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#include <stdio.h>
#include "constant.h"
#include <X11/Xlib.h>
#include <X11/Xutil.h>
#include <X11/Xatom.h>
#include <X11/keysym.h>
#include <X11/keysymdef.h>
#include "extern.h"
/******************************************************************************
shape_initialize ()
Initialize all the shapes necessary for a given tiling method. Set all
positions, connection, horizons, selection and direction charts.
******************************************************************************/
shape_initialize ()
{
int i, j,
side;
cell_type *cell;
double factor;
shape_type *shape, *shape2;
/** Create an initialize the basic shape structures **/
for (side=0; side<Config->side_count; side++)
{
Board->shapes[side][0] = (shape_type *)(malloc(sizeof(shape_type)));
/** Set maximum values **/
Board->shapes[side][0]->max_value = Config->max_value[side];
Board->shapes[side][0]->max_max_value = Config->max_max_value;
switch (Config->tile_type)
{
case TILE_HEX:
hex_set_dimensions (Board->shapes[side][0],
Config->cell_size[side], side);
shape_set_chart (Board->shapes[side][0]);
Board->shape_count = 1;
break;
/** Octagon tiling interleaves octagons (shape index 0) and small **/
/** squares (shape index 1). **/
case TILE_OCTAGON:
octagon_set_dimensions (Board->shapes[side][0],
Config->cell_size[side], side);
Board->shapes[side][1] = (shape_type *)(malloc(sizeof(shape_type)));
Board->shapes[side][1]->max_value = Board->shapes[side][0]->max_value;
Board->shapes[side][1]->max_max_value =
Board->shapes[side][0]->max_max_value;
square_set_dimensions (Board->shapes[side][1],
Board->shapes[side][0]->helper.x+2, side, TRUE);
octagon_set_square_troops
(Board->shapes[side][0], Board->shapes[side][1]);
shape_set_chart (Board->shapes[side][0]);
shape_set_chart (Board->shapes[side][1]);
Board->shape_count = 2;
break;
case TILE_DIAMOND:
diamond_set_dimensions (Board->shapes[side][0],
Config->cell_size[side], side);
shape_set_chart (Board->shapes[side][0]);
Board->shape_count = 1;
break;
/** Triangle tiling interleaves triangles with points up (shape **/
/** index 0) and triangles with points down (shape index 1). **/
case TILE_TRIANGLE:
triangle_set_dimensions (Board->shapes[side][0],
Config->cell_size[side], side, TRUE);
Board->shapes[side][1] = (shape_type *)(malloc(sizeof(shape_type)));
Board->shapes[side][1]->max_value = Board->shapes[side][0]->max_value;
Board->shapes[side][1]->max_max_value =
Board->shapes[side][0]->max_max_value;
triangle_set_dimensions (Board->shapes[side][1],
Config->cell_size[side], side, FALSE);
shape_set_chart (Board->shapes[side][0]);
shape_set_chart (Board->shapes[side][1]);
Board->shape_count = 2;
break;
case TILE_SQUARE:
square_set_dimensions (Board->shapes[side][0],
Config->cell_size[side], side, FALSE);
shape_set_chart (Board->shapes[side][0]);
Board->shape_count = 1;
break;
}
}
/** Set each cell's position and shape index, dependent upon its **/
/** position in the board grid. **/
for (j=0; j<Config->board_y_size; j++)
{
for (i=0; i<Config->board_x_size; i++)
{
for (side=0; side<Config->side_count; side++)
{
switch (Config->tile_type)
{
case TILE_HEX:
hex_set_center (CELL2(i,j), Board->shapes[side][0], side);
break;
case TILE_OCTAGON:
octagon_set_center (CELL2(i,j), Board->shapes[side][0],
Board->shapes[side][1], side);
break;
case TILE_DIAMOND:
diamond_set_center (CELL2(i,j), Board->shapes[side][0], side);
break;
case TILE_TRIANGLE:
triangle_set_center (CELL2(i,j), Board->shapes[side][0],
Board->shapes[side][1], side);
break;
case TILE_SQUARE:
square_set_center (CELL2(i,j), Board->shapes[side][0], side);
break;
}
}
}
}
/** Initialize pointers to neighboring cells **/
switch (Config->tile_type)
{
case TILE_HEX:
hex_set_connections ();
break;
