Fixed some more hardcoded directions (#7317)
Replaced hardcoded numbers with their respective constants to increase maintainability and readability.
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@ -1379,7 +1379,7 @@ int map_foreachindir(int(*func)(struct block_list*, va_list), int16 m, int16 x0,
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struct block_list *bl;
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int bx, by;
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int mx0, mx1, my0, my1, rx, ry;
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uint8 dir = map_calc_dir_xy(x0, y0, x1, y1, 6);
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uint8 dir = map_calc_dir_xy( x0, y0, x1, y1, DIR_EAST );
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short dx = dirx[dir];
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short dy = diry[dir];
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va_list ap;
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@ -1395,7 +1395,7 @@ int map_foreachindir(int(*func)(struct block_list*, va_list), int16 m, int16 x0,
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return 0;
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//Special offset handling for diagonal paths
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if (offset && (dir % 2)) {
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if( offset && direction_diagonal( (directions)dir ) ){
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//So that diagonal paths can attach to each other, we have to work with half-tile offsets
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offset = (2 * offset) - 1;
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//To get the half-tiles we need to increase length by one
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@ -1421,10 +1421,10 @@ int map_foreachindir(int(*func)(struct block_list*, va_list), int16 m, int16 x0,
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SWAP(my0, my1);
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//Apply width to the path by turning 90 degrees
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mx0 -= abs(range*dirx[(dir + 2) % 8]);
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my0 -= abs(range*diry[(dir + 2) % 8]);
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mx1 += abs(range*dirx[(dir + 2) % 8]);
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my1 += abs(range*diry[(dir + 2) % 8]);
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mx0 -= abs( range * dirx[( dir + 2 ) % DIR_MAX] );
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my0 -= abs( range * diry[( dir + 2 ) % DIR_MAX] );
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mx1 += abs( range * dirx[( dir + 2 ) % DIR_MAX] );
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my1 += abs( range * diry[( dir + 2 ) % DIR_MAX] );
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mx0 = max(mx0, 0);
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my0 = max(my0, 0);
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@ -1449,7 +1449,7 @@ int map_foreachindir(int(*func)(struct block_list*, va_list), int16 m, int16 x0,
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rx *= dx;
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ry *= dy;
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//These checks only need to be done for diagonal paths
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if (dir % 2) {
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if( direction_diagonal( (directions)dir ) ){
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//Check for length
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if ((rx + ry < offset) || (rx + ry > 2 * (length + (offset/2) - 1)))
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continue;
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@ -1485,7 +1485,7 @@ int map_foreachindir(int(*func)(struct block_list*, va_list), int16 m, int16 x0,
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rx *= dx;
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ry *= dy;
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//These checks only need to be done for diagonal paths
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if (dir % 2) {
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if( direction_diagonal( (directions)dir ) ){
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//Check for length
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if ((rx + ry < offset) || (rx + ry > 2 * (length + (offset / 2) - 1)))
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continue;
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@ -1773,7 +1773,7 @@ int map_search_freecell(struct block_list *src, int16 m, int16 *x,int16 *y, int1
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*------------------------------------------*/
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bool map_closest_freecell(int16 m, int16 *x, int16 *y, int type, int flag)
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{
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uint8 dir = 6;
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uint8 dir = DIR_EAST;
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int16 tx = *x;
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int16 ty = *y;
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int costrange = 10;
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@ -1787,7 +1787,7 @@ bool map_closest_freecell(int16 m, int16 *x, int16 *y, int type, int flag)
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short dy = diry[dir];
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//Linear search
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if(dir%2 == 0 && costrange%MOVE_COST == 0) {
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if( !direction_diagonal( (directions)dir ) && costrange % MOVE_COST == 0 ){
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tx = *x+dx*(costrange/MOVE_COST);
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ty = *y+dy*(costrange/MOVE_COST);
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if(!map_count_oncell(m, tx, ty, type, flag) && map_getcell(m,tx,ty,CELL_CHKPASS)) {
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@ -1797,7 +1797,7 @@ bool map_closest_freecell(int16 m, int16 *x, int16 *y, int type, int flag)
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}
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}
