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author | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-04-30 13:29:45 +0000 |
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committer | Bjørn Lindeijer <bjorn@lindeijer.nl> | 2005-04-30 13:29:45 +0000 |
commit | ad3623ced5020c9c886cb85100ae05efa460f84a (patch) | |
tree | 2f01f33e4bf0f5e20f81a7d3f64cd6466381df95 /src/game.cpp | |
parent | 22799314e68a0535f65cc7aa56c490cdde7ca544 (diff) | |
download | mana-ad3623ced5020c9c886cb85100ae05efa460f84a.tar.gz mana-ad3623ced5020c9c886cb85100ae05efa460f84a.tar.bz2 mana-ad3623ced5020c9c886cb85100ae05efa460f84a.tar.xz mana-ad3623ced5020c9c886cb85100ae05efa460f84a.zip |
Some fixes to player control, also attempting to solve long walk path problem.
Diffstat (limited to 'src/game.cpp')
-rw-r--r-- | src/game.cpp | 155 |
1 files changed, 85 insertions, 70 deletions
diff --git a/src/game.cpp b/src/game.cpp index 87c59354..b079135c 100644 --- a/src/game.cpp +++ b/src/game.cpp @@ -209,7 +209,7 @@ void do_input() used = true; } } - + if ((keysym.sym == SDLK_F5) && action_time) { if (player_node->action == STAND) @@ -285,7 +285,7 @@ void do_input() { state = EXIT; } - + if (keysym.sym == SDLK_g) { // Get the item code @@ -404,7 +404,7 @@ void do_input() int yDirection = 0; int Direction = DIR_NONE; - if (walk_status == 0 && player_node->action != DEAD && current_npc == 0) + if (player_node->action != DEAD && current_npc == 0) { int x = player_node->x; int y = player_node->y; @@ -447,66 +447,76 @@ void do_input() yDirection = -1; } - // Translate movement to direction - if (xDirection == 1 && yDirection == 0) // Right - { - Direction = EAST; - } - if (xDirection == -1 && yDirection == 0) // Left - { - Direction = WEST; - } - if (xDirection == 0 && yDirection == -1) // Up - { - Direction = NORTH; - } - if (xDirection == 0 && yDirection == 1) // Down - { - Direction = SOUTH; - } - if (xDirection == 1 && yDirection == 1) // Bottom-Right - { - Direction = SE; - } - if (xDirection == -1 && yDirection == -1) // Top-left - { - Direction = NW; - } - if (xDirection == 1 && yDirection == -1) // Top-Right - { - Direction = NE; - } - if (xDirection == -1 && yDirection == 1) // Bottom-Left + // Allow keyboard control to interrupt an existing path + if ((xDirection != 0 || yDirection != 0) && + player_node->action == WALK) { - Direction = SW; + player_node->setDestination(player_node->x, player_node->y); } - // Update the player direction to where he wants to walk - // Warning: Not communicated to the server yet - if (Direction != DIR_NONE) { - player_node->direction = Direction; - } + if (player_node->action != WALK) + { + // Translate movement to direction + if (xDirection == 1 && yDirection == 0) // Right + { + Direction = EAST; + } + if (xDirection == -1 && yDirection == 0) // Left + { + Direction = WEST; + } + if (xDirection == 0 && yDirection == -1) // Up + { + Direction = NORTH; + } + if (xDirection == 0 && yDirection == 1) // Down + { + Direction = SOUTH; + } + if (xDirection == 1 && yDirection == 1) // Bottom-Right + { + Direction = SE; + } + if (xDirection == -1 && yDirection == -1) // Top-left + { + Direction = NW; + } + if (xDirection == 1 && yDirection == -1) // Top-Right + { + Direction = NE; + } + if (xDirection == -1 && yDirection == 1) // Bottom-Left + { + Direction = SW; + } - // Prevent skipping corners over colliding tiles - if (xDirection != 0 && tiledMap->tileCollides(x + xDirection, y)) { - xDirection = 0; - } - if (yDirection != 0 && tiledMap->tileCollides(x, y + yDirection)) { - yDirection = 