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authorBertram <bertram@cegetel.net>2010-02-27 15:26:22 +0100
committerBertram <yohanndotferreiraatorange.fr>2010-04-12 23:50:21 +0200
commit98967ec85b48fcc85d1468b7fa02b847389431fb (patch)
tree48654c088a161208848928451965563eacdcd69c /src/localplayer.cpp
parentd95381372559c75b1829b43f9476c21b166f6dad (diff)
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One step closer to the full movement system ready.
The LocalPlayer::nextTile() function has been sanitized and the movement system has been fine tuned, but yet not optimized. (Optimizations and riddance of 32 hard-coded value will come later.) There is just one case left not handled correctly when the character walked within one tile south-east of a blocking one and then the player click north-west (through the blocking tile) on a walkable location. Quite rare but still here.
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r--src/localplayer.cpp148
1 files changed, 116 insertions, 32 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index 2cf59f12..684c21e1 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -300,38 +300,119 @@ void LocalPlayer::nextTile(unsigned char dir = 0)
if (dir & RIGHT)
dx++;
- // Prevent skipping corners over colliding tiles
- 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;
-
// Choose a straight direction when diagonal target is blocked
- if (dx && dy && !mMap->getWalk((pos.x + dx) / 32,
- (pos.y + dy) / 32, getWalkMask()))
- dx = 16 - (int) pos.x % 32;
+ 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; // Distance to walk
+ int dScaler = 0; // Distance to walk in pixels
- // 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 <= 32; dScaler++)
+ if (dx || dy)
{
- if ( (dx || dy) &&
- !mMap->getWalk( ((int) pos.x + (dx * dScaler)) / 32,
- ((int) pos.y + (dy * dScaler)) / 32, getWalkMask()) )
+ 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++)
{
- dScaler--;
- break;
+ refPosition = Position((int) pos.x + (dx * dScaler) / 32,
+ (int) pos.y + (dy * dScaler) / 32);
+ testPosition = checkNodeOffsets(refPosition);
+ if (refPosition.x != testPosition.x
+ || refPosition.y != testPosition.y)
+ {
+ dScaler--;
+ break;
+ }
}
}
- if (dScaler > 16)
+ // Test also current position to avoid being blocked on corners
+ // in certain situations.
+ Position currentPosition((int) pos.x, (int) pos.y);
+ Position testPosition = checkNodeOffsets(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)
{
- //effectManager->trigger(15, (int) pos.x + (dx * dScaler), (int) pos.y + (dy * dScaler));
- setDestination((int) pos.x + (dx * dScaler), (int) pos.y + (dy * dScaler));
+ setDestination(testPosition.x, testPosition.y);
}
else if (dir != mDirection)
{
@@ -464,7 +545,7 @@ void LocalPlayer::setDestination(int x, int y)
// we inform the Server.
if ((x == mDest.x && y == mDest.y)
|| Net::getNetworkType() == ServerInfo::EATHENA)
- Net::getPlayerHandler()->setDestination(x, y, mDirection);
+ Net::getPlayerHandler()->setDestination(x, y, mDirection);
}
mPickUpTarget = NULL;
@@ -518,9 +599,7 @@ void LocalPlayer::setWalkingDir(int dir)
void LocalPlayer::startWalking(unsigned char dir)
{
// This function is called by setWalkingDir(),
- // but also by nextStep() for eAthena...
-
- // TODO: Evaluate the implementation of this method for Manaserv
+ // but also by nextTile() for eAthena...
if (!mMap || !dir)
return;
@@ -556,11 +635,13 @@ void LocalPlayer::startWalking(unsigned char dir)
dy = 0;
// Choose a straight direction when diagonal target is blocked
- if (dx && dy && !mMap->getWalk(getTileX() + dx, getTileY() + dy, getWalkMask()))
+ 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()))
+ if ((dx || dy) && mMap->getWalk(getTileX() + dx, getTileY() + dy,
+ getWalkMask()))
{
setDestination(getTileX() + dx, getTileY() + dy);
}
@@ -628,7 +709,8 @@ void LocalPlayer::useSpecial(int special)
void LocalPlayer::setSpecialStatus(int id, int current, int max, int recharge)
{
- logger->log("SpecialUpdate Skill #%d -- (%d/%d) -> %d", id, current, max, recharge);
+ logger->log("SpecialUpdate Skill #%d -- (%d/%d) -> %d", id, current, max,
+ recharge);
mSpecials[id].currentMana = current;
mSpecials[id].neededMana = max;
mSpecials[id].recharge = recharge;
@@ -739,7 +821,8 @@ void LocalPlayer::stopAttack()
void LocalPlayer::raiseAttribute(int attr)
{
- // we assume that the server allows the change. When not we will undo it later.
+ // we assume that the server allows the change.
+ // When not we will undo it later.
mCharacterPoints--;
IntMap::iterator it = mAttributeBase.find(attr);
if (it != mAttributeBase.end())
@@ -749,7 +832,8 @@ void LocalPlayer::raiseAttribute(int attr)
void LocalPlayer::lowerAttribute(int attr)
{
- // we assume that the server allows the change. When not we will undo it later.
+ // we assume that the server allows the change.
+ // When not we will undo it later.
mCorrectionPoints--;
mCharacterPoints++;
IntMap::iterator it = mAttributeBase.find(attr);