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author | Bertram <bertram@cegetel.net> | 2010-03-03 00:49:39 +0100 |
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committer | Bertram <yohanndotferreiraatorange.fr> | 2010-04-12 23:50:22 +0200 |
commit | 1bc96ba79136e8e47c077039d09e8a027569bcdb (patch) | |
tree | f35b36fd804a7a15c1427a22087c3db83bdf9edb /src/being.cpp | |
parent | e87a2a533eb892c6e8b00cc483eed7c69032bf7a (diff) | |
download | mana-1bc96ba79136e8e47c077039d09e8a027569bcdb.tar.gz mana-1bc96ba79136e8e47c077039d09e8a027569bcdb.tar.bz2 mana-1bc96ba79136e8e47c077039d09e8a027569bcdb.tar.xz mana-1bc96ba79136e8e47c077039d09e8a027569bcdb.zip |
Forgot to remove Being::checkNodeOffset() function.
Diffstat (limited to 'src/being.cpp')
-rw-r--r-- | src/being.cpp | 81 |
1 files changed, 9 insertions, 72 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()) { |