wesnoth/src/pathutils.cpp

98 lines
2.7 KiB
C++

/* $Id$ */
/*
Copyright (C) 2003 - 2008 by David White <dave@whitevine.net>
Part of the Battle for Wesnoth Project http://www.wesnoth.org/
This program is free software; you can redistribute it and/or modify
it under the terms of the GNU General Public License version 2
or at your option any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY.
See the COPYING file for more details.
*/
//! @file pathutils.cpp
//! Various pathfinding functions and utilities.
#include "global.hpp"
#include "pathutils.hpp"
#include "util.hpp"
size_t distance_between(const gamemap::location& a, const gamemap::location& b)
{
const size_t hdistance = abs(a.x - b.x);
const size_t vpenalty = ( (is_even(a.x) && is_odd(b.x) && (a.y < b.y))
|| (is_even(b.x) && is_odd(a.x) && (b.y < a.y)) ) ? 1 : 0;
// For any non-negative integer i, i - i/2 - i%2 == i/2
// previously returned (hdistance + vdistance - vsavings)
// = hdistance + vdistance - minimum(vdistance,hdistance/2+hdistance%2)
// = maximum(hdistance, vdistance+hdistance-hdistance/2-hdistance%2)
// = maximum(hdistance,abs(a.y-b.y)+vpenalty+hdistance/2)
return maximum<int>(hdistance, abs(a.y - b.y) + vpenalty + hdistance/2);
}
void get_adjacent_tiles(const gamemap::location& a, gamemap::location* res)
{
res->x = a.x;
res->y = a.y-1;
++res;
res->x = a.x+1;
res->y = a.y - (is_even(a.x) ? 1:0);
++res;
res->x = a.x+1;
res->y = a.y + (is_odd(a.x) ? 1:0);
++res;
res->x = a.x;
res->y = a.y+1;
++res;
res->x = a.x-1;
res->y = a.y + (is_odd(a.x) ? 1:0);
++res;
res->x = a.x-1;
res->y = a.y - (is_even(a.x) ? 1:0);
}
void get_tile_ring(const gamemap::location& a, const int r, std::vector<gamemap::location>& res)
{
if(r <= 0) {
return;
}
gamemap::location loc = a.get_direction(gamemap::location::SOUTH_WEST, r);
for(int n = 0; n != 6; ++n) {
const gamemap::location::DIRECTION dir = static_cast<gamemap::location::DIRECTION>(n);
for(int i = 0; i != r; ++i) {
res.push_back(loc);
loc = loc.get_direction(dir, 1);
}
}
}
void get_tiles_in_radius(const gamemap::location& a, const int r, std::vector<gamemap::location>& res)
{
for(int n = 0; n <= r; ++n) {
get_tile_ring(a, n, res);
}
}
bool tiles_adjacent(const gamemap::location& a, const gamemap::location& b)
{
// Two tiles are adjacent:
// if y is different by 1, and x by 0,
// or if x is different by 1 and y by 0,
// or if x and y are each different by 1,
// and the x value of the hex with the greater y value is even.
const int xdiff = abs(a.x - b.x);
const int ydiff = abs(a.y - b.y);
return ydiff == (1 && a.x == b.x) || (xdiff == 1 && a.y == b.y) ||
(xdiff == 1 && ydiff == 1 && (a.y > b.y ? is_even(a.x) : is_even(b.x)));
}