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/*! \file mapalgorithms.cpp
\brief Routines for working with hexagonal grids
*/
/***************************************************************************
mapalgorithms.cpp - description
-------------------
begin : Thu Oct 5 2000
copyright : (C) 2000 by Martin Bickel
email : bickel@asc-hq.org
***************************************************************************/
/***************************************************************************
* *
* This program 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 *
* (at your option) any later version. *
* *
***************************************************************************/
#include <math.h>
#include "mapalgorithms.h"
#include "typen.h"
#include "vehicletype.h"
#include "errors.h"
#include "gamemap.h"
tdrawgettempline :: tdrawgettempline ( int _freefields, GameMap* _gamemap )
{
gamemap = _gamemap;
tempsum = 0;
freefields = _freefields;
num = 0;
}
void tdrawgettempline :: putpix8 ( int x, int y )
{
if ( !gamemap->getField ( x, y ) )
return;
if ( num >= freefields )
tempsum += gamemap->getField ( x, y )->getjamming();
num++;
/*
getfield( x,y )->temp = 100;
displaymap();
cursor.gotoxy ( x , y );
*/
}
int tdrawgettempline :: winkelcomp ( double w1, double w2 )
{
double pi = 3.141592654;
double delta = w2 - w1;
if ( delta > -0.0001 && delta < 0.0001 )
return 0;
if ( delta > 0 ) {
if ( delta <= pi )
return 1;
else
return -1;
}
if ( delta < 0 ) {
if ( delta < -pi )
return 1;
else
return -1;
}
return 0;
}
int tdrawgettempline :: initialized = 0;
double tdrawgettempline :: dirs[ sidenum ];
double tdrawgettempline :: offset;
void tdrawgettempline :: init ( void )
{
if ( !initialized ) {
offset = 0;
sx = 10;
sy = 10;
int i;
for ( i = 0; i < sidenum; i++ ) {
sx = 10;
sy = 10;
getnextfield ( sx, sy, i );
dirs[i] = winkel ( 10, 10 );
}
offset = dirs[0];
for ( i = 0; i < sidenum; i++ ) {
sx = 10;
sy = 10;
getnextfield ( sx, sy, i );
dirs[i] = winkel ( 10, 10 );
}
initialized = 1;
}
}
double tdrawgettempline :: winkel ( int x, int y )
{
int xp2 = sx * fielddistx + (sy & 1) * fielddisthalfx;
int yp2 = sy * fielddisty;
int xp1 = x * fielddistx + (y & 1) * fielddisthalfx;
int yp1 = y * fielddisty;
int dx = xp2-xp1;
int dy = yp2-yp1;
double at = atan2 ( double(dy), double(dx) );
// printf("%d / %d / %f \n", dx, dy, at);
at -= offset;
while ( at < 0 )
at += 2 * 3.14159265;
// printf("%f \n", at);
return at;
}
#define checkvisibility
void tdrawgettempline :: start ( int x1, int y1, int x2, int y2 )
{
init();
sx = x2;
sy = y2;
if ( y1 == y2 && x1 == x2 )
return;
int x = x1;
int y = y1;
double w = winkel ( x1, y1 );
int dir = -1;
double mindiff = 10000;
for ( int i = 0; i < sidenum; i++ ) {
double nd = fabs ( dirs[i] - w );
if ( nd < mindiff ) {
dir = i;
mindiff = nd;
}
}
#ifdef checkvisibility
int ldist = beeline ( x1, y1, x2, y2 );
#endif
int lastdir = winkelcomp ( w, dirs[dir] );
/*
if ( x1 == 18 && y1 == 24 && x2 == 18 && y2 == 9 ) {
printf("blurb");
}
*/
getnextfield( x, y, dir );
while ( x != x2 || y != y2 ) {