case TILE_OCTAGON:
octagon_set_connections ();
break;
case TILE_DIAMOND:
diamond_set_connections ();
break;
case TILE_TRIANGLE:
triangle_set_connections ();
break;
case TILE_SQUARE:
square_set_connections ();
break;
}
/** Initialize horizon arrays **/
if (Config->enable_all[OPTION_HORIZON])
{
for (side=0; side<Config->side_count; side++)
{
switch (Config->tile_type)
{
case TILE_HEX:
hex_set_horizons (Board->shapes[side][0]);
break;
case TILE_OCTAGON:
octagon_set_horizons (Board->shapes[side][0],
Board->shapes[side][1]);
break;
case TILE_DIAMOND:
diamond_set_horizons (Board->shapes[side][0]);
break;
case TILE_TRIANGLE:
triangle_set_horizons (Board->shapes[side][0], TRUE);
triangle_set_horizons (Board->shapes[side][1], FALSE);
break;
case TILE_SQUARE:
square_set_horizons (Board->shapes[side][0]);
break;
}
}
}
/** Initialize selection grid which is used to determine which cell **/
/** corresponds to an arbitrary (x,y) coordinate. **/
for (side=0; side<Config->side_count; side++)
{
Config->selects[side] = (select_type *)(malloc(sizeof(select_type)));
switch (Config->tile_type)
{
case TILE_HEX:
hex_set_selects (Board->shapes[side][0], Config->selects[side], side);
break;
case TILE_OCTAGON:
octagon_set_selects (Board->shapes[side][0],
Board->shapes[side][1], Config->selects[side], side);
break;
case TILE_DIAMOND:
diamond_set_selects (Board->shapes[side][0],
Config->selects[side], side);
break;
case TILE_TRIANGLE:
triangle_set_selects (Board->shapes[side][0],
Config->selects[side], side);
break;
case TILE_SQUARE:
square_set_selects (Board->shapes[side][0],
Config->selects[side], side);
break;
}
}
/** Initialize size of playing board. Depending on the tiling method **/
/** this may involve some complexities involving even and odd board **/
/** dimenions. **/
for (side=0; side<Config->side_count; side++)
{
shape = Board->shapes[side][0];
shape2 = Board->shapes[side][1];
switch (Config->tile_type)
{
case TILE_HEX:
Board->size[side].x =
(Config->board_x_size-1)*3*(shape->side/2) + 2*shape->side;
Board->size[side].y = Config->board_y_size*shape->size_bound.y +
shape->center_bound.y + 1;
break;
case TILE_OCTAGON:
Board->size[side].x = (Config->board_x_size/2) *
(shape->size_bound.x + shape2->size_bound.x - 2) +
(Config->board_x_size%2) * (shape->size_bound.x - 1) +
(1 - Config->board_x_size%2) * shape->corner_vertex.x + 1;
Board->size[side].y = (Config->board_y_size/2) *
(shape->size_bound.y + shape2->size_bound.y - 2) +
(Config->board_y_size%2) * (shape->size_bound.y - 1) +
(1 - Config->board_y_size%2) * shape->corner_vertex.x + 1;
break;
case TILE_DIAMOND:
Board->size[side].x = (Config->board_x_size+1) * (shape->side/2) + 1;
Board->size[side].y = Config->board_y_size * (shape->side-1) +
shape->side/2 + 1;
break;
case TILE_TRIANGLE:
Board->size[side].x = (Config->board_x_size/2) *
(shape->size_bound.x - 1);
Board->size[side].y = Config->board_y_size * shape->size_bound.y + 1;
if (Config->board_x_size%2)
Board->size[side].x += shape->size_bound.x - 1;
else
Board->size[side].x += shape->size_bound.x/2;
break;
case TILE_SQUARE:
if (Config->enable[OPTION_GRID][side])
{
Board->size[side].x = Config->board_x_size * (shape->side-1) + 1;
Board->size[side].y = Config->board_y_size * (shape->side-1) + 1;
}
else
{
Board->size[side].x = Config->board_x_size * shape->side + 1;
Board->size[side].y = Config->board_y_size * shape->side + 1;
}
break;
}
}
}
/******************************************************************************
shape_set_draw_method (shape, side, disallow_pixmap)
Based on OPTION_DRAW, as specified in the command line (or by default),
set up the correct drawing method for <side>'s <shape>. If <disallow_pixmap>
then don't allow the DRAW_PIXMAP method (which is really only valid for
rectangular cells).
