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#include "AppHdr.h"
#include "coord.h"
#include "random.h"
#include "state.h"
#include "viewgeom.h"
//////////////////////////////////////////////////////////////////////////
// coord_def
int coord_def::distance_from(const coord_def &other) const
{
return (grid_distance(*this, other));
}
int grid_distance(const coord_def& p1, const coord_def& p2)
{
return ((p2 - p1).rdist());
}
int distance( const coord_def& p1, const coord_def& p2 )
{
return ((p2 - p1).abs());
}
bool adjacent( const coord_def& p1, const coord_def& p2 )
{
return grid_distance(p1, p2) <= 1;
}
bool in_bounds_x(int x)
{
return (x > X_BOUND_1 && x < X_BOUND_2);
}
bool in_bounds_y(int y)
{
return (y > Y_BOUND_1 && y < Y_BOUND_2);
}
// Returns true if inside the area the player can move and dig (ie exclusive).
bool in_bounds(int x, int y)
{
return (in_bounds_x(x) && in_bounds_y(y));
}
bool map_bounds_x(int x)
{
return (x >= X_BOUND_1 && x <= X_BOUND_2);
}
bool map_bounds_y(int y)
{
return (y >= Y_BOUND_1 && y <= Y_BOUND_2);
}
// Returns true if inside the area the player can map (ie inclusive).
// Note that terrain features should be in_bounds() leaving an outer
// ring of rock to frame the level.
bool map_bounds(int x, int y)
{
return (map_bounds_x(x) && map_bounds_y(y));
}
bool map_bounds_with_margin(coord_def p, int margin)
{
return (p.x >= X_BOUND_1 + margin && p.x <= X_BOUND_2 - margin
&& p.y >= Y_BOUND_1 + margin && p.y <= Y_BOUND_2 - margin);
}
coord_def random_in_bounds()
{
if (crawl_state.game_is_arena())
{
const coord_def &ul = crawl_view.glos1; // Upper left
const coord_def &lr = crawl_view.glos2; // Lower right
return coord_def(random_range(ul.x, lr.x - 1),
random_range(ul.y, lr.y - 1));
}
else
return coord_def(random_range(MAPGEN_BORDER, GXM - MAPGEN_BORDER - 1),
random_range(MAPGEN_BORDER, GYM - MAPGEN_BORDER - 1));
}
// Coordinate system conversions.
coord_def player2grid(const coord_def &pc)
{
return (pc + you.pos());
}
coord_def grid2player(const coord_def &gc)
{
return (gc - you.pos());
}
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