File: direction_util.h

package info (click to toggle)
scummvm 2.9.1%2Bdfsg-1
  • links: PTS, VCS
  • area: main
  • in suites: forky, sid
  • size: 450,580 kB
  • sloc: cpp: 4,299,825; asm: 28,322; python: 12,901; sh: 11,302; java: 9,289; xml: 7,895; perl: 2,639; ansic: 2,465; yacc: 1,670; javascript: 1,020; makefile: 933; lex: 578; awk: 275; objc: 82; sed: 11; php: 1
file content (276 lines) | stat: -rw-r--r-- 8,720 bytes parent folder | download | duplicates (2)
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
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
/* ScummVM - Graphic Adventure Engine
 *
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 *
 * 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 3 of the License, or
 * (at your option) any later version.
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program.  If not, see <http://www.gnu.org/licenses/>.
 *
 */

#ifndef ULTIMA8_MISC_DIRECTIONUTIL_H
#define ULTIMA8_MISC_DIRECTIONUTIL_H

#include "ultima/ultima8/misc/direction.h"
#include "ultima/ultima8/ultima8.h"
#include "math/utils.h"

namespace Ultima {
namespace Ultima8 {

/*
 * Tables to map a Direction to x/y deltas
 */


inline int Direction_XFactor(Direction dir) {
	static const int _x_fact[] = {  0, +1, +1, +1,  0, -1, -1, -1 };
	static const int _x_fact16[] = {  0, +1, +1, +2, +1, +2, +1, +1, 0, -1, -1, -2, -1, -2, -1, -1, 0 };

	assert((int)dir >= 0 && (int)dir < 16);

	if (GAME_IS_U8)
		return _x_fact[(int)dir / 2];
	else
		return _x_fact16[(int)dir];
}

inline int Direction_YFactor(Direction dir) {
	static const int _y_fact[] = { -1, -1,  0, +1, +1, +1,  0, -1 };
	static const int _y_fact16[] = { -1, -2, -1, -1, 0, +1, +1, +2, +1, +2, +1, +1, 0, -1, -1, -2, 0 };

	assert((int)dir >= 0 && (int)dir < 16);

	if (GAME_IS_U8)
		return _y_fact[(int)dir / 2];
	else
		return _y_fact16[(int)dir];
}

//! Convert a direction to hundreths of degrees (rotated by 90 degrees)
inline int32 Direction_ToCentidegrees(Direction dir) {
	return static_cast<int>(dir) * 2250;
}

//! Convert from centidegrees to a direction.
inline Direction Direction_FromCentidegrees(int32 cds) {
	return static_cast<Direction>(((cds + 1125) / 2250) % 16);
}


/**
 *  Return the direction for a given slope (0-7).
 *  NOTE:  Assumes cartesian coords, NOT screen coords. (which have y
 *    growing downwards).
 *
 *  NOTE: The returned direction is rotated 45 degrees clockwise! This is
 *  how U8 things should be.
 */
inline Direction Direction_Get(int deltay, int deltax, DirectionMode dirmode) {
	if (deltax == 0)
		return deltay > 0 ? dir_northwest : dir_southeast;

	if (dirmode == dirmode_8dirs) {
		int dydx = (1024 * deltay) / deltax; // Figure 1024*tan.
		if (dydx >= 0)
			if (deltax > 0) // Top-right
				return dydx <= 424 ? dir_northeast : dydx <= 2472 ? dir_north
					   : dir_northwest;
			else			// Bottom-left.
				return dydx <= 424 ? dir_southwest : dydx <= 2472 ? dir_south
					   : dir_southeast;
		else if (deltax > 0) // Bottom-right.
			return dydx >= -424 ? dir_northeast : dydx >= -2472 ? dir_east
				   : dir_southeast;
		else			// Top-left
			return dydx >= -424 ? dir_southwest : dydx >= -2472 ? dir_west
				   : dir_northwest;
	} else {
		double angle = Math::rad2deg(atan2(deltay, deltax));
		if (angle < -168.75)      return dir_southwest;
		else if (angle < -146.25) return dir_ssw;
		else if (angle < -123.75) return dir_south;
		else if (angle < -101.25) return dir_sse;
		else if (angle < -78.75)  return dir_southeast;
		else if (angle < -56.25)  return dir_ese;
		else if (angle < -33.75)  return dir_east;
		else if (angle < -11.25)  return dir_ene;
		else if (angle < 11.25)   return dir_northeast;
		else if (angle < 33.75)   return dir_nne;
		else if (angle < 56.25)   return dir_north;
		else if (angle < 78.75)   return dir_nnw;
		else if (angle < 101.25)  return dir_northwest;
		else if (angle < 123.75)  return dir_wnw;
		else if (angle < 146.25)  return dir_west;
		else if (angle < 168.75)  return dir_wsw;
		return dir_southwest;
	}
}

