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authorBertram <bertram@cegetel.net>2010-03-03 00:49:39 +0100
committerBertram <yohanndotferreiraatorange.fr>2010-04-12 23:50:22 +0200
commit1bc96ba79136e8e47c077039d09e8a027569bcdb (patch)
treef35b36fd804a7a15c1427a22087c3db83bdf9edb
parente87a2a533eb892c6e8b00cc483eed7c69032bf7a (diff)
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Forgot to remove Being::checkNodeOffset() function.
-rw-r--r--src/being.cpp81
-rw-r--r--src/being.h8
-rw-r--r--src/localplayer.cpp8
3 files changed, 15 insertions, 82 deletions
diff --git a/src/being.cpp b/src/being.cpp
index ac5d0100..200f38cf 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -127,68 +127,6 @@ void Being::setPosition(const Vector &pos)
(int)pos.y - getHeight() - mText->getHeight() - 6);
}
-Position Being::checkNodeOffsets(const Position &position) const
-{
- // Pre-computing character's position in tiles
- const int tx = position.x / 32;
- const int ty = position.y / 32;
-
- // Pre-computing character's position offsets.
- int fx = position.x % 32;
- int fy = position.y % 32;
-
- // Compute the being radius:
- // FIXME: the beings' radius should be obtained from xml values
- // and stored into the Being ojects.
- int radius = getWidth() / 2;
- // FIXME: Hande beings with more than 1/2 tile radius by not letting them
- // go or spawn in too narrow places. The server will have to be aware
- // of being's radius value (in tiles) to handle this gracefully.
- if (radius > 32 / 2) radius = 32 / 2;
- // set a default value if no value returned.
- if (radius < 1) radius = 32 / 3;
-
- // We check diagonal first as they are more restrictive.
- // Top-left border check
- if (!mMap->getWalk(tx - 1, ty - 1, getWalkMask())
- && fy < radius && fx < radius)
- {
- fx = fy = radius;
- }
- // Top-right border check
- if (!mMap->getWalk(tx + 1, ty - 1, getWalkMask())
- && (fy < radius) && fx > (32 - radius))
- {
- fx = 32 -radius;
- fy = radius;
- }
- // Bottom-left border check
- if (!mMap->getWalk(tx - 1, ty + 1, getWalkMask())
- && fy > (32 - radius) && fx < radius)
- {
- fx = radius;
- fy = 32 - radius;
- }
- // Bottom-right border check
- if (!mMap->getWalk(tx + 1, ty + 1, getWalkMask())
- && fy > (32 - radius) && fx > (32 - radius))
- {
- fx = fy = 32 -radius;
- }
-
- // Fix coordinates so that the player does not seem to dig into walls.
- if (fx > (32 - radius) && !mMap->getWalk(tx + 1, ty, getWalkMask()))
- fx = 32 - radius;
- else if (fx < radius && !mMap->getWalk(tx - 1, ty, getWalkMask()))
- fx = radius;
- else if (fy > (32 - radius) && !mMap->getWalk(tx, ty + 1, getWalkMask()))
- fy = 32 - radius;
- else if (fy < radius && !mMap->getWalk(tx, ty - 1, getWalkMask()))
- fy = radius;
-
- return Position(tx * 32 + fx, ty * 32 + fy);
-}
-
void Being::setDestination(int dstX, int dstY)
{
if (Net::getNetworkType() == ServerInfo::EATHENA)
@@ -200,6 +138,10 @@ void Being::setDestination(int dstX, int dstY)
// Manaserv's part:
+ // We can't calculate anything without a map anyway.
+ if (!mMap)
+ return;
+
// Don't handle flawed destinations from server...
if (dstX == 0 || dstY == 0)
return;
@@ -208,16 +150,11 @@ void Being::setDestination(int dstX, int dstY)
if (!mMap->getWalk(dstX / 32, dstY / 32))
return;
- Position dest = checkNodeOffsets(dstX, dstY);
-
- Path thisPath;
-
- if (mMap)
- {
- // The being radius should be obtained from xml values.
- thisPath = mMap->findPixelPath(mPos.x, mPos.y, dest.x, dest.y,
- getWidth() / 2, getWalkMask());
- }
+ // The being radius should be obtained from xml values.
+ Position dest = mMap->checkNodeOffsets(getWidth() / 2, getWalkMask(),
+ dstX, dstY);
+ Path thisPath = mMap->findPixelPath(mPos.x, mPos.y, dest.x, dest.y,
+ getWidth() / 2, getWalkMask());
if (thisPath.empty())
{
diff --git a/src/being.h b/src/being.h
index f1d98ba4..96c25ffc 100644
--- a/src/being.h
+++ b/src/being.h
@@ -647,14 +647,6 @@ class Being : public Sprite, public ConfigListener
Vector mDest; /**< destination coordinates. */
- /**
- * Check the current position against surrounding blocking tiles, and
- * correct the position offset within tile when needed.
- */
- Position checkNodeOffsets(const Position &position) const;
- Position checkNodeOffsets(int x, int y) const
- { return checkNodeOffsets(Position(x, y)); }
-
private:
/**
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index 684c21e1..e7f03589 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -390,7 +390,9 @@ void LocalPlayer::nextTile(unsigned char dir = 0)
{
refPosition = Position((int) pos.x + (dx * dScaler) / 32,
(int) pos.y + (dy * dScaler) / 32);
- testPosition = checkNodeOffsets(refPosition);
+ testPosition = mMap->checkNodeOffsets(getWidth() / 2,
+ getWalkMask(),
+ refPosition);
if (refPosition.x != testPosition.x
|| refPosition.y != testPosition.y)
{
@@ -403,7 +405,9 @@ void LocalPlayer::nextTile(unsigned char dir = 0)
// Test also current position to avoid being blocked on corners
// in certain situations.
Position currentPosition((int) pos.x, (int) pos.y);
- Position testPosition = checkNodeOffsets(currentPosition);
+ Position testPosition = mMap->checkNodeOffsets(getWidth() / 2,
+ getWalkMask(),
+ currentPosition);
if (dScaler > 0)
{
setDestination((int) pos.x + (dx * dScaler),