1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234
|
#include "tileray.h"
#include <cmath>
#include <cstdlib>
#include "game_constants.h"
static const int sx[4] = { 1, -1, -1, 1 };
static const int sy[4] = { 1, 1, -1, -1 };
tileray::tileray(): deltax( 0 ), deltay( 0 ), leftover( 0 ), direction( 0 ),
last_dx( 0 ), last_dy( 0 ), steps( 0 ), infinite( false )
{
}
tileray::tileray( int adx, int ady )
{
init( adx, ady );
}
tileray::tileray( int adir ): direction( adir )
{
init( adir );
}
void tileray::init( int adx, int ady )
{
deltax = adx;
deltay = ady;
ax = abs( deltax );
ay = abs( deltay );
if( !adx && !ady ) {
direction = 0;
} else {
direction = static_cast<int>( atan2( static_cast<double>( deltay ),
static_cast<double>( deltax ) ) * 180.0 / M_PI );
if( direction < 0 ) {
direction += 360;
}
}
last_dx = 0;
last_dy = 0;
steps = 0;
infinite = false;
}
void tileray::init( int adir )
{
leftover = 0;
// Clamp adir to the range [0, 359]
direction = ( adir < 0 ? 360 - ( ( -adir ) % 360 ) : adir % 360 );
last_dx = 0;
last_dy = 0;
deltax = static_cast<int>( cos( static_cast<float>( direction ) * M_PI / 180.0 ) * 100 );
deltay = static_cast<int>( sin( static_cast<float>( direction ) * M_PI / 180.0 ) * 100 );
ax = abs( deltax );
ay = abs( deltay );
steps = 0;
infinite = true;
}
void tileray::clear_advance()
{
leftover = 0;
last_dx = 0;
last_dy = 0;
steps = 0;
}
int tileray::dx() const
{
return last_dx;
}
int tileray::dy() const
{
return last_dy;
}
int tileray::dir() const
{
return direction;
}
int tileray::dir4() const
{
if( direction >= 45 && direction <= 135 ) {
return 1;
} else if( direction > 135 && direction < 225 ) {
return 2;
} else if( direction >= 225 && direction <= 315 ) {
return 3;
} else {
return 0;
}
}
int tileray::dir8() const
{
int oct = 0;
int dir = direction;
if( dir < 23 || dir > 337 ) {
return 0;
}
while( dir > 22 ) {
dir -= 45;
oct += 1;
}
return oct;
}
// This function assumes a vehicle is being drawn.
// It assumes horizontal lines are never skewed, vertical lines often skewed.
long tileray::dir_symbol( long sym ) const
{
switch( sym ) {
// output.cpp special_symbol() converts yubn to corners, hj to lines, c to cross
case 'j': // vertical line
return "h\\j/h\\j/"[dir8()];
case 'h': // horizontal line
return "jhjh"[dir4()];
case 'y': // top left corner
return "unby"[dir4()];
case 'u': // top right corner
return "nbyu"[dir4()];
case 'n': // bottom right corner
return "byun"[dir4()];
case 'b': // bottom left corner
return "yunb"[dir4()];
case '^':
return ">v<^"[dir4()];
case '>':
return "v<^>"[dir4()];
case 'v':
return "<^>v"[dir4()];
case '<':
return "^>v<"[dir4()];
case 'c': // +
return "cXcXcXcX"[dir8()];
case 'X':
return "XcXcXcXc"[dir8()];
// [ not rotated to ] because they might represent different items
case '[':
return "-\\[/-\\[/"[dir8()];
case ']':
return "-\\]/-\\]/"[dir8()];
case '|':
return "-\\|/-\\|/"[dir8()];
case '-':
return "|/-\\|/-\\"[dir8()];
case '=':
return "H=H="[dir4()];
case 'H':
return "=H=H"[dir4()];
case '\\':
return "/-\\|/-\\|"[dir8()];
case '/':
return "\\|/-\\|/-"[dir8()];
default:
;
}
return sym;
}
int tileray::ortho_dx( int od ) const
{
int quadr = ( direction / 90 ) % 4;
od *= -sy[quadr];
return mostly_vertical() ? od : 0;
}
int tileray::ortho_dy( int od ) const
{
int quadr = ( direction / 90 ) % 4;
od *= sx[quadr];
return mostly_vertical() ? 0 : od;
}
bool tileray::mostly_vertical() const
{
return ax <= ay;
}
void tileray::advance( int num )
{
last_dx = last_dy = 0;
if( num == 0 ) {
return;
}
int anum = abs( num );
steps = anum;
const bool vertical = mostly_vertical();
if( direction % 90 ) {
for( int i = 0; i < anum; i++ ) {
if( vertical ) {
// mostly vertical line
leftover += ax;
if( leftover >= ay ) {
last_dx++;
leftover -= ay;
}
} else {
// mostly horizontal line
leftover += ay;
if( leftover >= ax ) {
last_dy++;
leftover -= ax;
}
}
}
}
if( vertical ) {
last_dy = anum;
} else {
last_dx = anum;
}
// offset calculated for 0-90 deg quadrant, we need to adjust if direction is other
int quadr = ( direction / 90 ) % 4;
last_dx *= sx[quadr];
last_dy *= sy[quadr];
if( num < 0 ) {
last_dx = -last_dx;
last_dy = -last_dy;
}
}
bool tileray::end()
{
if( infinite ) {
return true;
}
return mostly_vertical() ? steps >= ay - 1 : steps >= ax - 1;
}
|