#ifdef checkvisibility
int ldist2 = beeline ( x, y, x2, y2 );
if ( ldist2 > ldist ) {
fatalError ( "inconsistency in tdrawgettempline :: start ; parameters are %d/%d ; %d/%d ", 1, x1, y1, x2, y2 );
return;
}
#endif
putpix8 ( x, y );
double w2 = winkel ( x, y );
// printf("%f \n", w2);
if ( lastdir > 0 ) {
if ( winkelcomp ( w2, w ) == 1 ) {
dir--;
lastdir = -1;
}
} else {
if ( winkelcomp ( w2 , w ) == -1 ) {
dir++;
lastdir = 1;
}
}
if ( dir < 0 )
dir += sidenum;
if ( dir >= sidenum )
dir = dir % sidenum;
getnextfield ( x, y, dir );
}
putpix8 ( x, y );
}
SearchFields :: SearchFields ( GameMap* _gamemap )
{
gamemap = _gamemap;
cancelSearch = false;
}
void SearchFields::initsearch( const MapCoordinate& startPosition, int _firstDistance, int _lastDistance )
{
cancelSearch = false;
startPos = startPosition;
firstDistance = _firstDistance;
lastDistance = _lastDistance;
}
void SearchFields::startsearch(void)
{
if ( cancelSearch )
return;
int step;
if (firstDistance > lastDistance)
step = -1;
else
step = 1;
dist = firstDistance;
do {
MapCoordinate mc ( startPos.x, startPos.y - 2 * dist );
if ( dist == 0 ) {
if ((mc.x >= 0) && (mc.y >= 0) && (mc.x < gamemap->xsize) && (mc.y < gamemap->ysize))
testfield( mc );
if ( cancelSearch )
return;
} else {
for ( int e = 0; e < 6; e++ ) {
int dir = (e + 2) % sidenum;
for ( int c = 0; c < dist; c++) {
if ((mc.x >= 0) && (mc.y >= 0) && (mc.x < gamemap->xsize) && (mc.y < gamemap->ysize)) {
testfield( mc );
if ( cancelSearch )
return;
}
getnextfield ( mc.x, mc.y, dir );
}
}
}
dist += step;
} while (!((dist - step == lastDistance) || cancelSearch));
}
class SearchFieldsIterator : public SearchFields {
public:
typedef FieldIterationFunctor MyFunctor;
private:
MyFunctor& myFunctor;
protected:
void testfield ( const MapCoordinate& pos ) {
myFunctor(pos);
};
public:
SearchFieldsIterator ( GameMap* _gamemap, MyFunctor& functor ) : SearchFields( _gamemap ), myFunctor( functor ) {};
};
void circularFieldIterator( GameMap* gamemap, const MapCoordinate& center, int startDist, int stopDist, FieldIterationFunctor functor )
{
SearchFieldsIterator searchFields( gamemap, functor );
searchFields.initsearch( center, startDist, stopDist );
searchFields.startsearch();
}
int ccmpheighchangemovedir[6] = {0, 1, 5, 2, 4, 3 };
MapCoordinate3D getNeighbouringFieldCoordinate( const MapCoordinate3D& pos, int direc)
{
MapCoordinate3D mc = pos;
getnextfield ( mc.x, mc.y, direc );
return mc;
}
MapCoordinate getNeighbouringFieldCoordinate( const MapCoordinate& pos, int direc)
{
MapCoordinate mc = pos;
getnextfield ( mc.x, mc.y, direc );
return mc;
}
void getnextfield(int& x,
int& y,
int direc)
{
switch (direc) {
case 0:
y-=2 ; /* oben */
break;
case 1:
if ((y & 1) == 1) x+=1; /* rechts oben */
y-=1;
break;
case 2:
if ((y & 1) == 1) x+=1; /* rechts unten */
y+=1;
break;
case 3:
y+=2; /* unten */
break;
case 4:
if ((y & 1) == 0) x-=1; /* links unten */
y+=1;
break;
case 5:
if ((y & 1) == 0) x-=1; /* links oben */
y-=1;
break;
}
}
int getdirection( const MapCoordinate& start, const MapCoordinate& dest )