0; - } + // Prevent skipping corners over colliding tiles + if (xDirection != 0 && tiledMap->tileCollides(x + xDirection, y)) { + xDirection = 0; + } + if (yDirection != 0 && tiledMap->tileCollides(x, y + yDirection)) { + yDirection = 0; + } - // Choose a straight direction when diagonal target is blocked - if (yDirection != 0 && xDirection != 0 && - !tiledMap->getWalk(x + xDirection, y + yDirection)) { - xDirection = 0; - } + // Choose a straight direction when diagonal target is blocked + if (yDirection != 0 && xDirection != 0 && + !tiledMap->getWalk(x + xDirection, y + yDirection)) { + xDirection = 0; + } - // Walk to where the player can actually go - if ((xDirection != 0 || yDirection != 0) && - tiledMap->getWalk(x + xDirection, y + yDirection)) - { - walk(x + xDirection, y + yDirection, Direction); - player_node->setDestination(x + xDirection, y + yDirection); + // Walk to where the player can actually go + if ((xDirection != 0 || yDirection != 0) && + tiledMap->getWalk(x + xDirection, y + yDirection)) + { + walk(x + xDirection, y + yDirection, Direction); + player_node->setDestination(x + xDirection, y + yDirection); + } + else if (Direction != DIR_NONE) + { + // Update the player direction to where he wants to walk + // Warning: Not communicated to the server yet + player_node->direction = Direction; + } } if (player_node->action == STAND) @@ -759,13 +769,13 @@ void do_parse() npcTextDialog->setVisible(true); current_npc = RFIFOL(4); break; - + // Trade: Receiving a request to trade case 0x00e5: //printf("Getting a call from %s\n", RFIFOP(2)); requestTradeDialog->request(RFIFOP(2)); break; - + // Trade: Response case 0x00e7: switch (RFIFOB(2)) { @@ -831,15 +841,16 @@ void do_parse() break; case 1: // Add item failed - player overweighted - chatWindow->chat_log("Failed adding item. Trade partner is over weighted.", - BY_SERVER); + chatWindow->chat_log("Failed adding item. Trade " + "partner is over weighted.", BY_SERVER); break; default: //printf("Unhandled 0x00ea byte!\n"); break; } break; - // Trade: Received Ok message + + // Trade received Ok message case 0x00ec: switch (RFIFOB(2)) { // Received ok from myself @@ -852,27 +863,29 @@ void do_parse() break; } break; - // Trade: Trade cancelled + + // Trade cancelled case 0x00ee: chatWindow->chat_log("Trade cancelled.", BY_SERVER); tradeWindow->setVisible(false); tradeWindow->reset(); break; - - // Trade: Trade completed + + // Trade completed case 0x00f0: chatWindow->chat_log("Trade completed.", BY_SERVER); tradeWindow->setVisible(false); tradeWindow->reset(); break; - + // Get the items // Only called on map load / warp case 0x01ee: // Reset all items to not load them twice on map change inventoryWindow->items->resetItems(); - - for (int loop = 0; loop < (RFIFOW(2) - 4) / 18; loop++) { + + for (int loop = 0; loop < (RFIFOW(2) - 4) / 18; loop++) + { inventoryWindow->addItem(RFIFOW(4 + loop * 18), RFIFOW(4 + loop * 18 + 2), RFIFOW(4 + loop * 18 + 6), false); @@ -889,7 +902,8 @@ void do_parse() // Get the equipments case 0x00a4: - for (int loop = 0; loop < (RFIFOW(2) - 4) / 20; loop++) { + for (int loop = 0; loop < (RFIFOW(2) - 4) / 20; loop++) + { inventoryWindow->addItem(RFIFOW(4 + loop * 20), RFIFOW(4 + loop * 20 + 2), 1, true); /*char info[40]; @@ -899,7 +913,8 @@ void do_parse() RFIFOW(4+loop*20+6), RFIFOW(4+loop*20+8), RFIFOB(4+loop*20+10), RFIFOB(4+loop*20+11)); chatWindow->chat_log(info, BY_SERVER);*/ - if(RFIFOW(4+loop*20+8)) { + if (RFIFOW(4 + loop * 20 + 8)) + { int mask = 1; int position = 0; while(!(RFIFOW(4+loop*20+8) & mask)) { |