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authorBertram <bertram@cegetel.net>2010-03-04 15:04:14 +0100
committerBertram <yohanndotferreiraatorange.fr>2010-04-12 23:50:22 +0200
commitcd727d2223bc51f282bec29d666a0f5f30bdd151 (patch)
tree1d8cd6be12ec1ea42a088bb2b4a5705f1bac4ee0 /src/localplayer.cpp
parent27c7c5f725f5cf1e3393df9393b08fdc26057212 (diff)
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Reviewed the LocalPlayer::nextTile() function. The ManaServ movement system is functional!!
Introduced LocalPlayer::getNextWalkPosition(unsigned char dir) which takes care about the player next position while moving using keyboard. I removed the pixel scaler thing because it couldn't handle all the noticed cases and was rather heavy. There is still a bug in the movement system (nothing's perfect) but it's very rare and this is here in eAthena, too. So, I'll give a try at taking care of it once I'll have polished all of this a bit. Please try and give feedback!!
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r--src/localplayer.cpp474
1 files changed, 347 insertions, 127 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index e7f03589..ef2d7e4e 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -249,6 +249,349 @@ void LocalPlayer::setGMLevel(int level)
}
+Position LocalPlayer::getNextWalkPosition(unsigned char dir)
+{
+
+ // Compute where the next tile will be set.
+ int dx = 0, dy = 0;
+ if (dir & Being::UP)
+ dy--;
+ if (dir & Being::DOWN)
+ dy++;
+ if (dir & Being::LEFT)
+ dx--;
+ if (dir & Being::RIGHT)
+ dx++;
+
+ Vector pos = getPosition();
+
+ // If no map or no direction is given, give back the current player position
+ if (!mMap || (!dx && !dy))
+ return Position((int)pos.x, (int)pos.y);
+
+ // Get the current tile pos and its offset
+ int tileX = (int)pos.x / mMap->getTileWidth();
+ int tileY = (int)pos.y / mMap->getTileHeight();
+ int offsetX = (int)pos.x % mMap->getTileWidth();
+ int offsetY = (int)pos.y % mMap->getTileHeight();
+
+ // Get the walkability of every surrounding tiles.
+ bool wTopLeft = mMap->getWalk(tileX - 1, tileY - 1, getWalkMask());
+ bool wTop = mMap->getWalk(tileX, tileY - 1, getWalkMask());
+ bool wTopRight = mMap->getWalk(tileX + 1, tileY - 1, getWalkMask());
+ bool wLeft = mMap->getWalk(tileX - 1, tileY, getWalkMask());
+ bool wRight = mMap->getWalk(tileX + 1, tileY, getWalkMask());
+ bool wBottomLeft = mMap->getWalk(tileX - 1, tileY + 1, getWalkMask());
+ bool wBottom = mMap->getWalk(tileX, tileY + 1, getWalkMask());
+ bool wBottomRight = mMap->getWalk(tileX + 1, tileY + 1, getWalkMask());
+
+ // Make diagonals unwalkable when both straight directions are blocking
+ if (!wTop)
+ {
+ if (!wRight)
+ wTopRight = false;
+ if (!wLeft)
+ wTopLeft = false;
+ }
+ if (!wBottom)
+ {
+ if (!wRight)
+ wBottomRight = false;
+ if (!wLeft)
+ wBottomLeft = false;
+ }
+
+ // We'll make tests for each desired direction
+
+ // Handle diagonal cases by setting the way back to a straight direction
+ // when necessary.
