#include <config.h>
#include "tux.hpp"
+#include "sprite/sprite.hpp"
#include "sprite/sprite_manager.hpp"
#include "video/drawing_context.hpp"
#include "player_status.hpp"
#include "sprite_change.hpp"
#include "control/joystickkeyboardcontroller.hpp"
#include "scripting/squirrel_util.hpp"
+#include "tile.hpp"
#include "main.hpp"
namespace WorldMapNS
{
-static const float TUXSPEED = 200;
-static const float map_message_TIME = 2.8;
+static const float TUXSPEED = 200;
+static const float map_message_TIME = 2.8f;
Tux::Tux(WorldMap* worldmap_)
: worldmap(worldmap_)
{
sprite.reset(sprite_manager->create("images/worldmap/common/tux.sprite"));
-
+
offset = 0;
moving = false;
direction = D_NONE;
case D_NONE:
break;
}
-
+
return Vector(x, y);
}
input_direction = dir;
}
-void
-Tux::tryStartWalking()
+void
+Tux::tryStartWalking()
{
if (moving)
- return;
+ return;
if (input_direction == D_NONE)
return;
}
}
-bool
-Tux::canWalk(const Tile* tile, Direction dir)
+bool
+Tux::canWalk(int tile_data, Direction dir)
{
- return ((tile->getData() & Tile::WORLDMAP_NORTH && dir == D_NORTH) ||
- (tile->getData() & Tile::WORLDMAP_SOUTH && dir == D_SOUTH) ||
- (tile->getData() & Tile::WORLDMAP_EAST && dir == D_EAST) ||
- (tile->getData() & Tile::WORLDMAP_WEST && dir == D_WEST));
+ return ((tile_data & Tile::WORLDMAP_NORTH && dir == D_NORTH) ||
+ (tile_data & Tile::WORLDMAP_SOUTH && dir == D_SOUTH) ||
+ (tile_data & Tile::WORLDMAP_EAST && dir == D_EAST) ||
+ (tile_data & Tile::WORLDMAP_WEST && dir == D_WEST));
}
-void
+void
Tux::tryContinueWalking(float elapsed_time)
{
if (!moving)
SpriteChange* sprite_change = worldmap->at_sprite_change(tile_pos);
if(sprite_change != NULL) {
sprite.reset(new Sprite( *(sprite_change->sprite.get()) ));
- sprite_change->in_stay_action = false;
+ sprite_change->clear_stay_action();
}
// if this is a special_tile with passive_message, display it
SpecialTile* special_tile = worldmap->at_special_tile();
if(special_tile)
- {
+ {
// direction and the apply_action_ are opposites, since they "see"
// directions in a different way
if((direction == D_NORTH && special_tile->apply_action_south) ||
// stop if we reached a level, a WORLDMAP_STOP tile, a teleporter or a special tile without a passive_message
if ((worldmap->at_level())
- || (worldmap->at(tile_pos)->getData() & Tile::WORLDMAP_STOP)
+ || (worldmap->tile_data_at(tile_pos) & Tile::WORLDMAP_STOP)
|| (special_tile && !special_tile->passive_message
&& special_tile->script == "")
|| (teleporter)) {
}
// if user wants to change direction, try changing, else guess the direction in which to walk next
- const Tile* tile = worldmap->at(tile_pos);
- if (direction != input_direction) {
- if(canWalk(tile, input_direction)) {
- direction = input_direction;
- back_direction = reverse_dir(direction);
- }
+ const int tile_data = worldmap->tile_data_at(tile_pos);
+ if ((direction != input_direction) && canWalk(tile_data, input_direction)) {
+ direction = input_direction;
+ back_direction = reverse_dir(direction);
} else {
Direction dir = D_NONE;
- if (tile->getData() & Tile::WORLDMAP_NORTH && back_direction != D_NORTH)
+ if (tile_data & Tile::WORLDMAP_NORTH && back_direction != D_NORTH)
dir = D_NORTH;
- else if (tile->getData() & Tile::WORLDMAP_SOUTH && back_direction != D_SOUTH)
+ else if (tile_data & Tile::WORLDMAP_SOUTH && back_direction != D_SOUTH)
dir = D_SOUTH;
- else if (tile->getData() & Tile::WORLDMAP_EAST && back_direction != D_EAST)
+ else if (tile_data & Tile::WORLDMAP_EAST && back_direction != D_EAST)
dir = D_EAST;
- else if (tile->getData() & Tile::WORLDMAP_WEST && back_direction != D_WEST)
+ else if (tile_data & Tile::WORLDMAP_WEST && back_direction != D_WEST)
dir = D_WEST;
if (dir == D_NONE) {
// Walk automatically to the next tile
if(direction == D_NONE)
return;
-
+
Vector next_tile;
if (!worldmap->path_ok(direction, tile_pos, &next_tile)) {
- log_warning << "Tilemap data is buggy" << std::endl;
+ log_debug << "Tilemap data is buggy" << std::endl;
stop();
return;
}
SpriteChange* next_sprite = worldmap->at_sprite_change(next_tile);
if(next_sprite != NULL && next_sprite->change_on_touch) {
sprite.reset(new Sprite( *(next_sprite->sprite.get()) ));
- next_sprite->in_stay_action = false;
+ next_sprite->clear_stay_action();
}
SpriteChange* last_sprite = worldmap->at_sprite_change(tile_pos);
if(last_sprite != NULL && next_sprite != NULL) {
log_debug << "Old: " << tile_pos << " New: " << next_tile << std::endl;
- last_sprite->in_stay_action = true;
+ last_sprite->set_stay_action();
}
tile_pos = next_tile;
void
Tux::update(float elapsed_time)
{
- updateInputDirection();
+ updateInputDirection();
if (moving)
tryContinueWalking(elapsed_time);
else
tryStartWalking();
}
+void
+Tux::setup()
+{
+ // check if we already touch a SpriteChange object
+ SpriteChange* sprite_change = worldmap->at_sprite_change(tile_pos);
+ if(sprite_change != NULL) {
+ sprite.reset(new Sprite( *(sprite_change->sprite.get()) ));
+ sprite_change->clear_stay_action();
+ }
+}
+
}