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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2011-05-04 22:16:16 +0200
committerAndrei Karas <akaras@inbox.ru>2011-05-05 02:27:24 +0300
commitb6444eeaac25a9a5f40d6641de60a0ad243d3a0c (patch)
treef12968612ba78c4451b8951cada67d1caef66568
parent4c3cfc12b580268b549d68213f54e9e8c64dd4d1 (diff)
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Made the client show much more path debug information.
First of all, the mouse path is only computed when necessary, This will save a bit of CPU when in debug view. Secondly, every being paths, collision radius, and position are graphically represented now. This will help code and content developers when checking their sprite offsets. Reviewed-by: CodyMartin. Conflicts: src/gui/viewport.cpp
-rw-r--r--src/gui/viewport.cpp101
1 files changed, 65 insertions, 36 deletions
diff --git a/src/gui/viewport.cpp b/src/gui/viewport.cpp
index 478059f53..ba40adfc5 100644
--- a/src/gui/viewport.cpp
+++ b/src/gui/viewport.cpp
@@ -289,49 +289,78 @@ void Viewport::_drawDebugPath(Graphics *graphics)
// Get the current mouse position
SDL_GetMouseState(&mMouseX, &mMouseY);
- Path debugPath;
+ // Prepare the walkmask corresponding to the protocol
+ unsigned char walkMask = 0;
+ switch (Net::getNetworkType())
+ {
+ case ServerInfo::TMWATHENA:
+ walkMask = Map::BLOCKMASK_WALL | Map::BLOCKMASK_CHARACTER;
+ break;
+ case ServerInfo::MANASERV:
+ default:
+ walkMask = Map::BLOCKMASK_WALL;
+ break;
+ }
+ static Path debugPath;
+ static Vector lastMouseDestination = Vector(0.0f, 0.0f);
+ Vector mouseDestination(mMouseX + (int) mPixelViewX,
+ mMouseY + (int) mPixelViewY);
- if (Net::getNetworkType() == ServerInfo::TMWATHENA)
+ if (mouseDestination.x != lastMouseDestination.x
+ || mouseDestination.y != lastMouseDestination.y)
{
- const int mouseTileX = (mMouseX + static_cast<int>(mPixelViewX)) / 32;
- const int mouseTileY = (mMouseY + static_cast<int>(mPixelViewY)) / 32;
const Vector &playerPos = player_node->getPosition();
- debugPath = mMap->findPath(
- static_cast<int>(playerPos.x - 16) / 32,
- static_cast<int>(playerPos.y - 32) / 32,
- mouseTileX, mouseTileY, 0, 500);
+ debugPath = mMap->findPath((int) playerPos.x,
+ (int) playerPos.y,
+ mouseDestination.x,
+ mouseDestination.y,
+ walkMask);
- _drawPath(graphics, debugPath);
+ lastMouseDestination = mouseDestination;
}
-#ifdef MANASERV_SUPPORT
- else if (Net::getNetworkType() == ServerInfo::MANASERV)
+
+ // We draw the path proposed by mouse
+ _drawPath(graphics, debugPath, gcn::Color(128, 0, 128, 150));
+
+ // Draw the path debug information for every beings.
+ ActorSpritesConstIterator it, it_end;
+ const ActorSprites &actors = actorSpriteManager->getAll();
+ for (it = actors.begin(), it_end = actors.end() ; it != it_end; it++)
{
- const Vector &playerPos = player_node->getPosition();
- const int playerRadius = player_node->getCollisionRadius();
- // Draw player collision rectangle
- graphics->setColor(gcn::Color(128, 128, 0, 120));
- graphics->fillRectangle(
- gcn::Rectangle(static_cast<int>(playerPos.x)
- - static_cast<int>(mPixelViewX) - playerRadius,
- static_cast<int>(playerPos.y)
- - static_cast<int>(mPixelViewY) - playerRadius,
- playerRadius * 2, playerRadius * 2));
-
- debugPath = mMap->findPixelPath(
- static_cast<int>(playerPos.x),
- static_cast<int>(playerPos.y),
- mMouseX + static_cast<int>(mPixelViewX),
- mMouseY + static_cast<int>(mPixelViewY),
- playerRadius, 0xFF);
-
- // We draw the path proposed by mouse
- _drawPath(graphics, debugPath, gcn::Color(128, 0, 128));
-
- // But also the one currently walked on.
- _drawPath(graphics, player_node->getPath(), gcn::Color(0, 0, 255));
+ Being *being = dynamic_cast<Being*>(*it);
+ if (being)
+ {
+ const Vector &beingPos = being->getPosition();
+ int radius = being->getCollisionRadius();
+ Path beingPath = being->getPath();
+
+ // Draw being collision rectangle
+ graphics->setColor(gcn::Color(128, 128, 0, 150));
+ graphics->fillRectangle(gcn::Rectangle(
+ (int) beingPos.x
+ - (int) mPixelViewX - radius,
+ (int) beingPos.y - (int) mPixelViewY
+ - radius,
+ radius * 2, radius * 2));
+
+ _drawPath(graphics,
+ beingPath,
+ gcn::Color(0, 0, 255, 150));
+
+ // Draw also the absolute x, y position using a cross.
+ graphics->setColor(gcn::Color(0, 0, 255, 255));
+ graphics->drawLine((int) beingPos.x - (int) mPixelViewX - 4,
+ (int) beingPos.y - (int) mPixelViewY - 4,
+ (int) beingPos.x - (int) mPixelViewX + 4,
+ (int) beingPos.y - (int) mPixelViewY + 4);
+ graphics->drawLine((int) beingPos.x - (int) mPixelViewX + 4,
+ (int) beingPos.y - (int) mPixelViewY - 4,
+ (int) beingPos.x - (int) mPixelViewX - 4,
+ (int) beingPos.y - (int) mPixelViewY + 4);
+
+ }
}
-#endif
}
void Viewport::_drawPath(Graphics *graphics, const Path &path,
@@ -788,4 +817,4 @@ void Viewport::moveCamera(int dx, int dy)
{
mCameraRelativeX += dx;
mCameraRelativeY += dy;
-} \ No newline at end of file
+}