From 253e2c0af1f88d38dc92d62d82b230711ef2f874 Mon Sep 17 00:00:00 2001 From: Thorbjørn Lindeijer Date: Wed, 24 Feb 2010 21:46:08 +0100 Subject: Some code cleanups Reviewed-by: Jared Adams --- src/being.cpp | 35 ++++++++++++----------------------- src/being.h | 9 ++++----- src/map.cpp | 3 ++- 3 files changed, 18 insertions(+), 29 deletions(-) (limited to 'src') diff --git a/src/being.cpp b/src/being.cpp index ce6c9e1b..d78f38ab 100644 --- a/src/being.cpp +++ b/src/being.cpp @@ -127,7 +127,7 @@ void Being::setPosition(const Vector &pos) (int)pos.y - getHeight() - mText->getHeight() - 6); } -Position Being::checkNodeOffsets(Position position) +Position Being::checkNodeOffsets(const Position &position) const { // Pre-computing character's position in tiles const int tx = position.x / 32; @@ -164,7 +164,7 @@ Position Being::checkNodeOffsets(Position position) // 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; + // fy = 16; return Position(tx * 32 + fx, ty * 32 + fy); } @@ -178,22 +178,17 @@ void Being::setDestination(int dstX, int dstY) return; } - // Check the walkability of the destination: - // If the destination is unwalkable, - // don't bother finding a path or set a destination. + // If the destination is unwalkable, don't bother trying to get there 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; - // We initialize an empty path... - Path thisPath = Path(); + Path thisPath; if (mMap) { @@ -225,16 +220,12 @@ void Being::setDestination(int dstX, int dstY) int i = 0; while (it != thisPath.end()) { - 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++; + // A position that is valid on the start and end tile is not + // necessarily valid on all the tiles in between, so check the offsets. + *it = checkNodeOffsets(it->x * 32 + startX + changeX * i, + it->y * 32 + startY + changeY * i); + i++; + it++; } // Remove the last path node, as it's more clever to go to mDest instead. @@ -254,6 +245,7 @@ void Being::clearPath() void Being::setPath(const Path &path) { mPath = path; + if ((Net::getNetworkType() == ServerInfo::EATHENA) && mAction != WALK && mAction != DEAD) { @@ -368,13 +360,9 @@ void Being::takeDamage(Being *attacker, int amount, AttackType type) } if (type != CRITICAL) - { effectManager->trigger(26, this); - } else - { effectManager->trigger(28, this); - } } } @@ -382,6 +370,7 @@ void Being::handleAttack(Being *victim, int damage, AttackType type) { if (this != player_node) setAction(Being::ATTACK, 1); + if (getType() == PLAYER && victim) { if (mEquippedWeapon) diff --git a/src/being.h b/src/being.h index 5140717c..ff21825c 100644 --- a/src/being.h +++ b/src/being.h @@ -648,12 +648,11 @@ 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. + * 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) + Position checkNodeOffsets(const Position &position) const; + Position checkNodeOffsets(int x, int y) const { return checkNodeOffsets(Position(x, y)); } private: diff --git a/src/map.cpp b/src/map.cpp index 6d332d48..da3f2185 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -601,7 +601,8 @@ Path Map::findPath(int startX, int startY, int destX, int destY, std::priority_queue openList; // Return when destination not walkable - if (!getWalk(destX, destY, walkmask)) return path; + if (!getWalk(destX, destY, walkmask)) + return path; // Reset starting tile's G cost to 0 MetaTile *startTile = getMetaTile(startX, startY); -- cgit v1.2.3-60-g2f50