.Follower()); f; f = f->Follower()) {
+               f->SetSpeed(0.0f);
+               f->StopAnimation();
+       }
 }