+ if (dx && dy)
+ {
+ // Going top-right
+ if (dx > 0 && dy < 0)
+ {
+ if (!wTopRight)
+ {
+ // Choose a straight direction when diagonal target is blocked
+ if (!wTop && wRight)
+ dy = 0;
+ else if (wTop && !wRight)
+ dx = 0;
+ else if (!wTop && !wRight)
+ return Position(tileX * 32 + 32 - getCollisionRadius(),
+ tileY * 32 + getCollisionRadius());
+ else // Both straight direction are walkable
+ {
+ // Go right when below the corner
+ if (offsetY >= (offsetX / mMap->getTileHeight()
+ - (offsetX / mMap->getTileWidth()
+ * mMap->getTileHeight()) ))
+ dy = 0;
+ else // Go up otherwise
+ dx = 0;
+ }
+ }
+ else // The diagonal is walkable
+ return mMap->checkNodeOffsets(getCollisionRadius(),
+ getWalkMask(),
+ Position((int)pos.x + 32, (int)pos.y - 32));
+ }
+
+ // Going top-left
+ if (dx < 0 && dy < 0)
+ {
+ if (!wTopLeft)
+ {
+ // Choose a straight direction when diagonal target is blocked
+ if (!wTop && wLeft)
+ dy = 0;
+ else if (wTop && !wLeft)
+ dx = 0;
+ else if (!wTop && !wLeft)
+ return Position(tileX * 32 + getCollisionRadius(),
+ tileY * 32 + getCollisionRadius());
+ else // Both straight direction are walkable
+ {
+ // Go left when below the corner
+ if (offsetY >= (offsetX / mMap->getTileWidth()
+ * mMap->getTileHeight()))
+ dy = 0;
+ else // Go up otherwise
+ dx = 0;
+ }
+ }
+ else // The diagonal is walkable
+ return mMap->checkNodeOffsets(getCollisionRadius(),
+ getWalkMask(),
+ Position((int)pos.x - 32, (int)pos.y - 32));
+ }
+
+ // Going bottom-left
+ if (dx < 0 && dy > 0)
+ {
+ if (!wBottomLeft)
+ {
+ // Choose a straight direction when diagonal target is blocked
+ if (!wBottom && wLeft)
+ dy = 0;
+ else if (wBottom && !wLeft)
+ dx = 0;
+ else if (!wBottom && !wLeft)
+ return Position(tileX * 32 + getCollisionRadius(),
+ tileY * 32 + 32 - getCollisionRadius());
+ else // Both straight direction are walkable
+ {
+ // Go down when below the corner
+ if (offsetY >= (offsetX / mMap->getTileHeight()
+ - (offsetX / mMap->getTileWidth()
+ * mMap->getTileHeight()) ))
+ dx = 0;
+ else // Go left otherwise
+ dy = 0;
+ }
+ }
+ else // The diagonal is walkable
+ return mMap->checkNodeOffsets(getCollisionRadius(),
+ getWalkMask(),
+ Position((int)pos.x - 32, (int)pos.y + 32));
+ }
+
+ // Going bottom-right
+ if (dx > 0 && dy > 0)
+ {
+ if (!wBottomRight)
+ {
+ // Choose a straight direction when diagonal target is blocked
+ if (!wBottom && wRight)
+ dy = 0;
+ else if (wBottom && !wRight)
+ dx = 0;
+ else if (!wBottom && !wRight)
+ return Position(tileX * 32 + 32 - getCollisionRadius(),
+ tileY * 32 + 32 - getCollisionRadius());
+ else // Both straight direction are walkable
+ {
+ // Go down when below the corner
+ if (offsetY >= (offsetX / mMap->getTileWidth()
+ * mMap->getTileHeight()))
+ dx = 0;
+ else // Go right otherwise
+ dy = 0;
+ }
+ }
+ else // The diagonal is walkable
+ return mMap->checkNodeOffsets(getCollisionRadius(),
+ getWalkMask(),
+ Position((int)pos.x + 32, (int)pos.y + 32));
+ }
+
+ } // End of diagonal cases
+
+ // Straight directions
+ // Right direction
+ if (dx > 0 && !dy)
+ {
+ // If the straight destination is blocked,
+ // Make the player go the closest possible.
+ if (!wRight)
+ return Position(tileX * 32 + 32 - getCollisionRadius(), (int)pos.y);
+ else
+ {
+ if (!wTopRight)
+ {
+ // If we're going to collide with the top-right corner
+ if (offsetY - getCollisionRadius() < 0)
+ {
+ // We make the player corrects its offset
+ // before going further
+ return Position(tileX * 32 + 32 - getCollisionRadius(),
+ tileY * 32 + getCollisionRadius());
+
+ }
+ }
+
+ if (!wBottomRight)
+ {
+ // If we're going to collide with the bottom-right corner
+ if (offsetY + getCollisionRadius() > 32)
+ {
+ // We make the player corrects its offset
+ // before going further
+ return Position(tileX * 32 + 32 - getCollisionRadius(),
+ tileY * 32 + 32 - getCollisionRadius());
+
+ }
+ }
+ // If the way is clear, step up one checked tile ahead.
