From: Daniel Karbach Date: Sun, 30 Sep 2012 18:32:45 +0000 (+0200) Subject: added grid lock checking in map state X-Git-Url: https://git.localhorst.tv/?a=commitdiff_plain;h=9302f6869530e5492c73ef6f12f9cea348e8b2a6;p=l2e.git added grid lock checking in map state --- diff --git a/src/map/MapState.cpp b/src/map/MapState.cpp index 101d2c3..ec714d0 100644 --- a/src/map/MapState.cpp +++ b/src/map/MapState.cpp @@ -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 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::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)); diff --git a/src/map/MapState.h b/src/map/MapState.h index 86e2813..243325c 100644 --- a/src/map/MapState.h +++ b/src/map/MapState.h @@ -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 tempTarget; + geometry::Vector lastLock; graphics::Camera camera; std::vector entities; float walkingSpeed; int nextDirection; + bool afterLock; };