118 lines
2.7 KiB
C
118 lines
2.7 KiB
C
/*
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* BreakHack - A dungeone crawler RPG
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* Copyright (C) 2018 Linus Probert <linus.probert@gmail.com>
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include <stdlib.h>
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#include "position.h"
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#include "defines.h"
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Position
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position_to_matrix_coords(const Position *src)
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{
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unsigned int room_px_width, room_px_height;
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Position pos;
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room_px_width = TILE_DIMENSION * MAP_ROOM_WIDTH;
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room_px_height = TILE_DIMENSION * MAP_ROOM_HEIGHT;
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pos.x = (src->x % room_px_width) / TILE_DIMENSION;
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pos.y = (src->y % room_px_height) / TILE_DIMENSION;
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return pos;
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}
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Position
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position_to_room_coords(Position *src)
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{
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unsigned int room_px_width, room_px_height;
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Position pos;
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room_px_width = TILE_DIMENSION * MAP_ROOM_WIDTH;
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room_px_height = TILE_DIMENSION * MAP_ROOM_HEIGHT;
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pos.x = (src->x - (src->x % room_px_width)) / room_px_width;
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pos.y = (src->y - (src->y % room_px_height)) / room_px_height;
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return pos;
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}
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bool
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position_equals(const Position *p1, const Position *p2)
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{
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return p1->x == p2->x && p1->y == p2->y;
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}
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bool
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position_proximity(unsigned int distance,
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const Position *p1,
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const Position *p2)
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{
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unsigned int dx, dy;
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dx = abs(p1->x - p2->x);
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dy = abs(p1->y - p2->y);
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return dx <= distance && dy <= distance;
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}
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bool
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position_in_room(Position *pos, Position *roomPos)
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{
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int room_px_width, room_px_height, room_x_px, room_y_px;
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room_px_width = TILE_DIMENSION * MAP_ROOM_WIDTH;
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room_px_height = TILE_DIMENSION * MAP_ROOM_HEIGHT;
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room_x_px = roomPos->x * room_px_width;
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room_y_px = roomPos->y * room_px_height;
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if (pos->x < room_x_px)
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return false;
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else if (pos->x >= room_x_px + room_px_width)
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return false;
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else if (pos->y < room_y_px)
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return false;
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else if (pos->y >= room_y_px + room_px_height)
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return false;
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return true;
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}
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bool
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position_in_roommatrix(const Position *pos)
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{
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return pos->x >= 0
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&& pos->x < MAP_ROOM_WIDTH
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&& pos->y >= 0
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&& pos->y < MAP_ROOM_HEIGHT;
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}
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Position
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position_to_tile_pos(const Position *p)
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{
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return (Position) {
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p->x - (p->x % TILE_DIMENSION),
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p->y - (p->y % TILE_DIMENSION)
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};
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}
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Position
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position_add(const Position *a, const Position *b)
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{
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return POS(a->x + b->x, a->y + b->y);
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}
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