******************************************************************************/
shape_set_draw_method (shape, side, disallow_pixmap)
shape_type *shape;
int side,
disallow_pixmap;
{
/** Send warning message if user tries invalid method **/
if (disallow_pixmap &&
Config->value_int[OPTION_DRAW][side] == DRAW_PIXMAP)
{
throw_warning ("Cannot use DRAW_PIXMAP method, using DRAW_SIMPLE", NULL);
Config->value_int[OPTION_DRAW][side] = DRAW_SIMPLE;
}
switch (Config->value_int[OPTION_DRAW][side])
{
/** 1 erase, 0 copy **/
case DRAW_SIMPLE:
shape->copy_method = COPY_NONE;
shape->erase_method = ERASE_DRAW;
break;
/** 1 erase, 1 copy **/
case DRAW_BACKING:
shape->copy_method = COPY_BACK;
shape->erase_method = ERASE_DRAW;
break;
/** 0 erase, 2 copy **/
case DRAW_PIXMAP:
shape->copy_method = COPY_PIXMAP;
shape->erase_method = ERASE_NONE;
break;
/** 1 erase, 2 copy **/
case DRAW_WINDOW:
shape->copy_method = COPY_WINDOW;
shape->erase_method = ERASE_DRAW;
break;
/** 0 erase, 4 copy **/
case DRAW_MASKING:
shape->copy_method = COPY_WINDOW;
shape->erase_method = ERASE_MASK;
break;
}
}
/******************************************************************************
shape_set_growth (shape)
Set the array for <shape> which maps a town's growth factor into a radius,
based on <shape->circle_bound>. Might want to change this to use some
fraction of <shape->center_erase.x>.
******************************************************************************/
shape_set_growth (shape)
shape_type *shape;
{
int i,
min_radius,
max_radius;
double growth_step,
growth_radius;
/** Compute the minimum and maximum radii **/
min_radius = (int)(TOWN_MIN_FRACTION * shape->circle_bound);
if (min_radius < TOWN_MIN_RADIUS)
min_radius = TOWN_MIN_RADIUS;
max_radius = (int)(TOWN_MAX_FRACTION * shape->circle_bound);
/** Compute the floating point step between each growth factor **/
growth_step = ((double)(max_radius - min_radius))/
(TOWN_MAX - TOWN_MIN);
growth_radius = TOWN_MIN_RADIUS;
/** For each valid growth factor, set mapping **/
for (i=TOWN_MIN; i<=TOWN_MAX; i++)
{
shape->growth_to_radius[i] = (int)(growth_radius + 0.5);
growth_radius += growth_step;
}
}
/******************************************************************************
shape_set_troops (shape)
Set the array for <shape> which maps the number of troops into a radius
based on <shape->circle_bound>. Might want to change this to use some
fraction of <shape->center_erase.x>.
******************************************************************************/
shape_set_troops (shape)
shape_type *shape;
{
int i,
min_size,
max_size;
double troop_step,
troop_size,
full,
sqrt();
/** Compute the minimum and maximum radii **/
min_size = (int)(TROOP_MIN_FRACTION * 2 * shape->circle_bound);
max_size = (int)(TROOP_MAX_FRACTION * 2 * shape->circle_bound);
if (min_size < TROOP_MIN_SIZE)
min_size = TROOP_MIN_SIZE;
if (max_size > 2*shape->circle_bound - TROOP_MIN_BUFFER)
max_size = 2*shape->circle_bound - TROOP_MIN_BUFFER;
/** Compute the floating point step between each troop **/
troop_step = ((double)(max_size - min_size))/shape->max_max_value;
troop_size = min_size;
/** For each valid number of troops (and then some), set mapping **/
if (Config->enable_all[OPTION_AREA])
{
full = ((double)(shape->max_max_value))/((shape->max_max_value+4)*
(shape->max_max_value+4));
for (i=0; i<=shape->max_max_value+2; i++)
shape->troop_to_size[i] = (int)(max_size * sqrt (full*i) + 0.5);
}
else
{
shape->troop_to_size[0] = 0;
for (i=1; i<=shape->max_max_value+2; i++)
{
shape->troop_to_size[i] = (int)(troop_size + 0.5);
troop_size += troop_step;
}
}
}
/******************************************************************************
shape_set_chart (shape)
Compute <shape->chart>, which determines how arbitrary (x,y) coordinates
map into directions. This routine assumes that directions are evenly
distributed (by angle) around <shape->center_bound> and that direction 0
begins at <shape->angle_offset>.
