/* $Id$ */ /** @file direction.h */ #ifndef DIRECTION_H #define DIRECTION_H #include "helpers.hpp" /** * Defines the 8 directions on the map. * * This enum defines 8 possible directions which are used for * the vehicles in the game. The directions are aligned straight * to the viewport, not to the map. So north points to the top of * your viewport and not rotated by 45 degrees left or right to get * a "north" used in you games. */ enum Direction { DIR_BEGIN = 0, ///< Used to iterate DIR_N = 0, ///< North DIR_NE = 1, ///< Northeast DIR_E = 2, ///< East DIR_SE = 3, ///< Southeast DIR_S = 4, ///< South DIR_SW = 5, ///< Southwest DIR_W = 6, ///< West DIR_NW = 7, ///< Northwest DIR_END, ///< Used to iterate INVALID_DIR = 0xFF, ///< Flag for an invalid direction }; /** Define basic enum properties */ template <> struct EnumPropsT : MakeEnumPropsT {}; typedef TinyEnumT DirectionByte; //typedefing-enumification of Direction /** * Return the reverse of a direction * * @param d The direction to get the reverse from * @return The reverse Direction */ static inline Direction ReverseDir(Direction d) { return (Direction)(4 ^ d); } /** * Enumeration for the difference between two directions. * * This enumeration is used to mark differences between * two directions. If you get one direction you can align * a second direction in 8 different ways. This enumeration * only contains 6 of these 8 differences, but the remaining * two can be calculated by adding to differences together. * This also means you can add two differences together and * get the difference you really want to get. The difference * of 45 degrees left + the difference of 45 degrees right results in the * difference of 0 degrees. * * @note To get this mentioned addition of direction you must use * modulo DIR_END or use the #ChangeDirDiff(DirDiff, DirDiff) function. * @see ChangeDirDiff(DirDiff, DirDiff) */ enum DirDiff { DIRDIFF_SAME = 0, ///< Both directions faces to the same direction DIRDIFF_45RIGHT = 1, ///< Angle of 45 degrees right DIRDIFF_90RIGHT = 2, ///< Angle of 90 degrees right DIRDIFF_REVERSE = 4, ///< One direction is the opposit of the other one DIRDIFF_90LEFT = 6, ///< Angle of 90 degrees left DIRDIFF_45LEFT = 7 ///< Angle of 45 degrees left }; /** * Calculate the difference between to directions * * @param d0 The first direction as the base * @param d1 The second direction as the offset from the base * @return The difference how the second directions drifts of the first one. */ static inline DirDiff DirDifference(Direction d0, Direction d1) { return (DirDiff)((d0 + 8 - d1) % 8); } /** * Applies two differences together * * This function adds two differences together and return the resulting * difference. So adding two DIRDIFF_REVERSE together results in the * DIRDIFF_SAME difference. * * @param d The first difference * @param delta The second difference to add on * @return The resulting difference */ static inline DirDiff ChangeDirDiff(DirDiff d, DirDiff delta) { return (DirDiff)((d + delta) % 8); } /** * Change a direction by a given difference * * This functions returns a new direction of the given direction * which is rotated by the given difference. * * @param d The direction to get a new direction from * @param delta The offset/drift applied to the direction * @return The new direction */ static inline Direction ChangeDir(Direction d, DirDiff delta) { return (Direction)((d + delta) % 8); } /** * Enumeration for diagonal directions. * * This enumeration is used for the 4 direction of the tile-edges. */ enum DiagDirection { DIAGDIR_BEGIN = 0, ///< Used for iterations DIAGDIR_NE = 0, ///< Northeast, upper right on your monitor DIAGDIR_SE = 1, ///< Southeast DIAGDIR_SW = 2, ///< Southwest DIAGDIR_NW = 3, ///< Northwest DIAGDIR_END, ///< Used for iterations INVALID_DIAGDIR = 0xFF, ///< Flag for an invalid DiagDirection }; DECLARE_POSTFIX_INCREMENT(DiagDirection); /** Define basic enum properties */ template <> struct EnumPropsT : MakeEnumPropsT {}; typedef TinyEnumT DiagDirectionByte; //typedefing-enumification of DiagDirection /** * Returns the reverse direction of the given DiagDirection * * @param d The DiagDirection to