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authorBertram <bertram@cegetel.net>2009-10-06 00:18:32 +0200
committerBertram <bertram@cegetel.net>2009-10-06 00:18:32 +0200
commit8a70da0e01e8cd6fd3b9b443bde45729b44a480b (patch)
treeb689cc5003630d7afe6343e0a6fc801ecb093886 /src/localplayer.cpp
parent924e0a887f87ce531bc5bd26cb55e410b7303383 (diff)
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As little first step, move some specific out from game.cpp
I'll go step by step, in order no to screww everything... I also removed hard coded ticks reference in game.cpp
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r--src/localplayer.cpp212
1 files changed, 118 insertions, 94 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index b5ad79eb..14f85bfe 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -360,96 +360,6 @@ void LocalPlayer::pickUp(FloorItem *item)
}
}
-void LocalPlayer::walk(unsigned char dir)
-{
- // TODO: Evaluate the implementation of this method for tmwserv
- if (!mMap || !dir)
- return;
-
-#ifdef TMWSERV_SUPPORT
- const Vector &pos = getPosition();
-#endif
-
- if (mAction == WALK && !mPath.empty())
- {
- // Just finish the current action, otherwise we get out of sync
-#ifdef TMWSERV_SUPPORT
- Being::setDestination(pos.x, pos.y);
-#else
- Being::setDestination(getTileX(), getTileY());
-#endif
- return;
- }
-
- int dx = 0, dy = 0;
- if (dir & UP)
- dy--;
- if (dir & DOWN)
- dy++;
- if (dir & LEFT)
- dx--;
- if (dir & RIGHT)
- dx++;
-
- // Prevent skipping corners over colliding tiles
-#ifdef TMWSERV_SUPPORT
- if (dx && !mMap->getWalk(((int) pos.x + dx) / 32,
- (int) pos.y / 32, getWalkMask()))
- dx = 16 - (int) pos.x % 32;
- if (dy && !mMap->getWalk((int) pos.x / 32,
- ((int) pos.y + dy) / 32, getWalkMask()))
- dy = 16 - (int) pos.y % 32;
-#else
- if (dx && !mMap->getWalk(getTileX() + dx, getTileY(), getWalkMask()))
- dx = 0;
- if (dy && !mMap->getWalk(getTileX(), getTileY() + dy, getWalkMask()))
- dy = 0;
-#endif
-
- // Choose a straight direction when diagonal target is blocked
-#ifdef TMWSERV_SUPPORT
- if (dx && dy && !mMap->getWalk((pos.x + dx) / 32,
- (pos.y + dy) / 32, getWalkMask()))
- dx = 16 - (int) pos.x % 32;
-
- int dScaler; // Distance to walk
-
- // Checks our path up to 2 tiles, if a blocking tile is found
- // We go to the last good tile, and break out of the loop
- for (dScaler = 1; dScaler <= 32 * 2; dScaler++)
- {
- if ( (dx || dy) &&
- !mMap->getWalk( ((int) pos.x + (dx * dScaler)) / 32,
- ((int) pos.y + (dy * dScaler)) / 32, getWalkMask()) )
- {
- dScaler--;
- break;
- }
- }
-
- if (dScaler >= 0)
- {
- effectManager->trigger(15, (int) pos.x + (dx * dScaler), (int) pos.y + (dy * dScaler));
- setDestination((int) pos.x + (dx * dScaler), (int) pos.y + (dy * dScaler));
- }
-#else
- if (dx && dy && !mMap->getWalk(getTileX() + dx, getTileY() + dy, getWalkMask()))
- dx = 0;
-
- // Walk to where the player can actually go
- if ((dx || dy) && mMap->getWalk(getTileX() + dx, getTileY() + dy, getWalkMask()))
- {
- setDestination(getTileX() + dx, getTileY() + dy);
- }
-#endif
- else if (dir)
- {
- // If the being can't move, just change direction
- Net::getPlayerHandler()->setDirection(dir);
- setDirection(dir);
- }
-}
-
Being *LocalPlayer::getTarget() const
{
return mTarget;
@@ -550,16 +460,130 @@ void LocalPlayer::setDestination(Uint16 x, Uint16 y)
void LocalPlayer::setWalkingDir(int dir)
{
+ // This function is called by Game::handleInput()
+
+#ifdef TMWSERV_SUPPORT
+ // First if player is pressing key for the direction he is already
+ // going, do nothing more...
