- if (controlled && controlled->TileLock(map->Tileset()->Width(), map->Tileset()->Height())) {
- // TODO: call step hooks here
- // TODO: break/merge time deltas into distinct pixel movements for better step accuracy
- if (nextDirection >= 0) {
- 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 (controlled && controlled->TileLock(map->Tileset()->Size())) {
+ OnTileLock();
+ }
+ for (std::vector<Entity *>::iterator i(entities.begin()), end(entities.end()); i != end; ++i) {
+ (*i)->Update(deltaT);
+ }
+}
+
+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());