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Fix merge issues
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parent
86bb0a9cfc
commit
9fc15af523
5 changed files with 12 additions and 12 deletions
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@ -70,7 +70,7 @@
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</data>
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</layer>
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<objectgroup id="4" name="ExtraData">
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<object id="2" name="porte" type="PORTAL" x="95.4054" y="103.537" width="15.8058" height="15.9119">
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<object id="2" name="porte0" type="PORTAL" x="95.4054" y="103.537" width="15.8058" height="15.9119">
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<properties>
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<property name="dest" type="file" value="level0.tmx"/>
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<property name="destPortal" value="taverne"/>
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@ -176,7 +176,7 @@
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<object id="16" name="taverne" type="PORTAL" x="128.974" y="111.676" width="14.7688" height="7.99134">
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<properties>
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<property name="dest" type="file" value="interior1_0.tmx"/>
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<property name="destPortal" value="porte"/>
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<property name="destPortal" value="porte0"/>
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</properties>
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</object>
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</objectgroup>
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@ -143,7 +143,7 @@ typedef struct {
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/* structure that contains all the dialogs for that part of the map */
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uint32_t nbdialogsdata;
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Dialog *dialogs;
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uint32_t indoor;
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/* list of all the tiles to draw the background and the foreground layers */
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@ -132,10 +132,9 @@ void map_render_by_layer(Game *game, int layer) {
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* y. */
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int dw = DWIDTH / T_WIDTH + 2, dh = DHEIGHT / T_HEIGHT + 1;
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/* mw and mh will contain the height and the width of the map. */
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int mw = map_level->w * T_WIDTH,
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mh = map_level->h * T_HEIGHT;
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int mw = map_level->w * T_WIDTH, mh = map_level->h * T_HEIGHT;
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/* tile contains the tile to draw. */
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unsigned short int tile;
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short int tile;
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/* The position where I start drawing */
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int sx, sy;
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/* The position of the tile in the tileset. */
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13
src/player.c
13
src/player.c
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@ -89,12 +89,13 @@ void player_move(Game *game, Direction direction) {
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/* Check if we should change map */
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/* Disable map change for indoor maps */
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if(!game->map_level->indoor){
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Map *target = map_get_for_tile(game,
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game->map_level->x + player->x / T_WIDTH +
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one_px_mov[direction * 2],
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game->map_level->y + player->y / T_HEIGHT +
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one_px_mov[direction * 2 + 1]);
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if(!game->map_level->indoor) {
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Map *target =
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map_get_for_tile(game,
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game->map_level->x + player->x / T_WIDTH +
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one_px_mov[direction * 2],
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game->map_level->y + player->y / T_HEIGHT +
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one_px_mov[direction * 2 + 1]);
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if(target != game->map_level) {
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if(target->x > game->map_level->x) {
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player->x = 0;
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