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authorBjørn Lindeijer <bjorn@lindeijer.nl>2009-06-08 23:05:15 +0200
committerBjørn Lindeijer <bjorn@lindeijer.nl>2009-06-08 23:05:15 +0200
commit32457dd5b2f9431d4f5d503dc8b090a9c1b7f944 (patch)
tree6bd51d372ea21a4d774a024aa7be49e9aee74fb8
parent2b2b02df79649beed9a49e37f21db996f053d4ca (diff)
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Fixed the problem where the player would skip corners
Skipping corners is only allowed around other beings (you can even walk through them), but not for collision tiles. The server doesn't allow this, so allowing it client-side leads to synchronization problems. Mantis-issue: 730
-rw-r--r--src/map.cpp10
1 files changed, 5 insertions, 5 deletions
diff --git a/src/map.cpp b/src/map.cpp
index 490e52c1..0b1550db 100644
--- a/src/map.cpp
+++ b/src/map.cpp
@@ -475,7 +475,8 @@ const std::string &Map::getName() const
static int const basicCost = 100;
-Path Map::findPath(int startX, int startY, int destX, int destY, unsigned char walkmask, int maxCost)
+Path Map::findPath(int startX, int startY, int destX, int destY,
+ unsigned char walkmask, int maxCost)
{
// Path to be built up (empty by default)
Path path;
@@ -533,7 +534,8 @@ Path Map::findPath(int startX, int startY, int destX, int destY, unsigned char w
// Skip if the tile is on the closed list or is not walkable
// unless its the destination tile
if (newTile->whichList == mOnClosedList ||
- ((newTile->blockmask & walkmask) && !(x == destX && y == destY)))
+ ((newTile->blockmask & walkmask)
+ && !(x == destX && y == destY)))
{
continue;
}
@@ -545,10 +547,8 @@ Path Map::findPath(int startX, int startY, int destX, int destY, unsigned char w
MetaTile *t1 = getMetaTile(curr.x, curr.y + dy);
MetaTile *t2 = getMetaTile(curr.x + dx, curr.y);
- if (t1->blockmask & walkmask && !(t2->blockmask & walkmask)) // I hope I didn't fuck this line up
- {
+ if ((t1->blockmask | t2->blockmask) & BLOCKMASK_WALL)
continue;
- }
}
// Calculate G cost for this route, ~sqrt(2) for moving diagonal