******************************************************************************/
shape_set_chart (shape)
shape_type *shape;
{
int x, y,
i, j, k,
x_limit, y_limit,
is_done,
int_angle, mod_angle,
sector_angle;
double angle,
base_angle,
vertex_angle,
secondary_angle,
diff_angle,
atan2();
/** Set the angle subtended by each side **/
sector_angle = 360/shape->direction_count;
/** Set the upper limits on x and y offsets **/
x_limit = shape->size_bound.x - shape->center_bound.x;
y_limit = shape->size_bound.y - shape->center_bound.y;
/** Step through each point in the cell bounding box. Note that y **/
/** must be negated to accound for the fact that on the screen, y **/
/** values increase going down. **/
for (y = -shape->center_bound.y, j=0; y <= y_limit; y++, j++)
{
for (x = -shape->center_bound.x, i=0; x <= x_limit; x++, i++)
{
/** Determine the angle from the center of the cell to the position **/
if (x == 0)
{
if (y < 0)
base_angle = 90.0;
else
base_angle = 270.0;
}
else
{
base_angle = atan2 (((double)(-y)), ((double)(x)));
base_angle = base_angle * 180.0 / 3.1415927;
}
/** Subtract offset to Nth vertex **/
angle = base_angle - shape->angle_offset;
/** Put angle in range (0,360) **/
if (angle < 0)
angle = 360.0 + angle;
else if (angle >= 360.0)
angle = angle - 360.0;
/** Round angle into one of shape->direction_count directions **/
int_angle = (int)(angle);
mod_angle = int_angle/sector_angle;
/** Based on rounded angle, set vector direction **/
shape->chart[i][j][0] = mod_angle;
/** Now we must set the "secondary" angles which determine the **/
/** location of corner clicks which yield dual vectors. **/
/** Set the angle to the counterclockwise vertex of the 0 side **/
angle = base_angle - shape->angle_offset - sector_angle;
/** Put angle in range (0,360) **/
if (angle < 0)
angle = 360.0 + angle;
else if (angle >= 360.0)
angle = angle - 360.0;
/** Compute the range of the secondary angle **/
secondary_angle = ((double)(sector_angle))/4.0;
vertex_angle = 0.0;
/** Step through each vertex and see if angle falls within the **/
/** secondary angle of it. **/
for (k=0, is_done=FALSE; k<shape->direction_count && !is_done; k++)
{
diff_angle = angle - vertex_angle;
if (diff_angle > 180.0)
diff_angle = diff_angle - 360.0;
if (diff_angle < 0 && diff_angle > -secondary_angle)
{
shape->chart[i][j][1] = (k + 1)%(shape->direction_count);
is_done = TRUE;
}
else if (diff_angle >= 0 && diff_angle < secondary_angle)
{
shape->chart[i][j][1] = k;
is_done = TRUE;
}
vertex_angle += sector_angle;
}
/** If point doesn't fall within angle, set to null **/
if (!is_done)
shape->chart[i][j][1] = -1;
/** If position is closer than <Config->center_size> to the **/
/** center of the cell, eliminate all directions. **/
if (x*x + y*y < 2*Config->center_size*Config->center_size)
{
shape->chart[i][j][0] = -1;
shape->chart[i][j][1] = -1;
}
}
}
/** Uncomment this stuff if you want to print out primary and/or **/
/** secondary direction charts. **/
/**
printf ("\n");
for (y = -shape->center_bound.y, j=0; y <= y_limit; y++, j++)
{
for (x = -shape->center_bound.x, i=0; x <= x_limit; x++, i++)
{
if (shape->chart[i][j][0] < 0)
printf (".");
else
printf ("%1d", shape->chart[i][j][0]);
}
printf ("\n");
}
printf ("\n");
printf ("\n");
for (y = -shape->center_bound.y, j=0; y <= y_limit; y++, j++)
{
for (x = -shape->center_bound.x, i=0; x <= x_limit; x++, i++)
{
if (shape->chart[i][j][1] < 0)
fprintf (stderr, ".");
else
fprintf (stderr, "%1d", shape->chart[i][j][1]);
}
fprintf (stderr, "\n");
}
printf ("\n");
**/
}
/******************************************************************************
shape_set_arrows (shape, offset)
Assuming that <shape> is a regular polygon, set the coordinates for all its
direction and marching vectors. If dealing with an oblique angle, subtract
<offset> from the arrow length. This is currently used for octagon
diagonals, when OCTAGON_OFFSET can warp the octagon such that it is not
a regular polygon.