+
+ // Else if he is pressing a key, and its different from what he has
+ // been pressing, stop (do not send this stop to the server) and
+ // start in the new direction
+ if (dir && (dir != getWalkingDir()))
+ player_node->stopWalking(false);
+
+ // Else, he is not pressing a key, stop (sending to server)
+ else if (!dir)
+ {
+ player_node->stopWalking(true);
+ return;
+ }
+
+ // If the delay to send another walk message to the server hasn't expired,
+ // don't do anything or we could get disconnected for spamming the server
+ if (get_elapsed_time(mLocalWalkTime) < walkingKeyboardDelay)
+ return;
+#endif
+
mWalkingDir = dir;
// If we're not already walking, start walking.
- if (mAction != WALK && dir
+ if (mAction != WALK && dir)
+ {
+ walk(dir);
+ }
+}
+
+void LocalPlayer::walk(unsigned char dir)
+{
+ // This function is called by setWalkingDir(),
+ // but also by nextStep() for eAthena...
+
+ // TODO: Evaluate the implementation of this method for tmwserv
+ if (!mMap || !dir)
+ return;
+
#ifdef TMWSERV_SUPPORT
- && get_elapsed_time(mLocalWalkTime) >= walkingKeyboardDelay
+ const Vector &pos = getPosition();
#endif
- )
+
+ if (mAction == WALK && !mPath.empty())
{
- walk(dir);
+ // Just finish the current action, otherwise we get out of sync
+#ifdef TMWSERV_SUPPORT
+ Being::setDestination(pos.x, pos.y);
+#else
+ Being::setDestination(getTileX(), getTileY());
+#endif
+ return;
+ }
+
+ int dx = 0, dy = 0;
+ if (dir & UP)
+ dy--;
+ if (dir & DOWN)
+ dy++;
+ if (dir & LEFT)
+ dx--;
+ if (dir & RIGHT)
+ dx++;
+
+ // Prevent skipping corners over colliding tiles
+#ifdef TMWSERV_SUPPORT
+ if (dx && !mMap->getWalk(((int) pos.x + dx) / 32,
+ (int) pos.y / 32, getWalkMask()))
+ dx = 16 - (int) pos.x % 32;
+ if (dy && !mMap->getWalk((int) pos.x / 32,
+ ((int) pos.y + dy) / 32, getWalkMask()))
+ dy = 16 - (int) pos.y % 32;
+#else
+ if (dx && !mMap->getWalk(getTileX() + dx, getTileY(), getWalkMask()))
+ dx = 0;
+ if (dy && !mMap->getWalk(getTileX(), getTileY() + dy, getWalkMask()))
+ dy = 0;
+#endif
+
+ // Choose a straight direction when diagonal target is blocked
+#ifdef TMWSERV_SUPPORT
+ if (dx && dy && !mMap->getWalk((pos.x + dx) / 32,
+ (pos.y + dy) / 32, getWalkMask()))
+ dx = 16 - (int) pos.x % 32;
+
+ int dScaler; // Distance to walk
+
+ // Checks our path up to 2 tiles, if a blocking tile is found
+ // We go to the last good tile, and break out of the loop
+ for (dScaler = 1; dScaler <= 32 * 2; dScaler++)
+ {
+ if ( (dx || dy) &&
+ !mMap->getWalk( ((int) pos.x + (dx * dScaler)) / 32,
+ ((int) pos.y + (dy * dScaler)) / 32, getWalkMask()) )
+ {
+ dScaler--;
+ break;
+ }
+ }
+
+ if (dScaler >= 0)
+ {
+ effectManager->trigger(15, (int) pos.x + (dx * dScaler), (int) pos.y + (dy * dScaler));
+ setDestination((int) pos.x + (dx * dScaler), (int) pos.y + (dy * dScaler));
+ }
+#else
+ if (dx && dy && !mMap->getWalk(getTileX() + dx, getTileY() + dy, getWalkMask()))
+ dx = 0;
+
+ // Walk to where the player can actually go
+ if ((dx || dy) && mMap->getWalk(getTileX() + dx, getTileY() + dy, getWalkMask()))
+ {
+ setDestination(getTileX() + dx, getTileY() + dy);
+ }
+#endif
+ else if (dir)
+ {
+ // If the being can't move, just change direction
+ Net::getPlayerHandler()->setDirection(dir);
+ setDirection(dir);
}
}