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authorGuillaume Melquiond <guillaume.melquiond@gmail.com>2007-01-01 10:49:36 +0000
committerGuillaume Melquiond <guillaume.melquiond@gmail.com>2007-01-01 10:49:36 +0000
commit73911893133028a855931b037ed4e90217d5503a (patch)
tree24eaed10128754db9436ea9bd333d169f041cc0c /src
parent768cf33e1b66994379ac757aae0589bee83a2e7f (diff)
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Third time is the charm; changed sprite direction code again.
Diffstat (limited to 'src')
-rw-r--r--src/being.cpp23
-rw-r--r--src/being.h14
-rw-r--r--src/game.cpp20
3 files changed, 24 insertions, 33 deletions
diff --git a/src/being.cpp b/src/being.cpp
index 1018b8e1..68c670fd 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -60,7 +60,7 @@ Being::Being(Uint16 id, Uint16 job, Map *map):
mWeapon(0),
mWalkSpeed(150),
mSpeedModifier(1024),
- mFaceDirection(DOWN), mDirection(DOWN),
+ mSpriteDirection(DIRECTION_DOWN), mDirection(DOWN),
mMap(NULL),
mHairStyle(0), mHairColor(0),
mSpeechTime(0),
@@ -372,24 +372,12 @@ Being::setDirection(Uint8 direction)
return;
// if the direction does not change much, keep the common component
- mFaceDirection = mDirection & direction;
+ int mFaceDirection = mDirection & direction;
if (!mFaceDirection)
mFaceDirection = direction;
mDirection = direction;
- SpriteDirection dir = getSpriteDirection();
- for (int i = 0; i < VECTOREND_SPRITE; i++)
- {
- if (mSprites[i] != NULL)
- mSprites[i]->setDirection(dir);
- }
-}
-
-SpriteDirection
-Being::getSpriteDirection() const
-{
SpriteDirection dir;
-
if (mFaceDirection & UP)
{
dir = DIRECTION_UP;
@@ -406,8 +394,13 @@ Being::getSpriteDirection() const
{
dir = DIRECTION_LEFT;
}
+ mSpriteDirection = dir;
- return dir;
+ for (int i = 0; i < VECTOREND_SPRITE; i++)
+ {
+ if (mSprites[i] != NULL)
+ mSprites[i]->setDirection(dir);
+ }
}
void
diff --git a/src/being.h b/src/being.h
index 6eca252c..f9287b65 100644
--- a/src/being.h
+++ b/src/being.h
@@ -299,9 +299,10 @@ class Being : public Sprite
setAction(Uint8 action);
/**
- * Returns the current direction.
+ * Returns the direction the being is facing.
*/
- Uint8 getDirection() const { return mDirection; }
+ SpriteDirection getSpriteDirection() const
+ { return SpriteDirection(mSpriteDirection); }
/**
* Sets the current direction.
@@ -351,18 +352,13 @@ class Being : public Sprite
void
setPath(const Path &path, int mod = 1024);
- /**
- * Returns the sprite direction of this being.
- */
- SpriteDirection
- getSpriteDirection() const;
-
Uint16 mId; /**< Unique being id */
Uint8 mSex; /**< Character's gender */
Uint16 mWeapon; /**< Weapon picture id */
Uint16 mWalkSpeed; /**< Walking speed */
Uint16 mSpeedModifier; /**< Modifier to keep course on sync (1024 = normal speed) */
- Uint8 mFaceDirection,mDirection;/**< Facing direction */
+ Uint8 mSpriteDirection; /**< Facing direction */
+ Uint8 mDirection; /**< Walking direction */
Map *mMap; /**< Map on which this being resides */
SpriteIterator mSpriteIterator;
diff --git a/src/game.cpp b/src/game.cpp
index 21b6008e..f708fabf 100644
--- a/src/game.cpp
+++ b/src/game.cpp
@@ -489,15 +489,17 @@ void Game::handleInput()
// If none below the player, try the tile in front of
// the player
- if (!item) {
- if (player_node->getDirection() & Being::UP)
- y--;
- if (player_node->getDirection() & Being::DOWN)
- y++;
- if (player_node->getDirection() & Being::LEFT)
- x--;
- if (player_node->getDirection() & Being::RIGHT)
- x++;
+ if (!item)
+ {
+ // Temporary until tile-based picking is removed.
+ switch (player_node->getSpriteDirection())
+ {
+ case DIRECTION_UP : --y; break;
+ case DIRECTION_DOWN : ++y; break;
+ case DIRECTION_LEFT : --x; break;
+ case DIRECTION_RIGHT: ++x; break;
+ default: break;
+ }
item = floorItemManager->findByCoordinates(x, y);
}