#ifndef MAP_MAPSTATE_H_
#define MAP_MAPSTATE_H_
+#include "Entity.h"
#include "fwd.h"
#include "../app/State.h"
#include "../geometry/Vector.h"
#include "../graphics/Camera.h"
+#include <vector>
+
namespace map {
class MapState
: public app::State {
public:
- explicit MapState(const Map *);
+ explicit MapState(Map *);
virtual ~MapState() { }
public:
virtual void UpdateWorld(float deltaT);
virtual void Render(SDL_Surface *);
+public:
+ void AddEntity(Entity *e) { entities.push_back(e); }
+ void ControlEntity(Entity *e) { controlled = e; camera.SetTarget(&e->Position()); }
+
+ void SetWalkingSpeed(float s) { walkingSpeed = s; }
+
+ void Transition(Map *, const geometry::Vector<int> &coordinates);
+
+private:
+ static bool ZCompare(const Entity *lhs, const Entity *rhs);
+
+ void UnloadMap();
+ void LoadMap(Map *);
+
+ bool CheckBlocking() const;
+
+ void OnTileLock();
+ void OnGridLock();
+ void OnMove(bool);
+
+ void UpdateFollower(Entity &);
+ void StopFollowers(Entity &);
+
+ void LockEntities();
+ void CheckMonster();
+ void CheckTrigger();
+
private:
- const Map *map;
- geometry::Vector<int> tempTarget;
+ Map *map;
+ Entity *controlled;
+ app::Timer<float> moveTimer;
+ geometry::Vector<float> tempTarget;
+ geometry::Vector<int> lastLock;
graphics::Camera camera;
+ std::vector<Entity *> entities;
+ float walkingSpeed;
+ int nextDirection;
+ bool afterLock;
+ bool skipLock;
+ bool debug;
};