// TODO: halt all activity if lock caused a state/map transition
if (nextDirection >= 0) {
- const Tile &tile(map->TileAt(controlled->Position()));
- bool blocked(false);
- switch (nextDirection) {
- case Entity::ORIENTATION_NORTH:
- blocked = tile.BlocksNorth();
- break;
- case Entity::ORIENTATION_EAST:
- blocked = tile.BlocksEast();
- break;
- case Entity::ORIENTATION_SOUTH:
- blocked = tile.BlocksSouth();
- break;
- case Entity::ORIENTATION_WEST:
- blocked = tile.BlocksWest();
- break;
- }
+ bool blocked(CheckBlocking());
if (afterLock) {
OnMove(!blocked);
afterLock = false;
lastLock = nowLock;
}
+bool MapState::CheckBlocking() const {
+ const Tile &tile(map->TileAt(controlled->Position()));
+ Vector<int> nextPosition;
+ switch (nextDirection) {
+ case Entity::ORIENTATION_NORTH:
+ if (tile.BlocksNorth()) {
+ return true;
+ } else {
+ nextPosition = Vector<int>(
+ controlled->Position().X(),
+ controlled->Position().Y() - map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_EAST:
+ if (tile.BlocksEast()) {
+ return true;
+ } else {
+ nextPosition = Vector<int>(
+ controlled->Position().X() + map->Tileset()->Width(),
+ controlled->Position().Y());
+ }
+ break;
+ case Entity::ORIENTATION_SOUTH:
+ if (tile.BlocksSouth()) {
+ return true;
+ } else {
+ nextPosition = Vector<int>(
+ controlled->Position().X(),
+ controlled->Position().Y() + map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_WEST:
+ if (tile.BlocksWest()) {
+ return true;
+ } else {
+ nextPosition = Vector<int>(
+ controlled->Position().X() - map->Tileset()->Width(),
+ controlled->Position().Y());
+ }
+ break;
+ default:
+ return false;
+ }
+ Vector<int> nextTileCoords(map->TileCoordinates(nextPosition));
+ for (std::vector<Entity *>::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+ const Entity &e(**i);
+ if (map->TileCoordinates(e.Position()) == nextTileCoords && e.Blocking()) {
+ return true;
+ }
+ }
+ return false;
+}
+
void MapState::OnGridLock() {
LockEntities();
Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
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());
}
}