/* * BreakHack - A dungeone crawler RPG * Copyright (C) 2018 Linus Probert * * 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 . */ #include #include "position.h" #include "defines.h" Position position_to_matrix_coords(const 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; } 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; else if (pos->x >= room_x_px + room_px_width) return false; else if (pos->y < room_y_px) return false; else if (pos->y >= room_y_px + room_px_height) return false; return true; } bool position_in_roommatrix(const Position *pos) { return pos->x >= 0 && pos->x < MAP_ROOM_WIDTH && pos->y >= 0 && pos->y < MAP_ROOM_HEIGHT; } Position position_to_tile_pos(const Position *p) { return (Position) { p->x - (p->x % TILE_DIMENSION), p->y - (p->y % TILE_DIMENSION) }; } Position position_add(const Position *a, const Position *b) { return POS(a->x + b->x, a->y + b->y); }