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/*
* The Mana World Server
* Copyright 2004 The Mana World Development Team
*
* This file is part of The Mana World.
*
* The Mana World is free software; you can redistribute it and/or modify it
* under the terms of the GNU General Public License as published by the Free
* Software Foundation; either version 2 of the License, or any later version.
*
* The Mana World is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY
* or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for
* more details.
*
* You should have received a copy of the GNU General Public License along
* with The Mana World; if not, write to the Free Software Foundation, Inc.,
* 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
*
* $Id$
*/
#include "game-server/map.hpp"
#include "game-server/mapmanager.hpp"
#include "game-server/object.hpp"
void MovingObject::move()
{
mOld = getPosition();
if (mActionTime > 100)
{
// Current move has not yet ended
mActionTime -= 100;
return;
}
int tileSX = mOld.x / 32, tileSY = mOld.y / 32;
int tileDX = mDst.x / 32, tileDY = mDst.y / 32;
if (tileSX == tileDX && tileSY == tileDY)
{
// Moving while staying on the same tile is free
setPosition(mDst);
mActionTime = 0;
return;
}
Map *map = mapManager->getMap(getMapId());
/* If no path exists, the for-loop won't be entered. Else a path for the
* current destination has already been calculated.
* The tiles in this path have to be checked for walkability,
* in case there have been changes. The 'getWalk' method of the Map
* class has been used, because that seems to be the most logical
* place extra functionality will be added.
*/
for (std::list<PATH_NODE>::iterator pathIterator = mPath.begin();
pathIterator != mPath.end(); pathIterator++)
{
if (!map->getWalk(pathIterator->x, pathIterator->y))
{
mPath.clear();
break;
}
}
if (mPath.empty())
{
// No path exists: the walkability of cached path has changed, the
// destination has changed, or a path was never set.
mPath = map->findPath(tileSX, tileSY, tileDX, tileDY);
}
if (mPath.empty())
{
// no path was found
mDst = mOld;
mActionTime = 0;
return;
}
PATH_NODE prev(tileSX, tileSY);
Point pos;
do
{
PATH_NODE next = mPath.front();
mPath.pop_front();
mActionTime += (prev.x != next.x && prev.y != next.y)
? mSpeed * 362 / 256 : mSpeed;
if (mPath.empty())
{
// skip last tile center
pos = mDst;
break;
}
pos.x = next.x * 32 + 16;
pos.y = next.y * 32 + 16;
}
while (mActionTime < 100);
setPosition(pos);
mActionTime = mActionTime > 100 ? mActionTime - 100 : 0;
}
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