diff options
-rw-r--r-- | src/map.cpp | 98 | ||||
-rw-r--r-- | src/map.h | 4 | ||||
-rw-r--r-- | src/resources/mapreader.cpp | 2 |
3 files changed, 57 insertions, 47 deletions
diff --git a/src/map.cpp b/src/map.cpp index 0ffdb2ac..e47e5b7a 100644 --- a/src/map.cpp +++ b/src/map.cpp @@ -94,10 +94,12 @@ void TileAnimation::update(int ticks) } } -MapLayer::MapLayer(int x, int y, int width, int height, bool isFringeLayer): +MapLayer::MapLayer(int x, int y, int width, int height, bool isFringeLayer, + Map *map): mX(x), mY(y), mWidth(width), mHeight(height), - mIsFringeLayer(isFringeLayer) + mIsFringeLayer(isFringeLayer), + mMap(map) { const int size = mWidth * mHeight; mTiles = new Image*[size]; @@ -135,37 +137,38 @@ void MapLayer::draw(Graphics *graphics, int startX, int startY, Actors::const_iterator ai = actors.begin(); - int dx = (mX * 32) - scrollX; - int dy = (mY * 32) - scrollY + 32; + int dx = (mX * mMap->getTileWidth()) - scrollX; + int dy = (mY * mMap->getTileHeight()) - scrollY + mMap->getTileHeight(); for (int y = startY; y < endY; y++) { - int y32 = y * 32; + int pixelY = y * mMap->getTileHeight(); // If drawing the fringe layer, make sure all actors above this row of // tiles have been drawn if (mIsFringeLayer) { - while (ai != actors.end() && (*ai)->getPixelY() <= y * 32) + while (ai != actors.end() && (*ai)->getPixelY() + <= y * mMap->getTileHeight()) { (*ai)->draw(graphics, -scrollX, -scrollY); - ai++; + ++ai; } } if (!(debugFlags & Map::MAP_SPECIAL3)) { - const int py0 = y32 + dy; + const int py0 = pixelY + dy; for (int x = startX; x < endX; x++) { Image *img = getTile(x, y); if (img) { - const int px = (x * 32) + dx; + const int px = (x * mMap->getTileWidth()) + dx; const int py = py0 - img->getHeight(); if (!(debugFlags & (Map::MAP_SPECIAL1 | Map::MAP_SPECIAL2)) - || img->getHeight() <= 32) + || img->getHeight() <= mMap->getTileHeight()) { int width = 0; int c = getTileDrawWidth(x, y, endX, width); @@ -440,7 +443,7 @@ void Map::drawCollision(Graphics *graphics, int scrollX, int scrollY, graphics->drawRectangle(gcn::Rectangle( x * mTileWidth - scrollX, y * mTileHeight - scrollY, - 33, 33)); + mTileWidth + 1, mTileHeight + 1)); } if (!(debugFlags & MAP_COLLISION_TILES)) @@ -452,7 +455,7 @@ void Map::drawCollision(Graphics *graphics, int scrollX, int scrollY, graphics->fillRectangle(gcn::Rectangle( x * mTileWidth - scrollX, y * mTileHeight - scrollY, - 32, 32)); + mTileWidth, mTileHeight)); } if (!getWalk(x, y, BLOCKMASK_MONSTER)) @@ -461,7 +464,7 @@ void Map::drawCollision(Graphics *graphics, int scrollX, int scrollY, graphics->fillRectangle(gcn::Rectangle( x * mTileWidth - scrollX, y * mTileHeight - scrollY, - 32, 32)); + mTileWidth, mTileHeight)); } if (!getWalk(x, y, BLOCKMASK_CHARACTER)) @@ -470,7 +473,7 @@ void Map::drawCollision(Graphics *graphics, int scrollX, int scrollY, graphics->fillRectangle(gcn::Rectangle( x * mTileWidth - scrollX, y * mTileHeight - scrollY, - 32, 32)); + mTileWidth, mTileHeight)); } } } @@ -667,20 +670,20 @@ Position Map::checkNodeOffsets(int radius, unsigned char walkMask, const Position &position) const { // Pre-computing character's position in tiles - const int tx = position.x / 32; - const int ty = position.y / 32; + const int tx = position.x / mTileWidth; + const int ty = position.y / mTileHeight; // Pre-computing character's position offsets. - int fx = position.x % 32; - int fy = position.y % 32; + int fx = position.x % mTileWidth; + int fy = position.y % mTileHeight; // Compute the being radius: // 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; + if (radius > mTileWidth / 2) radius = mTileWidth / 2; // set a default value if no value returned. - if (radius < 1) radius = 32 / 3; + if (radius < 1) radius = mTileWidth / 3; // We check diagonal first as they are more restrictive. // Top-left border check @@ -691,36 +694,37 @@ Position Map::checkNodeOffsets(int radius, unsigned char walkMask, } // Top-right border check if (!getWalk(tx + 1, ty - 1, walkMask) - && (fy < radius) && fx > (32 - radius)) + && (fy < radius) && fx > (mTileWidth - radius)) { - fx = 32 -radius; + fx = mTileWidth - radius; fy = radius; } // Bottom-left border check if (!getWalk(tx - 1, ty + 1, walkMask) - && fy > (32 - radius) && fx < radius) + && fy > (mTileHeight - radius) && fx < radius) { fx = radius; - fy = 32 - radius; + fy = mTileHeight - radius; } // Bottom-right border check if (!getWalk(tx + 1, ty + 1, walkMask) - && fy > (32 - radius) && fx > (32 - radius)) + && fy > (mTileHeight - radius) && fx > (mTileWidth - radius)) { - fx = fy = 32 -radius; + fx = mTileWidth - radius; + fy = mTileHeight -radius; } // Fix coordinates so that the player does