Fix merge issues

This commit is contained in:
attilavs2 2024-08-01 15:21:54 +02:00
parent 86bb0a9cfc
commit 9fc15af523
5 changed files with 12 additions and 12 deletions

View file

@ -70,7 +70,7 @@
</data>
</layer>
<objectgroup id="4" name="ExtraData">
<object id="2" name="porte" type="PORTAL" x="95.4054" y="103.537" width="15.8058" height="15.9119">
<object id="2" name="porte0" type="PORTAL" x="95.4054" y="103.537" width="15.8058" height="15.9119">
<properties>
<property name="dest" type="file" value="level0.tmx"/>
<property name="destPortal" value="taverne"/>

View file

@ -176,7 +176,7 @@
<object id="16" name="taverne" type="PORTAL" x="128.974" y="111.676" width="14.7688" height="7.99134">
<properties>
<property name="dest" type="file" value="interior1_0.tmx"/>
<property name="destPortal" value="porte"/>
<property name="destPortal" value="porte0"/>
</properties>
</object>
</objectgroup>

View file

@ -143,7 +143,7 @@ typedef struct {
/* structure that contains all the dialogs for that part of the map */
uint32_t nbdialogsdata;
Dialog *dialogs;
uint32_t indoor;
/* list of all the tiles to draw the background and the foreground layers */

View file

@ -132,10 +132,9 @@ void map_render_by_layer(Game *game, int layer) {
* y. */
int dw = DWIDTH / T_WIDTH + 2, dh = DHEIGHT / T_HEIGHT + 1;
/* mw and mh will contain the height and the width of the map. */
int mw = map_level->w * T_WIDTH,
mh = map_level->h * T_HEIGHT;
int mw = map_level->w * T_WIDTH, mh = map_level->h * T_HEIGHT;
/* tile contains the tile to draw. */
unsigned short int tile;
short int tile;
/* The position where I start drawing */
int sx, sy;
/* The position of the tile in the tileset. */

View file

@ -89,12 +89,13 @@ void player_move(Game *game, Direction direction) {
/* Check if we should change map */
/* Disable map change for indoor maps */
if(!game->map_level->indoor){
Map *target = map_get_for_tile(game,
game->map_level->x + player->x / T_WIDTH +
one_px_mov[direction * 2],
game->map_level->y + player->y / T_HEIGHT +
one_px_mov[direction * 2 + 1]);
if(!game->map_level->indoor) {
Map *target =
map_get_for_tile(game,
game->map_level->x + player->x / T_WIDTH +
one_px_mov[direction * 2],
game->map_level->y + player->y / T_HEIGHT +
one_px_mov[direction * 2 + 1]);
if(target != game->map_level) {
if(target->x > game->map_level->x) {
player->x = 0;