******************************************************************************/
shape_set_arrows (shape, offset)
shape_type *shape;
int offset;
{
int i, k,
angle, angle_step, angle_base,
width,
troop_size,
max_troop_size;
/** Determine the step between vector angles and the starting angle **/
angle_step = 360/shape->direction_count;
angle_base = (int)(shape->angle_offset + (180.0/shape->direction_count) + 0.5);
/** Have to set full-length and half-length direction vectors **/
for (i=0; i<2; i++)
{
/** Set length of direction vector **/
if (i == 0)
width = shape->center_erase.x;
else
width = shape->center_erase.x/2;
/** For each direction **/
angle = angle_base;
for (k=0; k<shape->direction_count; k++)
{
/** Set direction vector, subtracting offset when appropriate **/
if (i == 1 || angle == 0 || angle == 90 || angle == 180 ||
angle == 270 || angle == 360)
shape_set_single_arrow (width, 0, FALSE, angle,
shape->arrow_source[k][i], shape->arrow_dester[k][i]);
else
shape_set_single_arrow (width-offset, 0, FALSE, angle,
shape->arrow_source[k][i], shape->arrow_dester[k][i]);
/** Increment angle **/
angle += angle_step;
if (angle >= 360)
angle -= 360;
}
}
/** Set length of direction vector **/
width = shape->center_erase.x;
max_troop_size = shape->troop_to_size[shape->max_max_value+2];
for (i=0; i<=max_troop_size/2; i++)
{
/** Set inset vector length **/
troop_size = i;
/** For each direction **/
angle = angle_base;
for (k=0; k<shape->direction_count; k++)
{
/** Set direction vector, subtracting offset when appropriate **/
if (i == 1 || angle == 0 || angle == 90 || angle == 180 ||
angle == 270 || angle == 360)
shape_set_single_arrow (width, troop_size, TRUE, angle,
shape->arrow_source_x[i][k], shape->arrow_dester_x[i][k]);
else
shape_set_single_arrow (width-offset, troop_size, TRUE, angle,
shape->arrow_source_x[i][k], shape->arrow_dester_x[i][k]);
/** Increment angle **/
angle += angle_step;
if (angle > 360)
angle -= 360;
}
}
/** For each direction **/
angle = angle_base;
for (k=0; k<shape->direction_count; k++)
{
/** Set march vector, subtracting offset when appropriate **/
if (i == 1 || angle == 0 || angle == 90 || angle == 180 ||
angle == 270 || angle == 360)
shape_set_single_march (width, angle,
shape->march_source[k], shape->march_dester[k]);
else
shape_set_single_march (width-offset, angle,
shape->march_source[k], shape->march_dester[k]);
/** Increment angle **/
angle += angle_step;
if (angle > 360)
angle -= 360;
}
}
/******************************************************************************
shape_set_single_arrow (length, aux_length,
use_split, angle, arrow_source, arrow_dester)
Set endpoint coordinates for a single direction vector of <length> and
<angle>, using inset length of <aux_length> if <use_split>. <arrow_source>
and <arrow_dester> are the coordinate arrays to be used.
