1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software; you can redistribute it and/or
8  * modify it under the terms of the GNU General Public License
9  * as published by the Free Software Foundation; either version 2
10  * of the License, or (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program; if not, write to the Free Software
19  * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
20  *
21  */
22 
23 #ifndef ULTIMA8_MISC_DIRECTIONUTIL_H
24 #define ULTIMA8_MISC_DIRECTIONUTIL_H
25 
26 #include "ultima/ultima8/misc/direction.h"
27 #include "ultima/ultima8/ultima8.h"
28 #include "common/math.h"
29 
30 namespace Ultima {
31 namespace Ultima8 {
32 
33 /*
34  * Tables to map a Direction to x/y deltas
35  */
36 
37 
Direction_XFactor(Direction dir)38 inline int Direction_XFactor(Direction dir) {
39 	static const int _x_fact[] = {  0, +1, +1, +1,  0, -1, -1, -1 };
40 	static const int _x_fact16[] = {  0, +1, +1, +2, +1, +2, +1, +1, 0, -1, -1, -2, -1, -2, -1, -1, 0 };
41 
42 	assert((int)dir >= 0 && (int)dir < 16);
43 
44 	if (GAME_IS_U8)
45 		return _x_fact[(int)dir / 2];
46 	else
47 		return _x_fact16[(int)dir];
48 }
49 
Direction_YFactor(Direction dir)50 inline int Direction_YFactor(Direction dir) {
51 	static const int _y_fact[] = { -1, -1,  0, +1, +1, +1,  0, -1 };
52 	static const int _y_fact16[] = { -1, -2, -1, -1, 0, +1, +1, +2, +1, +2, +1, +1, 0, -1, -1, -2, 0 };
53 
54 	assert((int)dir >= 0 && (int)dir < 16);
55 
56 	if (GAME_IS_U8)
57 		return _y_fact[(int)dir / 2];
58 	else
59 		return _y_fact16[(int)dir];
60 }
61 
62 //! Convert a direction to hundreths of degrees (rotated by 90 degrees)
Direction_ToCentidegrees(Direction dir)63 inline int32 Direction_ToCentidegrees(Direction dir) {
64 	return static_cast<int>(dir) * 2250;
65 }
66 
67 //! Convert from centidegrees to a direction.
Direction_FromCentidegrees(int32 cds)68 inline Direction Direction_FromCentidegrees(int32 cds) {
69 	return static_cast<Direction>(((cds + 1125) / 2250) % 16);
70 }
71 
72 
73 /**
74  *  Return the direction for a given slope (0-7).
75  *  NOTE:  Assumes cartesian coords, NOT screen coords. (which have y
76  *    growing downwards).
77  *
78  *  NOTE: The returned direction is rotated 45 degrees clockwise! This is
79  *  how U8 things should be.
80  */
Direction_Get(int deltay,int deltax,DirectionMode dirmode)81 inline Direction Direction_Get(int deltay, int deltax, DirectionMode dirmode) {
82 	if (deltax == 0)
83 		return deltay > 0 ? dir_northwest : dir_southeast;
84 
85 	if (dirmode == dirmode_8dirs) {
86 		int dydx = (1024 * deltay) / deltax; // Figure 1024*tan.
87 		if (dydx >= 0)
88 			if (deltax > 0) // Top-right
89 				return dydx <= 424 ? dir_northeast : dydx <= 2472 ? dir_north
90 					   : dir_northwest;
91 			else			// Bottom-left.
92 				return dydx <= 424 ? dir_southwest : dydx <= 2472 ? dir_south
93 					   : dir_southeast;
94 		else if (deltax > 0) // Bottom-right.
