]> git.localhorst.tv Git - l2e.git/commitdiff
added grid lock checking in map state
authorDaniel Karbach <daniel.karbach@localhorst.tv>
Sun, 30 Sep 2012 18:32:45 +0000 (20:32 +0200)
committerDaniel Karbach <daniel.karbach@localhorst.tv>
Sun, 30 Sep 2012 18:32:45 +0000 (20:32 +0200)
src/map/MapState.cpp
src/map/MapState.h

index 101d2c3a14780bbd462723be95e777841e701b00..ec714d0588c646360746cad27003c96203c59634 100644 (file)
@@ -26,7 +26,8 @@ MapState::MapState(const Map *map)
 , tempTarget(20, 20)
 , camera(100, 100, &tempTarget)
 , walkingSpeed(64)
-, nextDirection(-1) {
+, nextDirection(-1)
+, afterLock(false) {
 
 }
 
@@ -70,9 +71,15 @@ void MapState::HandleEvents(const Input &input) {
 
 void MapState::UpdateWorld(float deltaT) {
        if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) {
-               // TODO: call step hooks here
-               // TODO: break/merge time deltas into distinct pixel movements for better step accuracy
+               Vector<int> nowLock(controlled->Position());
+               if (nowLock != lastLock) {
+                       OnGridLock();
+               }
                if (nextDirection >= 0) {
+                       if (afterLock) {
+                               OnMove();
+                               afterLock = false;
+                       }
                        controlled->SetOrientation(Entity::Orientation(nextDirection));
                        const Tile &tile(map->TileAt(controlled->Position()));
                        bool blocked(false);
@@ -98,12 +105,26 @@ void MapState::UpdateWorld(float deltaT) {
                } else {
                        controlled->SetSpeed(0.0f);
                }
+               if (nowLock != lastLock) {
+                       lastLock = nowLock;
+                       afterLock = true;
+               }
        }
        for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
                (*i)->Update(deltaT);
        }
 }
 
+void MapState::OnGridLock() {
+       // TODO: check for adjacent monsters and triggers on the current tile
+       // TODO: force all entities into their grid positions?
+}
+
+void MapState::OnMove() {
+       // TODO: evaluate monster movements
+}
+
+
 void MapState::Render(SDL_Surface *screen) {
        SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));
 
index 86e2813576e3c4dddcf369c8a7783233add271d6..243325c69e5fef58ed8eff91efd03ea9d5ee758a 100644 (file)
@@ -44,15 +44,19 @@ public:
 
 private:
        static bool ZCompare(const Entity *lhs, const Entity *rhs);
+       void OnGridLock();
+       void OnMove();
 
 private:
        const Map *map;
        Entity *controlled;
        geometry::Vector<float> tempTarget;
+       geometry::Vector<int> lastLock;
        graphics::Camera camera;
        std::vector<Entity *> entities;
        float walkingSpeed;
        int nextDirection;
+       bool afterLock;
 
 };