]> git.localhorst.tv Git - l2e.git/blobdiff - src/map/MapState.h
closed the gap between battle and map state (yay)
[l2e.git] / src / map / MapState.h
index e180d4832b6b3c1aead07b2dd45cffd86896af65..a6d292b78d757b4b694e587ca29716f2e79333fd 100644 (file)
@@ -11,6 +11,7 @@
 #include "Entity.h"
 #include "fwd.h"
 #include "../app/State.h"
+#include "../common/fwd.h"
 #include "../geometry/Vector.h"
 #include "../graphics/Camera.h"
 
@@ -22,7 +23,7 @@ class MapState
 : public app::State {
 
 public:
-       explicit MapState(const Map *);
+       explicit MapState(common::GameConfig *, Map *);
        virtual ~MapState() { }
 
 public:
@@ -40,15 +41,44 @@ 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();
+       bool OnGridLock();
+       void OnMove(bool);
+
+       void UpdateFollower(Entity &);
+       void StopFollowers(Entity &);
+
+       void LockEntities();
+       bool CheckMonster();
+       bool CheckTrigger();
+
 private:
-       const Map *map;
+       common::GameConfig *game;
+       app::Application *ctrl;
+       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;
 
 };