// Note that for WorldDir, Y goes down, so a positive Y points south.
inline Direction Direction_GetWorldDir(int deltay, int deltax, DirectionMode dirmode) {
	if (deltax == 0) {
		if (deltay == 0) return dir_northeast; // for better compatibility with U8
		return deltay > 0 ? dir_south : dir_north;
	}

	if (dirmode == dirmode_8dirs) {
		int dydx = (1024 * deltay) / deltax;

		if (dydx >= 0)
			if (deltax > 0) // south-east
				return dydx <= 424 ? dir_east : dydx <= 2472 ? dir_southeast : dir_south;
			else			// north-west
				return dydx <= 424 ? dir_west : dydx <= 2472 ? dir_northwest : dir_north;
		else if (deltax > 0) // north-east
			return dydx >= -424 ? dir_east : dydx >= -2472 ? dir_northeast : dir_north;
		else			// south-west
			return dydx >= -424 ? dir_west : dydx >= -2472 ? dir_southwest : dir_south;
	} else {
		double angle = Math::rad2deg(atan2(deltay, deltax));
		if (angle < -168.75)      return dir_west;
		else if (angle < -146.25) return dir_wnw;
		else if (angle < -123.75) return dir_northwest;
		else if (angle < -101.25) return dir_nnw;
		else if (angle < -78.75)  return dir_north;
		else if (angle < -56.25)  return dir_nne;
		else if (angle < -33.75)  return dir_northeast;
		else if (angle < -11.25)  return dir_ene;
		else if (angle < 11.25)   return dir_east;
		else if (angle < 33.75)   return dir_ese;
		else if (angle < 56.25)   return dir_southeast;
		else if (angle < 78.75)   return dir_sse;
		else if (angle < 101.25)  return dir_south;
		else if (angle < 123.75)  return dir_ssw;
		else if (angle < 146.25)  return dir_southwest;
		else if (angle < 168.75)  return dir_wsw;
		return dir_west;
	}
}



inline Direction Direction_GetWorldDirInRange(int deltay, int deltax, DirectionMode dirmode, Direction mindir, Direction maxdir) {
	int ndirs = (dirmode == dirmode_8dirs ? 8 : 16);
	Direction dir = Direction_GetWorldDir(deltay, deltax, dirmode);

	if ((dir < mindir) || (dir > maxdir)) {
		int32 dmin1 = dir - mindir;
		int32 dmin2 = mindir - dir;
		if (dmin1 < 0) {
			dmin1 = dmin1 + ndirs;
		}
		if (dmin2 < 0) {
			dmin2 = dmin2 + ndirs;
		}
		int32 dist_to_min = MIN(dmin1, dmin2);

		int dmax1 = dir - maxdir;
		int dmax2 = maxdir - dir;
		if (dmax1 < 0) {
			dmax1 = dmax1 + ndirs;
		}
		if (dmax2 < 0) {
			dmax2 = dmax2 + ndirs;
		}
		int32 dist_to_max = MIN(dmax1, dmax2);

		if (dist_to_min < dist_to_max) {
			return mindir;
		} else {
			return maxdir;
		}
	}

	return dir;
}

inline Direction Direction_Invert(Direction dir) {
	assert(dir != dir_current);
	switch (dir) {
		case dir_north:		return dir_south;
		case dir_nne:		return dir_ssw;
		case dir_northeast:	return dir_southwest;
		case dir_ene:		return dir_wsw;
		case dir_east:		return dir_west;
		case dir_ese:		return dir_wnw;
		case dir_southeast:	return dir_northwest;
		case dir_sse:		return dir_nnw;
		case dir_south:		return dir_north;
		case dir_ssw:		return dir_nne;
		case dir_southwest:	return dir_northeast;
		case dir_wsw:		return dir_ene;
		case dir_west:		return dir_east;
		case dir_wnw:		return dir_ese;
		case dir_northwest:	return dir_southeast;
		case dir_nnw:		return dir_sse;
		default:			return dir_north;
	}
}

//! Return the direction one left (aka counter-clockwise) of the input
inline Direction Direction_OneLeft(Direction dir, DirectionMode mode) {
	if (mode == dirmode_8dirs)
		return static_cast<Direction>((static_cast<int>(dir) + 14) % 16);
	else
		return static_cast<Direction>((static_cast<int>(dir) + 15) % 16);
}

//! Return the direction one right (aka clockwise) of the input
inline Direction Direction_OneRight(Direction dir, DirectionMode mode) {
	if (mode == dirmode_8dirs)
		return static_cast<Direction>((static_cast<int>(dir) + 2) % 16);
	else
		return static_cast<Direction>((static_cast<int>(dir) + 1) % 16);
}

inline Direction Direction_TurnByDelta(Direction dir, int delta, DirectionMode mode) {
	if (delta > 0) {
		for (int i = 0; i < delta; i++)
			dir = Direction_OneRight(dir, mode);
	} else if (delta < 0) {
		for (int i = 0; i < -delta; i++)
			dir = Direction_OneLeft(dir, mode);
	}
	return dir;
}

//! Get a turn delta (-1 for left, +1 for right) to turn the fastest
//! way from one direction to another
inline int Direction_GetShorterTurnDelta(Direction from, Direction to) {
	if ((from - to + 16) % 16 < 8)
		return -1;
	return 1;
}

inline uint32 Direction_ToUsecodeDir(Direction dir) {
	if (GAME_IS_U8) {
		return static_cast<int32>(dir / 2);
	} else {
		return static_cast<int32>(dir);
	}
}

inline Direction Direction_FromUsecodeDir(uint32 dir) {
	if (GAME_IS_U8) {
		return static_cast<Direction>(dir * 2);
	} else {
		return static_cast<Direction>(dir);
	}
}

} // End of namespace Ultima8
} // End of namespace Ultima

#endif