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authorYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2012-02-02 17:18:51 +0100
committerYohann Ferreira <yohann_dot_ferreira_at_orange_dot_efer>2012-02-02 18:19:24 +0100
commit4bcf9fc3218e37eccbebe52a005a37bd8f06a823 (patch)
tree8384d0aa0b4c1eb1fd8e1f0fbe0845e82d7bfa1d /src/localplayer.cpp
parentbe354621d3859164d3563760a9d613e356926686 (diff)
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Fixed diagonal walking to be much more smooth.
The character used to stick to both corners of an obstacle it encountered when walking diagonally. Now it simply go back to the straight moving mode when encountering an obstacle in one of the two direction used. This also simplifies the function logic. The character direction bug left is still there, and will be dealt in a separate patch with. Reviewed-by: Erik Schilling
Diffstat (limited to 'src/localplayer.cpp')
-rw-r--r--src/localplayer.cpp137
1 files changed, 65 insertions, 72 deletions
diff --git a/src/localplayer.cpp b/src/localplayer.cpp
index 3759e5a3..8d6ad542 100644
--- a/src/localplayer.cpp
+++ b/src/localplayer.cpp
@@ -243,56 +243,53 @@ Position LocalPlayer::getNextWalkPosition(unsigned char dir)
// 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 * tileW + tileW
+ - getCollisionRadius(),
+ tileY * tileH + getCollisionRadius());
+ else if (!wTopRight)
{
- // Choose a straight direction when diagonal target is blocked
- if (!wTop && wRight)
+ // Both straight direction are walkable
+ // Go right when below the corner
+ if (offsetY >=
+ (offsetX / tileH - (offsetX / tileW * tileH)))
dy = 0;
- else if (wTop && !wRight)
+ else // Go up otherwise
dx = 0;
- else if (!wTop && !wRight)
- return Position(tileX * tileW + tileW
- - getCollisionRadius(),
- tileY * tileH + getCollisionRadius());
- else // Both straight direction are walkable
- {
- // Go right when below the corner
- if (offsetY >=
- (offsetX / tileH - (offsetX / tileW * tileH)))
- dy = 0;
- else // Go up otherwise
- dx = 0;
- }
}
- else // The diagonal is walkable
+ else // The top-right diagonal is walkable
+ {
return mMap->checkNodeOffsets(getCollisionRadius(),
- getWalkMask(),
- Position((int)pos.x + tileW,
- (int)pos.y - tileH));
+ getWalkMask(),
+ Position((int)pos.x + tileW,
+ (int)pos.y - tileH));
+ }
}
// 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 * tileW + getCollisionRadius(),
+ tileY * tileH + getCollisionRadius());
+ else if (!wTopLeft)
{
- // Choose a straight direction when diagonal target is blocked
- if (!wTop && wLeft)
+ // Go left when below the corner
+ if (offsetY >= (offsetX / mMap->getTileWidth()
+ * mMap->getTileHeight()))
dy = 0;
- else if (wTop && !wLeft)
+ else // Go up otherwise
dx = 0;
- else if (!wTop && !wLeft)
- return Position(tileX * tileW + getCollisionRadius(),
- tileY * tileH + 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(),
@@ -304,26 +301,24 @@ Position LocalPlayer::getNextWalkPosition(unsigned char dir)
// 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 * tileW + getCollisionRadius(),
+ tileY * tileH + tileH - getCollisionRadius());
+ else if (!wBottomLeft)
{
- // Choose a straight direction when diagonal target is blocked
- if (!wBottom && wLeft)
- dy = 0;
- else if (wBottom && !wLeft)
+ // Both straight direction are walkable
+ // Go down when below the corner
+ if (offsetY >= (offsetX / mMap->getTileHeight()
+ - (offsetX / mMap->getTileWidth()
+ * mMap->getTileHeight()) ))
dx = 0;
- else if (!wBottom && !wLeft)
- return Position(tileX * tileW + getCollisionRadius(),
- tileY * tileH + tileH - 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 // Go left otherwise
+ dy = 0;
}
else // The diagonal is walkable
return mMap->checkNodeOffsets(getCollisionRadius(),
@@ -335,25 +330,23 @@ Position LocalPlayer::getNextWalkPosition(unsigned char dir)
// 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 * tileW + tileW - getCollisionRadius(),
+ tileY * tileH + tileH - getCollisionRadius());
+ else if (!wBottomRight)
{
- // Choose a straight direction when diagonal target is blocked
- if (!wBottom && wRight)
- dy = 0;
- else if (wBottom && !wRight)
+ // Both straight direction are walkable
+ // Go down when below the corner
+ if (offsetY >= (offsetX / mMap->getTileWidth()
+ * mMap->getTileHeight()))
dx = 0;
- else if (!wBottom && !wRight)
- return Position(tileX * tileW + tileW - getCollisionRadius(),
- tileY * tileH + tileH - 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 // Go right otherwise
+ dy = 0;
}
else // The diagonal is walkable
return mMap->checkNodeOffsets(getCollisionRadius(),