breakhack/src/position.c

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/*
* BreakHack - A dungeone crawler RPG
* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
*
* 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/>.
*/
#include <stdlib.h>
#include "position.h"
#include "defines.h"
Position
position_to_matrix_coords(Position *src)
{
unsigned int room_px_width, room_px_height;
Position pos;
room_px_width = TILE_DIMENSION * MAP_ROOM_WIDTH;
room_px_height = TILE_DIMENSION * MAP_ROOM_HEIGHT;
pos.x = (src->x % room_px_width) / TILE_DIMENSION;
pos.y = (src->y % room_px_height) / TILE_DIMENSION;
return pos;
}
Position
position_to_room_coords(Position *src)
{
unsigned int room_px_width, room_px_height;
Position pos;
room_px_width = TILE_DIMENSION * MAP_ROOM_WIDTH;
room_px_height = TILE_DIMENSION * MAP_ROOM_HEIGHT;
pos.x = (src->x - (src->x % room_px_width)) / room_px_width;
pos.y = (src->y - (src->y % room_px_height)) / room_px_height;
return pos;
}
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bool
position_equals(const Position *p1, const Position *p2)
{
return p1->x == p2->x && p1->y == p2->y;
}
bool
position_proximity(unsigned int distance,
const Position *p1,
const Position *p2)
{
unsigned int dx, dy;
dx = abs(p1->x - p2->x);
dy = abs(p1->y - p2->y);
return dx <= distance && dy <= distance;
}
bool
position_in_room(Position *pos, Position *roomPos)
{
int room_px_width, room_px_height, room_x_px, room_y_px;
room_px_width = TILE_DIMENSION * MAP_ROOM_WIDTH;
room_px_height = TILE_DIMENSION * MAP_ROOM_HEIGHT;
room_x_px = roomPos->x * room_px_width;
room_y_px = roomPos->y * room_px_height;
if (pos->x < room_x_px)
return false;
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else if (pos->x >= room_x_px + room_px_width)
return false;
else if (pos->y < room_y_px)
return false;
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else if (pos->y >= room_y_px + room_px_height)
return false;
return true;
}
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bool
position_in_roommatrix(const Position *pos)
{
return pos->x >= 0
&& pos->x < MAP_ROOM_WIDTH
&& pos->y >= 0
&& pos->y < MAP_ROOM_HEIGHT;
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}
Position
position_to_tile_pos(const Position *p)
{
return (Position) {
p->x - (p->x % TILE_DIMENSION),
p->y - (p->y % TILE_DIMENSION)
};
}