+void MapState::OnTileLock() {
+ if (moveTimer.Running() && !moveTimer.JustHit()) return;
+
+ Vector<int> nowLock(controlled->Position());
+ if (nowLock != lastLock) {
+ OnGridLock();
+ afterLock = true;
+ moveTimer.Clear();
+ } else if (moveTimer.JustHit()) {
+ OnGridLock();
+ afterLock = true;
+ }
+
+ if (nextDirection >= 0) {
+ if (afterLock) {
+ // FIXME: this check is unreliable, see #21
+ OnMove();
+ afterLock = false;
+ }
+ controlled->SetOrientation(Entity::Orientation(nextDirection));
+ const Tile &tile(map->TileAt(controlled->Position()));
+ bool blocked(false);
+ switch (controlled->GetOrientation()) {
+ 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;
+ }
+ if (!blocked) {
+ controlled->SetSpeed(walkingSpeed);
+ moveTimer.Clear();
+ } else {
+ controlled->SetSpeed(0.0f);
+ if (!moveTimer.Running()) {
+ int tileSize((controlled->GetOrientation() % 2) ? map->Tileset()->Width() : map->Tileset()->Height());
+ moveTimer = PhysicsTimers().StartInterval(tileSize/walkingSpeed);
+ }
+ }
+ if (!controlled->AnimationRunning()) {
+ controlled->StartAnimation(*this);
+ }
+ } else {
+ controlled->SetSpeed(0.0f);
+ controlled->StopAnimation();
+ moveTimer.Clear();
+ }
+
+ lastLock = nowLock;
+}
+
+void MapState::OnGridLock() {
+ Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
+ if (trigger) {
+ // TODO: run trigger
+ }
+ // TODO: check for adjacent monsters
+ // TODO: force all entities into their grid positions?
+}
+
+void MapState::OnMove() {
+ // TODO: evaluate monster movements
+ UpdateFollower(controlled);
+}
+
+void MapState::UpdateFollower(Entity *e) {
+ if (!e->Follower()) return;
+ UpdateFollower(e->Follower());
+
+ e->Follower()->SetOrientation(e->GetOrientation());
+ // TODO: set follower speed
+}
+
+