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author | Bertram <bertram@cegetel.net> | 2010-02-26 21:02:34 +0100 |
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committer | Bertram <yohanndotferreiraatorange.fr> | 2010-04-12 23:50:21 +0200 |
commit | d95381372559c75b1829b43f9476c21b166f6dad (patch) | |
tree | fa3bb92f65f5c3452c1bda5a6dcc9337d910d444 /src | |
parent | 612c842f32fec68ece4244ac672a1b889cf2eb18 (diff) | |
download | mana-client-d95381372559c75b1829b43f9476c21b166f6dad.tar.gz mana-client-d95381372559c75b1829b43f9476c21b166f6dad.tar.bz2 mana-client-d95381372559c75b1829b43f9476c21b166f6dad.tar.xz mana-client-d95381372559c75b1829b43f9476c21b166f6dad.zip |
Finished Being::checkNodeOffsets function.
Diffstat (limited to 'src')
-rw-r--r-- | src/being.cpp | 36 |
1 files changed, 28 insertions, 8 deletions
diff --git a/src/being.cpp b/src/being.cpp index 1d9047d1..d18fcb8f 100644 --- a/src/being.cpp +++ b/src/being.cpp @@ -148,6 +148,34 @@ Position Being::checkNodeOffsets(const Position &position) const // set a default value if no value returned. if (radius < 1) radius = 32 / 3; + // We check diagonal first as they are more restrictive. + // Top-left border check + if (!mMap->getWalk(tx - 1, ty - 1, getWalkMask()) + && fy < radius && fx < radius) + { + fx = fy = radius; + } + // Top-right border check + if (!mMap->getWalk(tx + 1, ty - 1, getWalkMask()) + && (fy < radius) && fx > (32 - radius)) + { + fx = 32 -radius; + fy = radius; + } + // Bottom-left border check + if (!mMap->getWalk(tx - 1, ty + 1, getWalkMask()) + && fy > (32 - radius) && fx < radius) + { + fx = radius; + fy = 32 - radius; + } + // Bottom-right border check + if (!mMap->getWalk(tx + 1, ty + 1, getWalkMask()) + && fy > (32 - radius) && fx > (32 - radius)) + { + fx = fy = 32 -radius; + } + // Fix coordinates so that the player does not seem to dig into walls. if (fx > (32 - radius) && !mMap->getWalk(tx + 1, ty, getWalkMask())) fx = 32 - radius; @@ -158,14 +186,6 @@ Position Being::checkNodeOffsets(const Position &position) const else if (fy < radius && !mMap->getWalk(tx, ty - 1, getWalkMask())) fy = radius; - // FIXME: Check also diagonal positions. - - // Test also the current character's position, to avoid the corner case - // where a player can approach an obstacle by walking from slightly - // under, diagonally. First part to the walk on water bug. - //if (offsetY < 16 && !mMap->getWalk(posX, posY - 1, getWalkMask())) - //fy = 16; - return Position(tx * 32 + fx, ty * 32 + fy); } |