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Running clang-format
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3 changed files with 18 additions and 14 deletions
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@ -228,14 +228,14 @@ short int map_get_walkable(Game *game, int x, int y) {
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Map *map_get_for_tile(Game *game, int x, int y) {
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int i = 0;
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Map *map = worldRPG[i];
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do{
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do {
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int rx = x - map->x;
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int ry = y - map->y;
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if(rx >= 0 && rx < map->w && ry >= 0 && ry < map->h){
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if(rx >= 0 && rx < map->w && ry >= 0 && ry < map->h) {
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return map;
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}
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i++;
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map = worldRPG[i];
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}while(map != NULL);
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} while(map != NULL);
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return game->map_level;
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}
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@ -267,8 +267,8 @@ void npc_draw(Game *game) {
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}
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#endif // DEBUGMODE
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int16_t delX = ((Data->curx * PXSIZE)>>PRECISION) - (int16_t)pl->wx;
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int16_t delY = ((Data->cury * PXSIZE)>>PRECISION) - (int16_t)pl->wy;
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int16_t delX = ((Data->curx * PXSIZE) >> PRECISION) - (int16_t)pl->wx;
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int16_t delY = ((Data->cury * PXSIZE) >> PRECISION) - (int16_t)pl->wy;
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bopti_image_t *face = npc_sprites[Data->face];
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dimage(pl->px - P_WIDTH / 2 + delX, pl->py - P_HEIGHT / 2 + delY, face);
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}
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22
src/player.c
22
src/player.c
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@ -94,19 +94,23 @@ void player_move(Game *game, Direction direction) {
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player->wy = game->map_level->y * T_HEIGHT * PXSIZE + player->y;
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/* Check if we should change map */
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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]);
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if(target != game->map_level){
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if(target->x > game->map_level->x){
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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(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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}
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if(target->x < game->map_level->x){
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player->x = target->w*T_WIDTH;
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if(target->x < game->map_level->x) {
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player->x = target->w * T_WIDTH;
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}
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if(target->y > game->map_level->y){
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if(target->y > game->map_level->y) {
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player->y = 0;
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}
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if(target->y < game->map_level->y){
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player->y = target->h*T_HEIGHT;
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if(target->y < game->map_level->y) {
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player->y = target->h * T_HEIGHT;
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}
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game->map_level = target;
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}
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@ -149,7 +153,7 @@ void player_action(Game *game) {
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bopti_image_t *face = &npc_male;
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/* It's a NPC */
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face = (bopti_image_t*)faces[currentNPC->face];
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face = (bopti_image_t *)faces[currentNPC->face];
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uint32_t dialogStart = currentNPC->dialogID;
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/* we set this NPC to paused to avoid changing its position while
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