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author | Yohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer> | 2011-05-04 22:16:16 +0200 |
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committer | Andrei Karas <akaras@inbox.ru> | 2011-05-05 02:27:24 +0300 |
commit | b6444eeaac25a9a5f40d6641de60a0ad243d3a0c (patch) | |
tree | f12968612ba78c4451b8951cada67d1caef66568 /src/gui/viewport.cpp | |
parent | 4c3cfc12b580268b549d68213f54e9e8c64dd4d1 (diff) | |
download | plus-b6444eeaac25a9a5f40d6641de60a0ad243d3a0c.tar.gz plus-b6444eeaac25a9a5f40d6641de60a0ad243d3a0c.tar.bz2 plus-b6444eeaac25a9a5f40d6641de60a0ad243d3a0c.tar.xz plus-b6444eeaac25a9a5f40d6641de60a0ad243d3a0c.zip |
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
Diffstat (limited to 'src/gui/viewport.cpp')
-rw-r--r-- | src/gui/viewport.cpp | 101 |
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 +} |