{
return getdirection(start.x, start.y, dest.x, dest.y );
}
int getdirection( int x1,
int y1,
int x2,
int y2)
{
int a;
int dx = (2 * x2 + (y2 & 1)) - (2 * x1 + (y1 & 1));
int dy = y2 - y1;
if (dx < 0)
if (dy < 0)
a = 5;
else
a = 4;
else
if (dx > 0)
if (dy < 0)
a = 1;
else
a = 2;
else // dx is 0
if (dy < 0)
a = 0;
else
if ( dy > 0 )
a = 3;
else
a = -1;
return a;
}
int beeline ( const Vehicle* a, const Vehicle* b )
{
return beeline ( a->xpos, a->ypos, b->xpos, b->ypos );
}
int beeline ( const MapCoordinate& a, const MapCoordinate& b )
{
return beeline ( a.x, a.y, b.x, b.y );
}
int beeline ( int x1, int y1, int x2, int y2 )
{
int xdist = abs ( (x1 * 2 + (y1 & 1 )) - ( x2 * 2 + ( y2 & 1)) );
int ydist = abs ( y2 - y1 );
int num2;
if ( ydist > xdist )
num2 = (ydist - xdist) / 2 + xdist;
else
num2 = max ( xdist, ydist );
/*
int num = 0;
while ( x1 != x2 || y1 != y2 ) {
num++;
getnextfield ( x1, y1, getdirection ( x1, y1, x2, y2 ));
}
if ( num != num2 )
printf("beeline inconsistent\n" );
*/
return minmalq*num2;
}
int square ( int i )
{
return i*i;
}
inline float square ( float i )
{
return i*i;
}
WindMovement::WindMovement ( const Vehicle* vehicle )
{
for ( int i = 0; i < sidenum; i++ )
wm[i] = 0;
int movement = 0;
for ( int height = 4; height <= 6; height++ ){
if ( vehicle->typ->movement[height] )
if ( vehicle->typ->movement[height] > movement )
movement = vehicle->typ->movement[height];
}
if ( movement ) {
int wmn[7];
int lastDir = 0;
float abswindspeed = float( vehicle->getMap()->weather.windSpeed) * maxwindspeed / 255;
for ( float direc = 0; direc < 360; direc++) {
static const float pi = 3.14159265;
float unitspeedx = movement * sin(direc/180*pi);
float unitspeedy = movement * cos(direc/180*pi);
float angle = atan2( unitspeedx, unitspeedy + abswindspeed );
if ( angle < 0 )
angle += 2 * pi;
if ( angle >= 60 * float(lastDir) * (2*pi) / 360 ) {
float absspeed = sqrt ( square ( unitspeedy + abswindspeed)+ square ( unitspeedx) );
wmn[lastDir] = int( 10 - 10*movement/absspeed );
++lastDir;
}
}
for ( int i = 0; i <= 3; i++ ) {
wm[(i+vehicle->getMap()->weather.windDirection)%6] = wmn[i];
if ( i > 0 )
wm[(6-i+vehicle->getMap()->weather.windDirection)%6] = wmn[i];
}
}
}
int WindMovement::getDist ( int dir )
{
assert( dir >= 0 && dir <= 5 );
return wm[dir];
}
/*
Wenn Du Wind aus Westen hast und willst nach norden fliegen, dann darf der Flieger nicht Kurs auf Norden nehmen, denn dann wrde er abgetrieben. Er muss stattdessen etwas gegen den Wind fliegen.
Diesen Winkel ermittel' ich durch plumpes ausprobieren, in WindMovement::WindMovement
Solange die Sollrichtung der Einheitenbewegung und die WindRichtungen bereinstimmen, brauche ich nur den Fall fr 1 Windrichtung berechnen. Ich ermittel' dann fr die 6 Einheitenrichtungen den Malus. Fr andere Windrichtungen verschiebe ich einfach nur die Werte in die Tabelle (die letzten beiden Anweisungen in WindMovement), da das entscheidende ja nur der Winkelunterschied zwischen Wind- und Sollbewegungsrichtung ist.
*/
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