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authorBertram <yohanndotferreiraatorange.fr>2010-03-08 17:17:30 +0100
committerBertram <yohanndotferreiraatorange.fr>2010-03-08 17:17:30 +0100
commitae774999ad279b0b4d627c13464bc4818a14a6da (patch)
tree3abb475657ba7d0899fccfacc5aa5f5f01923f9c /src
parent9951bf6c1c2e3966f92f1545b60a9e23a1f32565 (diff)
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Revert "Added diagonal movement corrections and corrected some comments."
This reverts commit b1845e9e081df1fc77d9bcbed3ab95792d6ba682.
Diffstat (limited to 'src')
-rw-r--r--src/being.cpp39
1 files changed, 10 insertions, 29 deletions
diff --git a/src/being.cpp b/src/being.cpp
index 64fe635e..2c7ba016 100644
--- a/src/being.cpp
+++ b/src/being.cpp
@@ -139,13 +139,13 @@ Position Being::checkNodeOffsets(const Position &position) const
// Compute the being radius:
// FIXME: the beings' radius should be obtained from xml values
- // and stored into the Being objects.
+ // and stored into the Being ojects.
int radius = getWidth() / 2;
- // FIXME: Handle beings with more than 1/2 tile radius by not letting them
+ // FIXME: Hande beings with more than 1/2 tile radius by not letting them
// go or spawn in too narrow places. The server will have to be aware
// of being's radius value (in tiles) to handle this gracefully.
if (radius > 32 / 2) radius = 32 / 2;
- // Set a default value if no value returned.
+ // set a default value if no value returned.
if (radius < 1) radius = 32 / 3;
// Fix coordinates so that the player does not seem to dig into walls.
@@ -158,32 +158,13 @@ Position Being::checkNodeOffsets(const Position &position) const
else if (fy < radius && !mMap->getWalk(tx, ty - 1, getWalkMask()))
fy = radius;
- // 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;
- }
+ // 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);
}