******************************************************************************/
shape_set_single_arrow (length, aux_length,
use_split, angle, arrow_source, arrow_dester)
int length,
aux_length,
use_split,
angle;
XPoint arrow_source[],
arrow_dester[];
{
int x_offset, y_offset,
x_aux_offset, y_aux_offset;
double rad_angle,
cos(), sin();
/** Handle horizontal and vertical vectors explicitly to ensure that **/
/** rounding errors in floating point conversion don't hurt things. **/
switch (angle)
{
case 0:
x_offset = length;
y_offset = 0;
x_aux_offset = aux_length;
y_aux_offset = 0;
break;
case 90:
x_offset = 0;
y_offset = -length;
x_aux_offset = 0;
y_aux_offset = -aux_length;
break;
case 180:
x_offset = -length;
y_offset = 0;
x_aux_offset = -aux_length;
y_aux_offset = 0;
break;
case 270:
x_offset = 0;
y_offset = length;
x_aux_offset = 0;
y_aux_offset = aux_length;
break;
/** Handle generic angle, determining (xoffset, y_offset) endpoints **/
default:
rad_angle = ((double)(angle)) * PI/180.0;
x_offset = (int)(cos(rad_angle) * length);
y_offset = -(int)(sin(rad_angle) * length);
x_aux_offset = (int)(cos(rad_angle) * aux_length);
y_aux_offset = -(int)(sin(rad_angle) * aux_length);
break;
}
/** If <use_split> just set middle vector and inset and exit **/
if (use_split)
{
arrow_source[0].x = 0;
arrow_source[0].y = 0;
arrow_dester[0].x = x_aux_offset;
arrow_dester[0].y = y_aux_offset;
arrow_source[1].x = x_aux_offset;
arrow_source[1].y = y_aux_offset;
arrow_dester[1].x = x_offset;
arrow_dester[1].y = y_offset;
return;
}
/** Set middle vector **/
arrow_source[1].x = 0;
arrow_source[1].y = 0;
arrow_dester[1].x = x_offset;
arrow_dester[1].y = y_offset;
/** Set the flanking vectors, handling special cases explicitly **/
/** If vertical vector **/
if (x_offset == 0)
{
arrow_source[0].x = -1;
arrow_source[0].y = 0;
arrow_dester[0].x = -1;
arrow_dester[0].y = y_offset;
arrow_source[2].x = 1;
arrow_source[2].y = 0;
arrow_dester[2].x = 1;
arrow_dester[2].y = y_offset;
}
else if (y_offset == 0)
{
/** Else if horizontal vector **/
arrow_source[0].x = 0;
arrow_source[0].y = -1;
arrow_dester[0].x = x_offset;
arrow_dester[0].y = -1;
arrow_source[2].x = 0;
arrow_source[2].y = 1;
arrow_dester[2].x = x_offset;
arrow_dester[2].y = 1;
}
else if (angle == 45 || angle == 135 || angle == 225 || angle == 315)
{
/** Else if diagonal vector **/
arrow_source[0].x = 0;
arrow_source[0].y = (y_offset < 0) ? -1 : 1;
arrow_dester[0].x = x_offset + ((x_offset < 0) ? 1 : -1);
arrow_dester[0].y = y_offset;
arrow_source[2].x = (x_offset < 0) ? -1 : 1;
arrow_source[2].y = 0;
arrow_dester[2].x = x_offset;
arrow_dester[2].y = y_offset + ((y_offset < 0) ? 1 : -1);
}
else
{
/** Else generic vector **/
arrow_source[0].x = (x_offset < 0) ? 1 : -1;
arrow_source[0].y = 0;
arrow_dester[0].x = x_offset + ((x_offset < 0) ? 1 : -1);
arrow_dester[0].y = y_offset;
arrow_source[2].x = 0;
arrow_source[2].y = (y_offset < 0) ? 1 : -1;
arrow_dester[2].x = x_offset;
arrow_dester[2].y = y_offset + ((y_offset < 0) ? 1 : -1);
}
}
/******************************************************************************
shape_set_single_march (length, angle, march_source, march_dester)
Set endpoint coordinates for a single march vector of <length> and <angle>,
using <march_source> and <march_dester> as coordinate arrays.