95 			return dydx >= -424 ? dir_northeast : dydx >= -2472 ? dir_east
96 				   : dir_southeast;
97 		else			// Top-left
98 			return dydx >= -424 ? dir_southwest : dydx >= -2472 ? dir_west
99 				   : dir_northwest;
100 	} else {
101 		double angle = Common::rad2deg(atan2(deltay, deltax));
102 		if (angle < -168.75)      return dir_southwest;
103 		else if (angle < -146.25) return dir_ssw;
104 		else if (angle < -123.75) return dir_south;
105 		else if (angle < -101.25) return dir_sse;
106 		else if (angle < -78.75)  return dir_southeast;
107 		else if (angle < -56.25)  return dir_ese;
108 		else if (angle < -33.75)  return dir_east;
109 		else if (angle < -11.25)  return dir_ene;
110 		else if (angle < 11.25)   return dir_northeast;
111 		else if (angle < 33.75)   return dir_nne;
112 		else if (angle < 56.25)   return dir_north;
113 		else if (angle < 78.75)   return dir_nnw;
114 		else if (angle < 101.25)  return dir_northwest;
115 		else if (angle < 123.75)  return dir_wnw;
116 		else if (angle < 146.25)  return dir_west;
117 		else if (angle < 168.75)  return dir_wsw;
118 		return dir_southwest;
119 	}
120 }
121 
122 // Note that for WorldDir, Y goes down, so a positive Y points south.
Direction_GetWorldDir(int deltay,int deltax,DirectionMode dirmode)123 inline Direction Direction_GetWorldDir(int deltay, int deltax, DirectionMode dirmode) {
124 	if (deltax == 0) {
125 		if (deltay == 0) return dir_northeast; // for better compatibility with U8
126 		return deltay > 0 ? dir_south : dir_north;
127 	}
128 
129 	if (dirmode == dirmode_8dirs) {
130 		int dydx = (1024 * deltay) / deltax;
131 
132 		if (dydx >= 0)
133 			if (deltax > 0) // south-east
134 				return dydx <= 424 ? dir_east : dydx <= 2472 ? dir_southeast : dir_south;
135 			else			// north-west
136 				return dydx <= 424 ? dir_west : dydx <= 2472 ? dir_northwest : dir_north;
137 		else if (deltax > 0) // north-east
138 			return dydx >= -424 ? dir_east : dydx >= -2472 ? dir_northeast : dir_north;
139 		else			// south-west
140 			return dydx >= -424 ? dir_west : dydx >= -2472 ? dir_southwest : dir_south;
141 	} else {
142 		double angle = Common::rad2deg(atan2(deltay, deltax));
143 		if (angle < -168.75)      return dir_west;
144 		else if (angle < -146.25) return dir_wnw;
145 		else if (angle < -123.75) return dir_northwest;
146 		else if (angle < -101.25) return dir_nnw;
147 		else if (angle < -78.75)  return dir_north;
148 		else if (angle < -56.25)  return dir_nne;
149 		else if (angle < -33.75)  return dir_northeast;
150 		else if (angle < -11.25)  return dir_ene;
151 		else if (angle < 11.25)   return dir_east;
152 		else if (angle < 33.75)   return dir_ese;
153 		else if (angle < 56.25)   return dir_southeast;
154 		else if (angle < 78.75)   return dir_sse;
155 		else if (angle < 101.25)  return dir_south;
156 		else if (angle < 123.75)  return dir_ssw;
157 		else if (angle < 146.25)  return dir_southwest;
158 		else if (angle < 168.75)  return dir_wsw;
159 		return dir_west;
160 	}
161 }
162 
163 
164 
Direction_GetWorldDirInRange(int deltay,int deltax,DirectionMode dirmode,Direction mindir,Direction maxdir)165 inline Direction Direction_GetWorldDirInRange(int deltay, int deltax, DirectionMode dirmode, Direction mindir, Direction maxdir) {
166 	int ndirs = (dirmode == dirmode_8dirs ? 8 : 16);
167 	Direction dir = Direction_GetWorldDir(deltay, deltax, dirmode);
168 
169 	if ((dir < mindir) || (dir > maxdir)) {
170 		int32 dmin1 = dir - mindir;
