}
void MapState::UpdateWorld(float deltaT) {
- if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) {
+ if (controlled && controlled->TileLock(map->Tileset()->Size())) {
OnTileLock();
}
for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
afterLock = true;
}
+ // TODO: halt all activity if lock caused a state/map transition
+
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()) {
+ switch (nextDirection) {
case Entity::ORIENTATION_NORTH:
blocked = tile.BlocksNorth();
break;
blocked = tile.BlocksWest();
break;
}
+ 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);
}
} else {
controlled->SetSpeed(0.0f);
+ StopFollowers(*controlled);
controlled->StopAnimation();
moveTimer.Clear();
}
}
void MapState::OnGridLock() {
+ LockEntities();
Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
if (trigger) {
// TODO: run trigger
// TODO: force all entities into their grid positions?
}
-void MapState::OnMove() {
+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::OnMove(bool realMove) {
// TODO: evaluate monster movements
- UpdateFollower(controlled);
+ if (realMove) {
+ UpdateFollower(*controlled);
+ } else {
+ StopFollowers(*controlled);
+ }
}
-void MapState::UpdateFollower(Entity *e) {
- if (!e->Follower()) return;
- UpdateFollower(e->Follower());
+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();
+ }
+}
- e->Follower()->SetOrientation(e->GetOrientation());
- // TODO: set follower speed
+void MapState::StopFollowers(Entity &e) {
+ for (Entity *f(e.Follower()); f; f = f->Follower()) {
+ f->SetSpeed(0.0f);
+ f->StopAnimation();
+ }
}