******************************************************************************/
shape_set_single_march (length, angle, march_source, march_dester)
int length,
angle;
XPoint march_source[],
march_dester[];
{
int x_offset, y_offset,
x_aux_offset, y_aux_offset,
multer;
double rad_angle,
rad_aux_angle,
cos(), sin();
/** Handle horizontal and vertical vectors explicitly to ensure that **/
/** rounding errors in floating point conversion don't hurt things. **/
switch (angle)
{
case 0:
x_offset = length;
y_offset = 0;
break;
case 90:
x_offset = 0;
y_offset = -length;
break;
case 180:
x_offset = -length;
y_offset = 0;
break;
case 270:
x_offset = 0;
y_offset = length;
break;
/** Handle generic angle, determining (xoffset, y_offset) endpoints **/
default:
if (angle%45 != 0)
length -= 1;
rad_angle = ((double)(angle)) * PI/180.0;
x_offset = (int)(cos(rad_angle) * length);
y_offset = -(int)(sin(rad_angle) * length);
break;
}
/** If vertical vector **/
if (x_offset == 0)
{
march_source[0].x = -2;
march_source[0].y = 0;
march_dester[0].x = -2;
march_dester[0].y = y_offset;
march_source[1].x = -3;
march_source[1].y = 0;
march_dester[1].x = -3;
march_dester[1].y = y_offset;
march_source[2].x = 2;
march_source[2].y = 0;
march_dester[2].x = 2;
march_dester[2].y = y_offset;
march_source[3].x = 3;
march_source[3].y = 0;
march_dester[3].x = 3;
march_dester[3].y = y_offset;
}
else if (y_offset == 0)
{
/** Else if horizontal vector **/
march_source[0].x = 0;
march_source[0].y = -2;
march_dester[0].x = x_offset;
march_dester[0].y = -2;
march_source[1].x = 0;
march_source[1].y = -3;
march_dester[1].x = x_offset;
march_dester[1].y = -3;
march_source[2].x = 0;
march_source[2].y = 2;
march_dester[2].x = x_offset;
march_dester[2].y = 2;
march_source[3].x = 0;
march_source[3].y = 3;
march_dester[3].x = x_offset;
march_dester[3].y = 3;
}
else if (angle == 45 || angle == 135 || angle == 225 || angle == 315)
{
/** Else if diagonal vector **/
if ((x_offset < 0 && y_offset < 0) || (x_offset > 0 && y_offset > 0))
multer = -1;
else
multer = 1;
march_source[0].x = 2;
march_source[0].y = 2*multer;
march_dester[0].x = 2 + x_offset;
march_dester[0].y = 2*multer + y_offset;
march_source[1].x = 3;
march_source[1].y = 3*multer;
march_dester[1].x = 3 + x_offset;
march_dester[1].y = 3*multer + y_offset;
march_source[2].x = -2;
march_source[2].y = -2*multer;
march_dester[2].x = -2 + x_offset;
march_dester[2].y = -2*multer + y_offset;
march_source[3].x = -3;
march_source[3].y = -3*multer;
march_dester[3].x = -3 + x_offset;
march_dester[3].y = -3*multer + y_offset;
}
else
{
/** Else generic vector, define orthogonal points **/
rad_aux_angle = rad_angle + PI/2.0;
x_aux_offset = (int)(cos(rad_aux_angle) * 3);
y_aux_offset = -(int)(sin(rad_aux_angle) * 3);
march_source[0].x = x_aux_offset;
march_source[0].y = y_aux_offset;
march_dester[0].x = x_aux_offset + x_offset;
march_dester[0].y = y_aux_offset + y_offset;
march_source[2].x = -x_aux_offset;
march_source[2].y = -y_aux_offset;
march_dester[2].x = -x_aux_offset + x_offset;
march_dester[2].y = -y_aux_offset + y_offset;
march_source[1].x = march_source[0].x +
((x_offset < 0) ? 1 : -1);
march_source[1].y = march_source[0].y;
march_dester[1].x = march_dester[0].x +
((x_offset < 0) ? 1 : -1);
march_dester[1].y = march_dester[0].y;
march_source[3].x = march_source[2].x -
((x_offset < 0) ? 1 : -1);
march_source[3].y = march_source[2].y;
march_dester[3].x = march_dester[2].x -
((x_offset < 0) ? 1 : -1);
march_dester[3].y = march_dester[2].y;
}
}
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