171 		int32 dmin2 = mindir - dir;
172 		if (dmin1 < 0) {
173 			dmin1 = dmin1 + ndirs;
174 		}
175 		if (dmin2 < 0) {
176 			dmin2 = dmin2 + ndirs;
177 		}
178 		int32 dist_to_min = MIN(dmin1, dmin2);
179 
180 		int dmax1 = dir - maxdir;
181 		int dmax2 = maxdir - dir;
182 		if (dmax1 < 0) {
183 			dmax1 = dmax1 + ndirs;
184 		}
185 		if (dmax2 < 0) {
186 			dmax2 = dmax2 + ndirs;
187 		}
188 		int32 dist_to_max = MIN(dmax1, dmax2);
189 
190 		if (dist_to_min < dist_to_max) {
191 			return mindir;
192 		} else {
193 			return maxdir;
194 		}
195 	}
196 
197 	return dir;
198 }
199 
Direction_Invert(Direction dir)200 inline Direction Direction_Invert(Direction dir) {
201 	assert(dir != dir_current);
202 	switch (dir) {
203 		case dir_north:		return dir_south;
204 		case dir_nne:		return dir_ssw;
205 		case dir_northeast:	return dir_southwest;
206 		case dir_ene:		return dir_wsw;
207 		case dir_east:		return dir_west;
208 		case dir_ese:		return dir_wnw;
209 		case dir_southeast:	return dir_northwest;
210 		case dir_sse:		return dir_nnw;
211 		case dir_south:		return dir_north;
212 		case dir_ssw:		return dir_nne;
213 		case dir_southwest:	return dir_northeast;
214 		case dir_wsw:		return dir_ene;
215 		case dir_west:		return dir_east;
216 		case dir_wnw:		return dir_ese;
217 		case dir_northwest:	return dir_southeast;
218 		case dir_nnw:		return dir_sse;
219 		default:			return dir_north;
220 	}
221 }
222 
223 //! Return the direction one left (aka counter-clockwise) of the input
Direction_OneLeft(Direction dir,DirectionMode mode)224 inline Direction Direction_OneLeft(Direction dir, DirectionMode mode) {
225 	if (mode == dirmode_8dirs)
226 		return static_cast<Direction>((static_cast<int>(dir) + 14) % 16);
227 	else
228 		return static_cast<Direction>((static_cast<int>(dir) + 15) % 16);
229 }
230 
231 //! Return the direction one right (aka clockwise) of the input
Direction_OneRight(Direction dir,DirectionMode mode)232 inline Direction Direction_OneRight(Direction dir, DirectionMode mode) {
233 	if (mode == dirmode_8dirs)
234 		return static_cast<Direction>((static_cast<int>(dir) + 2) % 16);
235 	else
236 		return static_cast<Direction>((static_cast<int>(dir) + 1) % 16);
237 }
238 
Direction_TurnByDelta(Direction dir,int delta,DirectionMode mode)239 inline Direction Direction_TurnByDelta(Direction dir, int delta, DirectionMode mode) {
240 	if (delta > 0) {
241 		for (int i = 0; i < delta; i++)
242 			dir = Direction_OneRight(dir, mode);
243 	} else if (delta < 0) {
244 		for (int i = 0; i < -delta; i++)
245 			dir = Direction_OneLeft(dir, mode);
246 	}
247 	return dir;
248 }
249 
250 //! Get a turn delta (-1 for left, +1 for right) to turn the fastest
251 //! way from one direction to another
Direction_GetShorterTurnDelta(Direction from,Direction to)252 inline int Direction_GetShorterTurnDelta(Direction from, Direction to) {
253 	if ((from - to + 16) % 16 < 8)
254 		return -1;
255 	return 1;
256 }
257 
Direction_ToUsecodeDir(Direction dir)258 inline uint32 Direction_ToUsecodeDir(Direction dir) {
259 	if (GAME_IS_U8) {
260 		return static_cast<int32>(dir / 2);
261 	} else {
262 		return static_cast<int32>(dir);
263 	}
264 }
265 
Direction_FromUsecodeDir(uint32 dir)266 inline Direction Direction_FromUsecodeDir(uint32 dir) {
267 	if (GAME_IS_U8) {
268 		return static_cast<Direction>(dir * 2);
269 	} else {
270 		return static_cast<Direction>(dir);
271 	}
272 }
273 
274 } // End of namespace Ultima8
275 } // End of namespace Ultima
276 
277 #endif
278