#include "Map.h"
#include "Tile.h"
+#include "Trigger.h"
#include "../app/Application.h"
#include "../app/Input.h"
, walkingSpeed(64)
, nextDirection(-1)
, afterLock(false)
+, skipLock(false)
, debug(false) {
}
}
void MapState::OnGridLock() {
- LockEntities();
- CheckMonster();
- CheckTrigger();
+ if (skipLock) {
+ skipLock = false;
+ } else {
+ LockEntities();
+ CheckMonster();
+ CheckTrigger();
+ }
}
void MapState::LockEntities() {
void MapState::CheckTrigger() {
Trigger *trigger(map->TriggerAt(Vector<int>(controlled->Position())));
if (trigger) {
- // TODO: run trigger
+ // TODO: run trigger script
+ if (trigger->map) {
+ Transition(trigger->map, trigger->target);
+ }
}
}
}
+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;
+}
+
+
void MapState::Render(SDL_Surface *screen) {
SDL_FillRect(screen, 0, SDL_MapRGB(screen->format, 0, 0, 0));