+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;
+ }
+
+ // TODO: halt all activity if lock caused a state/map transition
+
+ if (nextDirection >= 0) {
+ bool blocked(CheckBlocking());
+ if (afterLock) {
+ OnMove(!blocked);
+ afterLock = false;
+ }
+ controlled->SetOrientation(Entity::Orientation(nextDirection));
+ if (!blocked) {
+ controlled->SetSpeed(walkingSpeed);
+ moveTimer.Clear();
+ } else {
+ controlled->SetSpeed(0.0f);
+ StopFollowers(*controlled);
+ 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);
+ StopFollowers(*controlled);
+ controlled->StopAnimation();
+ moveTimer.Clear();
+ }
+
+ lastLock = nowLock;
+}
+
+bool MapState::CheckBlocking() const {
+ const Tile &tile(map->TileAt(controlled->Position()));
+ Vector<int> nextPosition;
+ switch (nextDirection) {
+ case Entity::ORIENTATION_NORTH:
+ if (tile.BlocksNorth()) {
+ return true;
+ } else {
+ nextPosition = Vector<int>(
+ controlled->Position().X(),
+ controlled->Position().Y() - map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_EAST:
+ if (tile.BlocksEast()) {
+ return true;
+ } else {
+ nextPosition = Vector<int>(
+ controlled->Position().X() + map->Tileset()->Width(),
+ controlled->Position().Y());
+ }
+ break;
+ case Entity::ORIENTATION_SOUTH:
+ if (tile.BlocksSouth()) {
+ return true;
+ } else {
+ nextPosition = Vector<int>(
+ controlled->Position().X(),
+ controlled->Position().Y() + map->Tileset()->Height());
+ }
+ break;
+ case Entity::ORIENTATION_WEST:
+ if (tile.BlocksWest()) {
+ return true;
+ } else {
+ nextPosition = Vector<int>(
+ controlled->Position().X() - map->Tileset()->Width(),
+ controlled->Position().Y());
+ }
+ break;
+ default:
+ return false;
+ }
+ Vector<int> nextTileCoords(map->TileCoordinates(nextPosition));
+ for (std::vector<Entity *>::const_iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+ const Entity &e(**i);
+ if (map->TileCoordinates(e.Position()) == nextTileCoords && e.Blocking()) {
+ return true;
+ }
+ }
+ return false;
+}
+
+void MapState::OnGridLock() {
+ if (skipLock) {
+ skipLock = false;
+ } else {
+ LockEntities();
+ CheckMonster();
+ CheckTrigger();
+ }
+}
+
+void MapState::LockEntities() {
+ for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+ if (*i == controlled) {
+ // don't lock player
+ continue;
+ }
+ (*i)->Position().Lock(map->Tileset()->Size());
+ }
+}
+
+void MapState::CheckMonster() {
+ Vector<int> coords(map->TileCoordinates(controlled->Position()));
+ Vector<int> neighbor[4];
+ neighbor[0] = Vector<int>(coords.X(), coords.Y() - 1); // N
+ neighbor[1] = Vector<int>(coords.X() + 1, coords.Y()); // E
+ neighbor[2] = Vector<int>(coords.X(), coords.Y() + 1); // S
+ neighbor[3] = Vector<int>(coords.X() - 1, coords.Y()); // W
+
+ for (int i(0); i < 4; ++i) {
+ for (std::vector<Entity *>::iterator e(entities.begin()), end(entities.end()); e != end; ++e) {
+ if ((*e)->Hostile() && map->TileCoordinates((*e)->Position()) == neighbor[i]) {
+ // TODO: check for turn advantage, see #26
+ // TODO: remove entity, push battle state and transition and halt all other activity
+ // needed information here:
+ // - battle background (from tile?)
+ // - monsters + layout (from entity)
+ // - battle resources (from global resources)
+ }
+ }
+ }
+}
+
+void MapState::CheckTrigger() {
+ Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
+ if (trigger) {
+ // TODO: run trigger script
+ if (trigger->map) {
+ Transition(trigger->map, trigger->target);
+ }
+ }
+
+}
+
+void MapState::OnMove(bool realMove) {
+ // TODO: evaluate monster movements
+ if (realMove) {
+ UpdateFollower(*controlled);
+ } else {
+ StopFollowers(*controlled);
+ }
+}
+
+void MapState::UpdateFollower(Entity &e) {
+ if (!e.Follower()) return;
+
+ Entity &f(*e.Follower());
+ UpdateFollower(f);
+
+ Vector<int> coords(map->TileCoordinates(e.Position()));
+ Vector<int> fCoords(map->TileCoordinates(f.Position()));
+ Vector<int> direction(coords - fCoords);
+
+ if (direction.Y() < 0) {
+ f.SetOrientation(Entity::ORIENTATION_NORTH);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else if (direction.X() > 0) {
+ f.SetOrientation(Entity::ORIENTATION_EAST);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else if (direction.Y() > 0) {
+ f.SetOrientation(Entity::ORIENTATION_SOUTH);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else if (direction.X() < 0) {
+ f.SetOrientation(Entity::ORIENTATION_WEST);
+ f.SetSpeed(walkingSpeed);
+ f.StartAnimation(*this);
+ } else {
+ f.SetSpeed(0.0f);
+ f.StopAnimation();
+ }
+}
+
+void MapState::StopFollowers(Entity &e) {
+ for (Entity *f(e.Follower()); f; f = f->Follower()) {
+ f->SetSpeed(0.0f);
+ f->StopAnimation();
+ }
+}
+
+
+void MapState::Transition(Map *newMap, const Vector<int> &coordinates) {
+ Vector<int> position(coordinates * map->Tileset()->Size());
+ entities.clear();
+ for (Entity *e(controlled); e; e = e->Follower()) {
+ e->Position() = position;
+ e->SetOrientation(controlled->GetOrientation());
+ entities.push_back(e);
+ }
+ map = newMap;
+ skipLock = true;
+}
+
+