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vcmi/lib/BattleHex.cpp
Michał W. Urbańczyk d168f3eac2 * Implemented Moat functionality during siege (stops movement and deals dmg)
* Mostly implemented battle spells:
 - Fire Wall
 - Force Field
 - Land Mine
 - Quicksands
2012-05-18 20:50:16 +00:00

98 lines
2.5 KiB
C++

#include "StdInc.h"
#include "BattleHex.h"
BattleHex& BattleHex::moveInDir(EDir dir, bool hasToBeValid)
{
si16 x = getX(),
y = getY();
switch(dir)
{
case TOP_LEFT:
setXY(y%2 ? x-1 : x, y-1, hasToBeValid);
break;
case TOP_RIGHT:
setXY(y%2 ? x : x+1, y-1, hasToBeValid);
break;
case RIGHT:
setXY(x+1, y, hasToBeValid);
break;
case BOTTOM_RIGHT:
setXY(y%2 ? x : x+1, y+1, hasToBeValid);
break;
case BOTTOM_LEFT:
setXY(y%2 ? x-1 : x, y+1, hasToBeValid);
break;
case LEFT:
setXY(x-1, y, hasToBeValid);
break;
default:
throw std::runtime_error("Disaster: wrong direction in BattleHex::operator+=!\n");
break;
}
return *this;
}
void BattleHex::operator+=(EDir dir)
{
moveInDir(dir);
}
BattleHex BattleHex::operator+(EDir dir) const
{
BattleHex ret(*this);
ret += dir;
return ret;
}
std::vector<BattleHex> BattleHex::neighbouringTiles() const
{
std::vector<BattleHex> ret;
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)
{
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 xDst = std::abs(hex1 % GameConstants::BFIELD_WIDTH - hex2 % GameConstants::BFIELD_WIDTH),
yDst = std::abs(hex1 / GameConstants::BFIELD_WIDTH - hex2 / GameConstants::BFIELD_WIDTH);
return std::max(xDst, yDst) + std::min(xDst, yDst) - (yDst + 1)/2;
}
void BattleHex::checkAndPush(int tile, std::vector<BattleHex> & ret)
{
if( tile>=0 && tile<GameConstants::BFIELD_SIZE && (tile%GameConstants::BFIELD_WIDTH != (GameConstants::BFIELD_WIDTH - 1))
&& (tile%GameConstants::BFIELD_WIDTH != 0) )
ret.push_back(BattleHex(tile));
}
bool BattleHex::isAvailable() const
{
return isValid() && getX() > 0 && getX() < GameConstants::BFIELD_WIDTH-1;
}