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//Full diagonal search
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else if(dir%2 == 1 && costrange%MOVE_DIAGONAL_COST == 0) {
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else if( direction_diagonal( (directions)dir ) && costrange % MOVE_DIAGONAL_COST == 0 ){
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tx = *x+dx*(costrange/MOVE_DIAGONAL_COST);
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ty = *y+dy*(costrange/MOVE_DIAGONAL_COST);
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if(!map_count_oncell(m, tx, ty, type, flag) && map_getcell(m,tx,ty,CELL_CHKPASS)) {
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@ -1807,7 +1807,7 @@ bool map_closest_freecell(int16 m, int16 *x, int16 *y, int type, int flag)
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}
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}
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//One cell diagonal, rest linear (TODO: Find a better algorithm for this)
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else if(dir%2 == 1 && costrange%MOVE_COST == 4) {
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else if( direction_diagonal( (directions)dir ) && costrange % MOVE_COST == 4 ){
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tx = *x+dx*((dir%4==3)?(costrange/MOVE_COST):1);
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ty = *y+dy*((dir%4==1)?(costrange/MOVE_COST):1);
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if(!map_count_oncell(m, tx, ty, type, flag) && map_getcell(m,tx,ty,CELL_CHKPASS)) {
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@ -1825,17 +1825,17 @@ bool map_closest_freecell(int16 m, int16 *x, int16 *y, int type, int flag)
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}
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//Get next direction
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if (dir == 5) {
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if( dir == DIR_SOUTHEAST ){
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//Diagonal search complete, repeat with higher cost range
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if(costrange == 14) costrange += 6;
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else if(costrange == 28 || costrange >= 38) costrange += 2;
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else costrange += 4;
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dir = 6;
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} else if (dir == 4) {
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dir = DIR_EAST;
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}else if( dir == DIR_SOUTH ){
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//Linear search complete, switch to diagonal directions
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dir = 7;
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dir = DIR_NORTHEAST;
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} else {
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dir = (dir+2)%8;
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dir = ( dir + 2 ) % DIR_MAX;
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}
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}
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@ -3021,14 +3021,14 @@ int map_check_dir(int s_dir,int t_dir)
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if(s_dir == t_dir)
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return 0;
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switch(s_dir) {
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case 0: if(t_dir == 7 || t_dir == 1 || t_dir == 0) return 0; break;
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case 1: if(t_dir == 0 || t_dir == 2 || t_dir == 1) return 0; break;
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case 2: if(t_dir == 1 || t_dir == 3 || t_dir == 2) return 0; break;
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case 3: if(t_dir == 2 || t_dir == 4 || t_dir == 3) return 0; break;
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case 4: if(t_dir == 3 || t_dir == 5 || t_dir == 4) return 0; break;
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case 5: if(t_dir == 4 || t_dir == 6 || t_dir == 5) return 0; break;
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case 6: if(t_dir == 5 || t_dir == 7 || t_dir == 6) return 0; break;
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case 7: if(t_dir == 6 || t_dir == 0 || t_dir == 7) return 0; break;
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case DIR_NORTH: if( t_dir == DIR_NORTHEAST || t_dir == DIR_NORTHWEST || t_dir == DIR_NORTH ) return 0; break;
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case DIR_NORTHWEST: if( t_dir == DIR_NORTH || t_dir == DIR_WEST || t_dir == DIR_NORTHWEST ) return 0; break;
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case DIR_WEST: if( t_dir == DIR_NORTHWEST || t_dir == DIR_SOUTHWEST || t_dir == DIR_WEST ) return 0; break;
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case DIR_SOUTHWEST: if( t_dir == DIR_WEST || t_dir == DIR_SOUTH || t_dir == DIR_SOUTHWEST ) return 0; break;
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case DIR_SOUTH: if( t_dir == DIR_SOUTHWEST || t_dir == DIR_SOUTHEAST || t_dir == DIR_SOUTH ) return 0; break;
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case DIR_SOUTHEAST: if( t_dir == DIR_SOUTH || t_dir == DIR_EAST || t_dir == DIR_SOUTHEAST ) return 0; break;
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case DIR_EAST: if( t_dir == DIR_SOUTHEAST || t_dir == DIR_NORTHEAST || t_dir == DIR_EAST ) return 0; break;
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case DIR_NORTHEAST: if( t_dir == DIR_EAST || t_dir == DIR_NORTH || t_dir == DIR_NORTHEAST ) return 0; break;
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}
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return 1;
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}
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@ -3038,9 +3038,9 @@ int map_check_dir(int s_dir,int t_dir)
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*------------------------------------------*/
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uint8 map_calc_dir(struct block_list* src, int16 x, int16 y)
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{
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uint8 dir = 0;
