Example #1
0
/* tests for the new dvec format */
static void testDvec (void)
{
	short dv1  = 0x0724;
	CU_ASSERT_EQUAL(getDVdir(dv1), 0x07);
	CU_ASSERT_EQUAL(getDVflags(dv1), 0x02);
	CU_ASSERT_EQUAL(getDVz(dv1), 0x04);

	short dv2 = makeDV(6, 3);
	CU_ASSERT_EQUAL(dv2, 0x0603);

	dv2 = setDVz(dv2, 4);
	CU_ASSERT_EQUAL(dv2, 0x0604);
}
Example #2
0
/**
 * @brief Checks if we can walk in the given direction
 * First test for opening height availability. Then test for stepup compatibility. Last test for fall.
 * @note Fliers use this code only when they are walking.
 * @param[in] path Pointer to client or server side pathing table (clPathMap, svPathMap)
 * @return false if we can't fly there
 */
bool Step::checkWalkingDirections (const pathing_t *path)
{
	int nx, ny, nz;
	int passageHeight;
	/** @todo falling_height should be replaced with an arbitrary max falling height based on the actor. */
	const int fallingHeight = PATHFINDING_MAX_FALL;/**<This is the maximum height that an actor can fall. */
	const int stepupHeight = routing.getStepupHeight(actorSize, fromPos[0], fromPos[1], fromPos[2], dir);		/**< The actual stepup height without the level flags */
	int heightChange;
	/** @todo actor_stepup_height should be replaced with an arbitrary max stepup height based on the actor. */
	int actorStepupHeight = PATHFINDING_MAX_STEPUP;

	/* This is the standard passage height for all units trying to move horizontally. */
	passageHeight = routing.getConn(actorSize, fromPos, dir);
	if (passageHeight < actorHeight) {
#if 0
/** I know this code could be streamlined, but until I understand it myself, plz leave it like it is !*/
		int dvFlagsNew = 0;
		if (!crouchingState									/* not in std crouch mode */
		 && passageHeight >= actorCrouchedHeight) {			/* and passage is tall enough for crouching ? */
															/* we should try autocrouching */
			int dvFlagsOld = getDVflags(RT_AREA_POS(path, fromPos, crouchingState));
			int toHeight = routing.getCeiling(actorSize, toPos) - routing.getFloor(actorSize, toPos);
			int tuCr = Grid_GetTUsForDirection(dir, 1);		/* 1 means crouched */
			int newTUs = 0;

			if (toHeight >= actorHeight) {					/* can we stand in the new cell ? */
				if ((dvFlagsOld & DV_FLAG_AUTOCROUCH)		/* already in auto-crouch mode ? */
				 || (dvFlagsOld & DV_FLAG_AUTOCROUCHED)) {
					dvFlagsNew |= DV_FLAG_AUTOCROUCHED;		/* keep that ! */
					newTUs = tuCr + TU_CROUCH;				/* TUs for crouching plus getting up */
				}
				else {
					dvFlagsNew |= DV_FLAG_AUTODIVE;
					newTUs = tuCr + 2 * TU_CROUCH;			/* TUs for crouching plus getting down and up */
				}
			}
			else {											/* we can't stand there */
				if (dvFlagsOld & DV_FLAG_AUTOCROUCHED) {
					dvFlagsNew |= DV_FLAG_AUTOCROUCHED;		/* keep that ! */
					newTUs = tuCr;							/* TUs just for crouching */
				}
				else {
					dvFlagsNew |= DV_FLAG_AUTOCROUCH;		/* get down ! */
					newTUs = tuCr + TU_CROUCH;				/* TUs for crouching plus getting down */
				}
			}
		}
		else
#endif
			return false;	/* Passage is not tall enough. */
	}

	/* If we are moving horizontally, use the stepup requirement of the floors.
	 * The new z coordinate may need to be adjusted from stepup.
	 * Also, actor_stepup_height must be at least the cell's positive stepup value to move that direction. */
	/* If the actor cannot reach stepup, then we can't go this way. */
	if (actorStepupHeight < stepupHeight) {
		return false;	/* Actor cannot stepup high enough. */
	}

	nx = toPos[0];
	ny = toPos[1];
	nz = toPos[2];

	if (routing.isStepUpLevel(actorSize, fromPos, dir) && toPos[2] < PATHFINDING_HEIGHT - 1) {
		toPos[2]++;
		/**
		 * @note If you need to know about how pathfinding works,  you need to understand the
		 * following brief.  It may cause nausea, but is an important concept.
		 *
		 * @brief OK, now some crazy tests:
		 * Because of the grid based nature of this game, each cell can have at most only ONE
		 * floor that can be stood upon.  If an actor can walk down a slope that is in the
		 * same level, and actor should be able to walk on (and not fall into) the slope that
		 * decends a game level.  BUT it is possible for an actor to be able to crawl under a
		 * floor that can be stood on, with this opening being in the same cell as the floor.
		 * SO to prevent any conflicts, we will move down a floor under the following conditions:
		 * - The STEPDOWN flag is set
		 * - The floor in the immediately adjacent cell is lower than the current floor, but not
		 *   more than CELL_HEIGHT units (in QUANT units) below the current floor.
		 * - The actor's stepup value is at least the inverse stepup value.  This is the stepup
		 *   FROM the cell we are moving towards back into the cell we are starting in.  This
		 *    ensures that the actor can actually WALK BACK.
		 * If the actor does not have a high enough stepup but meets all the other requirements to
		 * descend the level, the actor will move into a fall state, provided that there is no
		 * floor in the adjacent cell.
		 *
		 * This will prevent actors from walking under a floor in the same cell in order to fall
		 * to the floor beneath.  They will need to be able to step down into the cell or will
		 * not be able to use the opening.
		 */
	} else if (routing.isStepDownLevel(actorSize, fromPos, dir) && toPos[2] > 0
		&& actorStepupHeight >= routing.getStepupHeight(actorSize, nx, ny, nz - 1, dir ^ 1)) {
		toPos[2]--;		/* Stepping down into lower cell. */
	}

	heightChange = routing.getFloor(actorSize, toPos) - routing.getFloor(actorSize, fromPos) + (toPos[2] - fromPos[2]) * CELL_HEIGHT;

	/* If the actor tries to fall more than falling_height, then prohibit the move. */
	if (heightChange < -fallingHeight && !hasLadderSupport) {
		return false;		/* Too far a drop without a ladder. */
	}

	/* If we are walking normally, we can fall if we move into a cell that does not
	 * have its STEPDOWN flag set and has a negative floor:
	 * Set heightChange to 0.
	 * The actor enters the cell.
	 * The actor will be forced to fall (dir 13) from the destination cell to the cell below. */
	if (routing.getFloor(actorSize, toPos) < 0) {
		/* We cannot fall if STEPDOWN is defined. */
		if (routing.isStepDownLevel(actorSize, fromPos, dir)) {
			return false;		/* There is stepdown from here. */
		}
		heightChange = 0;
		toPos[2]--;
	}
	return true;
}