+ return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
+ Position((int)pos.x + 32, (int)pos.y));
+ }
+ }
+
+ // Left direction
+ if (dx < 0 && !dy)
+ {
+ // If the straight destination is blocked,
+ // Make the player go the closest possible.
+ if (!wLeft)
+ return Position(tileX * 32 + getCollisionRadius(), (int)pos.y);
+ else
+ {
+ if (!wTopLeft)
+ {
+ // If we're going to collide with the top-left corner
+ if (offsetY - getCollisionRadius() < 0)
+ {
+ // We make the player corrects its offset
+ // before going further
+ return Position(tileX * 32 + getCollisionRadius(),
+ tileY * 32 + getCollisionRadius());
+
+ }
+ }
+
+ if (!wBottomLeft)
+ {
+ // If we're going to collide with the bottom-left corner
+ if (offsetY + getCollisionRadius() > 32)
+ {
+ // We make the player corrects its offset
+ // before going further
+ return Position(tileX * 32 + getCollisionRadius(),
+ tileY * 32 + 32 - getCollisionRadius());
+
+ }
+ }
+ // If the way is clear, step up one checked tile ahead.
+ return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
+ Position((int)pos.x - 32, (int)pos.y));
+ }
+ }
+
+ // Up direction
+ if (!dx && dy < 0)
+ {
+ // If the straight destination is blocked,
+ // Make the player go the closest possible.
+ if (!wTop)
+ return Position((int)pos.x, tileY * 32 + getCollisionRadius());
+ else
+ {
+ if (!wTopLeft)
+ {
+ // If we're going to collide with the top-left corner
+ if (offsetX - getCollisionRadius() < 0)
+ {
+ // We make the player corrects its offset
+ // before going further
+ return Position(tileX * 32 + getCollisionRadius(),
+ tileY * 32 + getCollisionRadius());
+
+ }
+ }
+
+ if (!wTopRight)
+ {
+ // If we're going to collide with the top-right corner
+ if (offsetX + getCollisionRadius() > 32)
+ {
+ // We make the player corrects its offset
+ // before going further
+ return Position(tileX * 32 + 32 - getCollisionRadius(),
+ tileY * 32 + getCollisionRadius());
+
+ }
+ }
+ // If the way is clear, step up one checked tile ahead.
+ return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
+ Position((int)pos.x, (int)pos.y - 32));
+ }
+ }
+
+ // Down direction
+ if (!dx && dy > 0)
+ {
+ // If the straight destination is blocked,
+ // Make the player go the closest possible.
+ if (!wBottom)
+ return Position((int)pos.x, tileY * 32 + 32 - getCollisionRadius());
+ else
+ {
+ if (!wBottomLeft)
+ {
+ // If we're going to collide with the bottom-left corner
+ if (offsetX - getCollisionRadius() < 0)
+ {
+ // We make the player corrects its offset
+ // before going further
+ return Position(tileX * 32 + getCollisionRadius(),
+ tileY * 32 + 32 - getCollisionRadius());
+
+ }
+ }
+
+ if (!wBottomRight)
+ {
+ // If we're going to collide with the bottom-right corner
+ if (offsetX + getCollisionRadius() > 32)
+ {
+ // We make the player corrects its offset
+ // before going further
+ return Position(tileX * 32 + 32 - getCollisionRadius(),
+ tileY * 32 + 32 - getCollisionRadius());
+
+ }
+ }
+ // If the way is clear, step up one checked tile ahead.
+ return mMap->checkNodeOffsets(getCollisionRadius(), getWalkMask(),
+ Position((int)pos.x, (int)pos.y + 32));
+ }
+ }
+
+ // Return the current position if everything else has failed.
+ return Position((int)pos.x, (int)pos.y);
+}
+
void LocalPlayer::nextTile(unsigned char dir = 0)
{
if (Net::getNetworkType() == ServerInfo::EATHENA)
@@ -288,135 +631,12 @@ void LocalPlayer::nextTile(unsigned char dir = 0)
return;
const Vector &pos = getPosition();
+ Position destination = getNextWalkPosition(dir);
- // Compute where the next step will be set.
