<reponame>fossabot/Tsunagari
/***************************************
** Tsunagari Tile Engine              **
** overlay.cpp                        **
** Copyright 2011-2013 <NAME> **
** Copyright 2011-2019 <NAME>   **
***************************************/

// **********
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
// **********

#include "core/overlay.h"

#include "core/area.h"
#include "core/client-conf.h"

void
Overlay::tick(time_t dt) noexcept {
    Entity::tick(dt);
    moveTowardDestination(dt);
}

void
Overlay::teleport(vicoord coord) noexcept {
    r = area->grid.virt2virt(coord);
    redraw = true;
}

void
Overlay::drift(ivec2 xy) noexcept {
    driftTo(ivec2{(int)r.x + xy.x, (int)r.y + xy.y});
}

void
Overlay::driftTo(ivec2 xy) noexcept {
    setDestinationCoordinate(rcoord{(float)xy.x, (float)xy.y, r.z});
    pickFacingForAngle();
    moving = true;
    setAnimationMoving();

    // Movement happens in Entity::moveTowardDestination() during tick().
}

void
Overlay::pickFacingForAngle() noexcept {
    // TODO
}
