Example #1
0
void Game_Map::GetEncountersAt(int x, int y, std::vector<int>& out) {
	for (unsigned int i = 0; i < Data::treemap.maps.size(); ++i) {
		RPG::MapInfo& map = Data::treemap.maps[i];

		if (map.ID == location.map_id) {
			std::vector<RPG::Encounter>& encounters = map.encounters;
			for (std::vector<RPG::Encounter>::iterator it = encounters.begin();
				it != encounters.end(); ++it) {
					out.push_back((*it).troop_id);
			}
		} else if (map.parent_map == location.map_id && map.type == 2) {
			// Area
			Rect area_rect(map.area_rect.l, map.area_rect.t, map.area_rect.r - map.area_rect.l, map.area_rect.b - map.area_rect.t);
			Rect player_rect(x, y, 1, 1);

			if (!player_rect.IsOutOfBounds(area_rect)) {
				std::vector<RPG::Encounter>& encounters = map.encounters;
				for (std::vector<RPG::Encounter>::iterator it = encounters.begin();
					it != encounters.end(); ++it) {
						out.push_back((*it).troop_id);
				}
			}
		}
	}
}
Example #2
0
std::vector<int> Game_Map::GetEncountersAt(int x, int y) {
	int terrain_tag = GetTerrainTag(Main_Data::game_player->GetX(), Main_Data::game_player->GetY());

	std::function<bool(int)> is_acceptable = [=](int troop_id) {
		const RPG::Troop* troop = ReaderUtil::GetElement(Data::troops, troop_id);
		if (!troop) {
			Output::Warning("GetEncountersAt: Invalid troop ID %d in encounter list", troop_id);
			return false;
		}

		const std::vector<bool>& terrain_set = troop->terrain_set;

		// RPG_RT optimisation: Omitted entries are the default value (true)
		return terrain_set.size() <= (unsigned)(terrain_tag - 1) ||
				terrain_set[terrain_tag - 1];
	};

	std::vector<int> out;

	for (unsigned int i = 0; i < Data::treemap.maps.size(); ++i) {
		RPG::MapInfo& map = Data::treemap.maps[i];

		if (map.ID == location.map_id) {
			for (const RPG::Encounter& enc : map.encounters) {
				if (is_acceptable(enc.troop_id)) {
					out.push_back(enc.troop_id);
				}
			}
		} else if (map.parent_map == location.map_id && map.type == RPG::TreeMap::MapType_area) {
			// Area
			Rect area_rect(map.area_rect.l, map.area_rect.t, map.area_rect.r - map.area_rect.l, map.area_rect.b - map.area_rect.t);
			Rect player_rect(x, y, 1, 1);

			if (!player_rect.IsOutOfBounds(area_rect)) {
				for (const RPG::Encounter& enc : map.encounters) {
					if (is_acceptable(enc.troop_id)) {
						out.push_back(enc.troop_id);
					}
				}
			}
		}
	}

	return out;
}