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vcmi/lib/BattleHex.cpp

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#include "StdInc.h"
#include "BattleHex.h"
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BattleHex& BattleHex::moveInDir(EDir dir, bool hasToBeValid)
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{
si16 x = getX(),
y = getY();
switch(dir)
{
case TOP_LEFT:
setXY(y%2 ? x-1 : x, y-1, hasToBeValid);
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break;
case TOP_RIGHT:
setXY(y%2 ? x : x+1, y-1, hasToBeValid);
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break;
case RIGHT:
setXY(x+1, y, hasToBeValid);
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break;
case BOTTOM_RIGHT:
setXY(y%2 ? x : x+1, y+1, hasToBeValid);
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break;
case BOTTOM_LEFT:
setXY(y%2 ? x-1 : x, y+1, hasToBeValid);
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break;
case LEFT:
setXY(x-1, y, hasToBeValid);
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break;
default:
throw std::runtime_error("Disaster: wrong direction in BattleHex::operator+=!\n");
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break;
}
return *this;
}
void BattleHex::operator+=(EDir dir)
{
moveInDir(dir);
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}
BattleHex BattleHex::operator+(EDir dir) const
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{
BattleHex ret(*this);
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ret += dir;
return ret;
}
std::vector<BattleHex> BattleHex::neighbouringTiles() const
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{
std::vector<BattleHex> ret;
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const int WN = GameConstants::BFIELD_WIDTH;
checkAndPush(hex - ( (hex/WN)%2 ? WN+1 : WN ), ret);
checkAndPush(hex - ( (hex/WN)%2 ? WN : WN-1 ), ret);
checkAndPush(hex - 1, ret);
checkAndPush(hex + 1, ret);
checkAndPush(hex + ( (hex/WN)%2 ? WN-1 : WN ), ret);
checkAndPush(hex + ( (hex/WN)%2 ? WN : WN+1 ), ret);
return ret;
}
signed char BattleHex::mutualPosition(BattleHex hex1, BattleHex hex2)
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{
if(hex2 == hex1 - ( (hex1/17)%2 ? 18 : 17 )) //top left
return 0;
if(hex2 == hex1 - ( (hex1/17)%2 ? 17 : 16 )) //top right
return 1;
if(hex2 == hex1 - 1 && hex1%17 != 0) //left
return 5;
if(hex2 == hex1 + 1 && hex1%17 != 16) //right
return 2;
if(hex2 == hex1 + ( (hex1/17)%2 ? 16 : 17 )) //bottom left
return 4;
if(hex2 == hex1 + ( (hex1/17)%2 ? 17 : 18 )) //bottom right
return 3;
return -1;
}
char BattleHex::getDistance(BattleHex hex1, BattleHex hex2)
{
int y1 = hex1.getY(),
y2 = hex2.getY();
int x1 = hex1.getX() + y1 / 2.0,
x2 = hex2.getX() + y2 / 2.0;
int xDst = x2 - x1,
yDst = y2 - y1;
if ((xDst >= 0 && yDst >= 0) || (xDst < 0 && yDst < 0))
return std::max(std::abs(xDst), std::abs(yDst));
else
return std::abs(xDst) + std::abs(yDst);
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}
void BattleHex::checkAndPush(BattleHex tile, std::vector<BattleHex> & ret)
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{
if(tile.isAvailable())
ret.push_back(tile);
}
bool BattleHex::isAvailable() const
{
return isValid() && getX() > 0 && getX() < GameConstants::BFIELD_WIDTH-1;
}