not seem to dig into walls. - if (fx > (32 - radius) && !getWalk(tx + 1, ty, walkMask)) - fx = 32 - radius; + if (fx > (mTileWidth - radius) && !getWalk(tx + 1, ty, walkMask)) + fx = mTileWidth - radius; else if (fx < radius && !getWalk(tx - 1, ty, walkMask)) fx = radius; - else if (fy > (32 - radius) && !getWalk(tx, ty + 1, walkMask)) - fy = 32 - radius; + else if (fy > (mTileHeight - radius) && !getWalk(tx, ty + 1, walkMask)) + fy = mTileHeight - radius; else if (fy < radius && !getWalk(tx, ty - 1, walkMask)) fy = radius; - return Position(tx * 32 + fx, ty * 32 + fy); + return Position(tx * mTileWidth + fx, ty * mTileHeight + fy); } Path Map::findTilePath(int startPixelX, int startPixelY, int endPixelX, @@ -751,20 +755,21 @@ Path Map::findPixelPath(int startPixelX, int startPixelY, int endPixelX, int endPixelY, int radius, unsigned char walkMask, int maxCost) { - Path myPath = findPath(startPixelX / 32, startPixelY / 32, - endPixelX / 32, endPixelY / 32, walkMask, maxCost); + Path myPath = findPath(startPixelX / mTileWidth, startPixelY / mTileHeight, + endPixelX / mTileWidth, endPixelY / mTileHeight, + walkMask, maxCost); // Don't compute empty coordinates. if (myPath.empty()) return myPath; // Find the starting offset - float startOffsetX = (startPixelX % 32); - float startOffsetY = (startPixelY % 32); + float startOffsetX = (startPixelX % mTileWidth); + float startOffsetY = (startPixelY % mTileHeight); // Find the ending offset - float endOffsetX = (endPixelX % 32); - float endOffsetY = (endPixelY % 32); + float endOffsetX = (endPixelX % mTileWidth); + float endOffsetY = (endPixelY % mTileHeight); // Find the distance, and divide it by the number of steps int changeX = (int)((endOffsetX - startOffsetX) / myPath.size()); @@ -779,10 +784,10 @@ Path Map::findPixelPath(int startPixelX, int startPixelY, int endPixelX, // 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(radius, walkMask, - it->x * 32 + startOffsetX + changeX * i, - it->y * 32 + startOffsetY + changeY * i); - i++; - it++; + it->x * mTileWidth + startOffsetX + changeX * i, + it->y * mTileHeight + startOffsetY + changeY * i); + ++i; + ++it; } // Remove the last path node, as it's more clever to go to the destination. @@ -800,7 +805,9 @@ Path Map::findPath(int startX, int startY, int destX, int destY, unsigned char walkmask, int maxCost) { // The basic walking cost of a tile. - static int const basicCost = 100; + static const int basicCost = 100; + // Used to compute the path G cost for diagonal moves. + static const int GCOST_SQRT2 = 362 / 256; // Path to be built up (empty by default) Path path; @@ -874,7 +881,7 @@ Path Map::findPath(int startX, int startY, int destX, int destY, // Calculate G cost for this route, ~sqrt(2) for moving diagonal int Gcost = curr.tile->Gcost + - (dx == 0 || dy == 0 ? basicCost : basicCost * 362 / 256); + (dx == 0 || dy == 0 ? basicCost : basicCost * GCOST_SQRT2); /* Demote an arbitrary direction to speed pathfinding by adding a defect (TODO: change depending on the desired @@ -916,7 +923,7 @@ Path Map::findPath(int startX, int startY, int destX, int destY, forbidden here. */ int dx = std::abs(x - destX), dy = std::abs(y - destY); newTile->Hcost = std::abs(dx - dy) * basicCost + - std::min(dx, dy) * (basicCost * 362 / 256); + std::min(dx, dy) * (basicCost * GCOST_SQRT2); // Set the current tile as the parent of the new tile newTile->parentX = curr.x; @@ -998,7 +1005,8 @@ Path Map::findPath(int startX, int startY, int destX, int destY, return path; } -void Map::addParticleEffect(const std::string &effectFile, int x, int y, int w, int h) +void Map::addParticleEffect(const std::string &effectFile, int x, int y, int w, + int h) { ParticleEffectData newEffect; newEffect.file = effectFile; @@ -90,7 +90,8 @@ class MapLayer * fringe layer. The fringe layer is the layer that draws the actors. * There can be only one fringe layer per map. */ - MapLayer(int x, int y, int width, int height, bool isFringeLayer); + MapLayer(int x, int y, int width, int height, bool isFringeLayer, + Map *map); ~MapLayer(); @@ -134,6 +135,7 @@ class MapLayer int mWidth, mHeight; bool mIsFringeLayer; /**< Whether the actors are drawn. */ Image **mTiles; + Map *mMap; /** The mother map pointer */ }; /** diff --git a/src/resources/mapreader.cpp b/src/resources/mapreader.cpp index 1dd12723..e509e4c2 100644 --- a/src/resources/mapreader.cpp +++ b/src/resources/mapreader.cpp @@ -254,7 +254,7 @@ void MapReader::readLayer(xmlNodePtr node, Map *map) if (!isCollisionLayer) { - layer = new MapLayer(offsetX, offsetY, w, h, isFringeLayer); + layer = new MapLayer(offsetX, offsetY, w, h, isFringeLayer, map); map->addLayer(layer); } |