diff options
Diffstat (limited to 'src')
-rw-r--r-- | src/being.cpp | 64 | ||||
-rw-r--r-- | src/being.h | 9 | ||||
-rw-r--r-- | src/localplayer.cpp | 60 |
3 files changed, 77 insertions, 56 deletions
diff --git a/src/being.cpp b/src/being.cpp index 247e193a..ce6c9e1b 100644 --- a/src/being.cpp +++ b/src/being.cpp @@ -127,6 +127,48 @@ void Being::setPosition(const Vector &pos) (int)pos.y - getHeight() - mText->getHeight() - 6); } +Position Being::checkNodeOffsets(Position position) +{ + // Pre-computing character's position in tiles + const int tx = position.x / 32; + const int ty = position.y / 32; + + // Pre-computing character's position offsets. + int fx = position.x % 32; + int fy = position.y % 32; + + // Compute the being radius: + // FIXME: the beings' radius should be obtained from xml values + // and stored into the Being ojects. + int radius = getWidth() / 2; + // 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. + if (radius < 1) radius = 32 / 3; + + // 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; + else if (fx < radius && !mMap->getWalk(tx - 1, ty, getWalkMask())) + fx = radius; + else if (fy > (32 - radius) && !mMap->getWalk(tx, ty + 1, getWalkMask())) + fy = 32 - radius; + 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); +} + void Being::setDestination(int dstX, int dstY) { if (Net::getNetworkType() == ServerInfo::EATHENA) @@ -136,12 +178,22 @@ void Being::setDestination(int dstX, int dstY) return; } - mDest.x = dstX; - mDest.y = dstY; + // Check the walkability of the destination: + // If the destination is unwalkable, + // don't bother finding a path or set a destination. + if (!mMap->getWalk(dstX / 32, dstY / 32)) + return; + + // We check the destination in order to handle + // surrounding blocking tiles gracefully... + Position dest = checkNodeOffsets(dstX, dstY); + mDest.x = dest.x; + mDest.y = dest.y; int srcX = mPos.x; int srcY = mPos.y; - Path thisPath; + // We initialize an empty path... + Path thisPath = Path(); if (mMap) { @@ -175,6 +227,12 @@ void Being::setDestination(int dstX, int dstY) { it->x = (it->x * 32) + startX + (changeX * i); it->y = (it->y * 32) + startY + (changeY * i); + + // We check each path node and correct the + // tile position's offsets whenever needed. + Position pos = checkNodeOffsets(*it); + it->x = pos.x; + it->y = pos.y; i++; it++; } diff --git a/src/being.h b/src/being.h index 3b63b02d..5140717c 100644 --- a/src/being.h +++ b/src/being.h @@ -647,6 +647,15 @@ class Being : public Sprite, public ConfigListener Vector mDest; /**< destination coordinates. */ + /** + * Check the current position against surrounding + * blocking tiles, and correct the position offset within + * tile when needed. + */ + Position checkNodeOffsets(Position position); + Position checkNodeOffsets(int x, int y) + { return checkNodeOffsets(Position(x, y)); } + private: /** diff --git a/src/localplayer.cpp b/src/localplayer.cpp index 6f63d799..d7f64113 100644 --- a/src/localplayer.cpp +++ b/src/localplayer.cpp @@ -462,63 +462,17 @@ void LocalPlayer::setTarget(Being *target) void LocalPlayer::setDestination(int x, int y) { - if (Net::getNetworkType() == ServerInfo::MANASERV) - { - // Pre-computing character's destination in tiles - const int tx = x / 32; - const int ty = y / 32; - - // Check the walkability of the destination - // If the destination is a wall, don't go there! - if (!mMap->getWalk(tx, ty)) - return; - - // Pre-computing character's position useful variables. - Vector playerPosition = getPosition(); - const int posX = (int)(playerPosition.x / 32); - const int posY = (int)(playerPosition.y / 32); - const int offsetY = (int)playerPosition.y % 32; - - // check if we're finding a path to the seeked destination - // If the path is empty... and isn't on the same tile, - // then, it's an unvalid one. - if (posX != tx || posY != ty) - { - Path evaluatedPath = mMap->findPath(posX, posY, tx, ty, - getWalkMask()); - if (evaluatedPath.empty()) - return; - } - - // Pre-computing character's destination offsets. - int fx = x % 32; - int fy = y % 32; - - // Fix coordinates so that the player does not seem to dig into walls. - if (fx > 16 && !mMap->getWalk(tx + 1, ty, getWalkMask())) - fx = 16; - else if (fx < 16 && !mMap->getWalk(tx - 1, ty, getWalkMask())) - fx = 16; - else if (fy > 16 && !mMap->getWalk(tx, ty + 1, getWalkMask())) - fy = 16; - else if (fy < 16 && !mMap->getWalk(tx, ty - 1, getWalkMask())) - fy = 16; - - // 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; - - x = tx * 32 + fx; - y = ty * 32 + fy; - } - // Only send a new message to the server when destination changes if (x != mDest.x || y != mDest.y) { Being::setDestination(x, y); - Net::getPlayerHandler()->setDestination(x, y, mDirection); + + // Manaserv: + // If the destination given to being class is accepted, + // we inform the Server. + if ((x == mDest.x && y == mDest.y) + || Net::getNetworkType() == ServerInfo::EATHENA) + Net::getPlayerHandler()->setDestination(x, y, mDirection); } mPickUpTarget = NULL; |