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uint8 dir = DIR_NORTH;
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nullpo_ret(src);
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nullpo_retr( dir, src );
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dir = map_calc_dir_xy(src->x, src->y, x, y, unit_getdir(src));
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@ -3052,7 +3052,7 @@ uint8 map_calc_dir(struct block_list* src, int16 x, int16 y)
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* Use this if you don't have a block list available to check against
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*------------------------------------------*/
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uint8 map_calc_dir_xy(int16 srcx, int16 srcy, int16 x, int16 y, uint8 srcdir) {
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uint8 dir = 0;
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uint8 dir = DIR_NORTH;
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int dx, dy;
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dx = x-srcx;
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@ -3061,31 +3061,31 @@ uint8 map_calc_dir_xy(int16 srcx, int16 srcy, int16 x, int16 y, uint8 srcdir) {
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{ // both are standing on the same spot
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// aegis-style, makes knockback default to the left
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// athena-style, makes knockback default to behind 'src'
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dir = (battle_config.knockback_left ? 6 : srcdir);
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dir = ( battle_config.knockback_left ? DIR_EAST : srcdir );
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}
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else if( dx >= 0 && dy >=0 )
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{ // upper-right
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if( dx >= dy*3 ) dir = 6; // right
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else if( dx*3 < dy ) dir = 0; // up
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else dir = 7; // up-right
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if( dx >= dy*3 ) dir = DIR_EAST; // right
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else if( dx*3 < dy ) dir = DIR_NORTH; // up
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else dir = DIR_NORTHEAST; // up-right
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}
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else if( dx >= 0 && dy <= 0 )
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{ // lower-right
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if( dx >= -dy*3 ) dir = 6; // right
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else if( dx*3 < -dy ) dir = 4; // down
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else dir = 5; // down-right
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if( dx >= -dy*3 ) dir = DIR_EAST; // right
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else if( dx*3 < -dy ) dir = DIR_SOUTH; // down
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else dir = DIR_SOUTHEAST; // down-right
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}
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else if( dx <= 0 && dy <= 0 )
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{ // lower-left
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if( dx*3 >= dy ) dir = 4; // down
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else if( dx < dy*3 ) dir = 2; // left
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else dir = 3; // down-left
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if( dx*3 >= dy ) dir = DIR_SOUTH; // down
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else if( dx < dy*3 ) dir = DIR_WEST; // left
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else dir = DIR_SOUTHWEST; // down-left
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}
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else
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{ // upper-left
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if( -dx*3 <= dy ) dir = 0; // up
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else if( -dx > dy*3 ) dir = 2; // left
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else dir = 1; // up-left
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if( -dx*3 <= dy ) dir = DIR_NORTH; // up
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else if( -dx > dy*3 ) dir = DIR_WEST; // left
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else dir = DIR_NORTHWEST; // up-left
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}
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return dir;
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}
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@ -3303,16 +3303,16 @@ bool map_iwall_exist(const char* wall_name)
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void map_iwall_nextxy(int16 x, int16 y, int8 dir, int pos, int16 *x1, int16 *y1)
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{
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if( dir == 0 || dir == 4 )
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if( dir == DIR_NORTH || dir == DIR_SOUTH )
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*x1 = x; // Keep X
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else if( dir > 0 && dir < 4 )
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else if( dir > DIR_NORTH && dir < DIR_SOUTH )
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*x1 = x - pos; // Going left
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else
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*x1 = x + pos; // Going right
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if( dir == 2 || dir == 6 )
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if( dir == DIR_WEST || dir == DIR_EAST )
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*y1 = y;
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else if( dir > 2 && dir < 6 )
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else if( dir > DIR_WEST && dir < DIR_EAST )
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*y1 = y - pos;
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else
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*y1 = y + pos;
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