- if (nextDirection >= 0) {
- if (afterLock) {
- // FIXME: this check is unreliable, see #21
- OnMove();
- afterLock = false;
- }
- controlled->SetOrientation(Entity::Orientation(nextDirection));
- const Tile &tile(map->TileAt(controlled->Position()));
- bool blocked(false);
- switch (controlled->GetOrientation()) {
- case Entity::ORIENTATION_NORTH:
- blocked = tile.BlocksNorth();
- break;
- case Entity::ORIENTATION_EAST:
- blocked = tile.BlocksEast();
- break;
- case Entity::ORIENTATION_SOUTH:
- blocked = tile.BlocksSouth();
- break;
- case Entity::ORIENTATION_WEST:
- blocked = tile.BlocksWest();
- break;
- }
- if (!blocked) {
- controlled->SetSpeed(walkingSpeed);
- } else {
- controlled->SetSpeed(0.0f);
- }
- if (!controlled->AnimationRunning()) {
- controlled->StartAnimation(*this);
- }
+ controlled->SetOrientation(Entity::Orientation(nextDirection));
+ const Tile &tile(map->TileAt(controlled->Position()));
+ bool blocked(false);
+ switch (controlled->GetOrientation()) {
+ case Entity::ORIENTATION_NORTH:
+ blocked = tile.BlocksNorth();
+ break;
+ case Entity::ORIENTATION_EAST:
+ blocked = tile.BlocksEast();
+ break;
+ case Entity::ORIENTATION_SOUTH:
+ blocked = tile.BlocksSouth();
+ break;
+ case Entity::ORIENTATION_WEST:
+ blocked = tile.BlocksWest();
+ break;
+ }
+ if (!blocked) {
+ controlled->SetSpeed(walkingSpeed);
+ moveTimer.Clear();