- int dx = 0, dy = 0;
- if (dir & UP)
- dy--;
- if (dir & DOWN)
- dy++;
- if (dir & LEFT)
- dx--;
- if (dir & RIGHT)
- dx++;
-
- // Choose a straight direction when diagonal target is blocked
- if (dx && dy && !mMap->getWalk((pos.x / 32) + dx,
- (pos.y / 32) + dy, getWalkMask()))
- {
- // If one straight direction is blocked, and not the other,
- // we choose the free one.
- if (!mMap->getWalk((pos.x / 32) + dx, pos.y / 32,
- getWalkMask())
- && mMap->getWalk((pos.x / 32), pos.y / 32 + dy,
- getWalkMask()))
- {
- dx = 0;
- }
-
- else if (mMap->getWalk((pos.x / 32) + dx, pos.y / 32,
- getWalkMask())
- && !mMap->getWalk((pos.x / 32), pos.y / 32 + dy,
- getWalkMask()))
- {
- dy = 0;
- }
- else
- {
- // In the other cases, we test if the current tile offset
- // is more inclined to one straight direction or another.
- int fx = (int) pos.x % 32;
- int fy = (int) pos.y % 32;
-
- // Top-left case
- if (dx < 0 && dy < 0)
- {
- // Go left when below the corner
- if (fy >= (fx / mMap->getTileWidth()
- * mMap->getTileHeight()))
- dy = 0;
- else // Go up otherwise
- dx = 0;
- }
-
- // Bottom-right case
- if (dx > 0 && dy > 0)
- {
- // Go down when below the corner
- if (fy >= (fx / mMap->getTileWidth()
- * mMap->getTileHeight()))
- dx = 0;
- else // Go right otherwise
- dy = 0;
- }
-
- // Top-right case
- if (dx > 0 && dy < 0)
- {
- // Go right when below the corner
- if (fy >= (fx / mMap->getTileHeight()
- - (fx / mMap->getTileWidth()
- * mMap->getTileHeight()) ))
- dy = 0;
- else // Go up otherwise
- dx = 0;
- }
-
- // Bottom-left case
- if (dx < 0 && dy > 0)
- {
- // Go down when below the corner
- if (fy >= (fx / mMap->getTileHeight()
- - (fx / mMap->getTileWidth()
- * mMap->getTileHeight()) ))
- dx = 0;
- else // Go left otherwise
- dy = 0;
- }
- }
- }
-
- int dScaler = 0; // Distance to walk in pixels
-
- if (dx || dy)
- {
- Position refPosition(0, 0);
- Position testPosition(0, 0);
- // Checks our path up to 1 tiles, if a blocking tile is found
- // We go to the last good tile, and break out of the loop
- for (dScaler = 1; dScaler <= std::max(mMap->getTileWidth(),
- mMap->getTileHeight());
- dScaler++)
- {
- refPosition = Position((int) pos.x + (dx * dScaler) / 32,
- (int) pos.y + (dy * dScaler) / 32);
- testPosition = mMap->checkNodeOffsets(getWidth() / 2,
- getWalkMask(),
- refPosition);
- if (refPosition.x != testPosition.x
- || refPosition.y != testPosition.y)
- {
- dScaler--;
- break;
- }
- }
- }
-
- // Test also current position to avoid being blocked on corners
- // in certain situations.
- Position currentPosition((int) pos.x, (int) pos.y);
- Position testPosition = mMap->checkNodeOffsets(getWidth() / 2,
- getWalkMask(),
- currentPosition);
- if (dScaler > 0)
- {
- setDestination((int) pos.x + (dx * dScaler),
- (int) pos.y + (dy * dScaler));
- }
- else if (currentPosition.x != testPosition.x
- || currentPosition.y != testPosition.y)
+ if ((int)pos.x != destination.x
+ || (int)pos.y != destination.y)
{
- setDestination(testPosition.x, testPosition.y);
+ setDestination(destination.x, destination.y);
}
else if (dir != mDirection)
{