get the reverse from * @return The reverse direction */ static inline DiagDirection ReverseDiagDir(DiagDirection d) { return (DiagDirection)(2 ^ d); } /** * Enumeration for the difference between to DiagDirection. * * As the DiagDirection only contains 4 possible directions the * difference between two of these directions can only be in 4 ways. * As the DirDiff enumeration the values can be added together and * you will get the resulting difference (use modulo DIAGDIR_END). * * @see DirDiff */ enum DiagDirDiff { DIAGDIRDIFF_SAME = 0, ///< Same directions DIAGDIRDIFF_90RIGHT = 1, ///< 90 degrees right DIAGDIRDIFF_REVERSE = 2, ///< Reverse directions DIAGDIRDIFF_90LEFT = 3 ///< 90 degrees left }; /** Allow incrementing of DiagDirDiff variables */ DECLARE_POSTFIX_INCREMENT(DiagDirDiff); /** * Applies a difference on a DiagDirection * * This function applies a difference on a DiagDirection and returns * the new DiagDirection. * * @param d The DiagDirection * @param delta The difference to applie on * @return The new direction which was calculated */ static inline DiagDirection ChangeDiagDir(DiagDirection d, DiagDirDiff delta) { return (DiagDirection)((d + delta) % 4); } /** * Convert a Direction to a DiagDirection. * * This function can be used to convert the 8-way Direction to * the 4-way DiagDirection. If the direction cannot be mapped its * "rounded clockwise". So DIR_N becomes DIAGDIR_NE. * * @param dir The direction to convert * @return The resulting DiagDirection, maybe "rounded clockwise". */ static inline DiagDirection DirToDiagDir(Direction dir) { return (DiagDirection)(dir >> 1); } /** * Convert a DiagDirection to a Direction. * * This function can be used to convert the 4-way DiagDirection * to the 8-way Direction. As 4-way are less than 8-way not all * possible directions can be calculated. * * @param dir The direction to convert * @return The resulting Direction */ static inline Direction DiagDirToDir(DiagDirection dir) { return (Direction)(dir * 2 + 1); } /** * Enumeration for the two axis X and Y * * This enumeration represente the two axis X and Y in the game. * The X axis is the one which goes align the north-west edge * (and south-east edge). The Y axis must be so the one which goes * align the north-east edge (and south-west) edge. */ enum Axis { AXIS_X = 0, ///< The X axis AXIS_Y = 1, ///< The y axis AXIS_END ///< Used for iterations }; /** * Select the other axis as provided. * * This is basically the not-operator for the axis. * * @param a The given axis * @return The other axis */ static inline Axis OtherAxis(Axis a) { return (Axis)(a ^ 1); } /** * Convert a DiagDirection to the axis. * * This function returns the axis which belongs to the given * DiagDirection. The axis X belongs to the DiagDirection * north-east and south-west. * * @param d The DiagDirection * @return The axis which belongs to the direction */ static inline Axis DiagDirToAxis(DiagDirection d) { return (Axis)(d & 1); } /** * Converts an Axis to a DiagDirection * * This function returns the DiagDirection which * belongs to the axis. As 2 directions are mapped to an axis * this function returns the one which points to south, * either south-west (on X axis) or south-east (on Y axis) * * @param a The axis * @return The direction pointed to south */ static inline DiagDirection AxisToDiagDir(Axis a) { return (DiagDirection)(2 - a); } /** * Convert an axis and a flag for north/south into a DiagDirection * @param xy axis to convert * @param ns north -> 0, south -> 1 * @return the desired DiagDirection */ static inline DiagDirection XYNSToDiagDir(Axis xy, uint ns) { return (DiagDirection)(xy * 3 ^ ns * 2); } /** * Checks if an interger value is a valid DiagDirection * * @param d The value to check * @return True if the value belongs to a DiagDirection, else false */ static inline bool IsValidDiagDirection(DiagDirection d) { return d < DIAGDIR_END; } /** * Checks if an integer value is a valid Direction * * @param d The value to check * @return True if the value belongs to a Direction, else false */ static inline bool IsValidDirection(Direction d) { return d < DIR_END; } /** * Checks if an integer value is a valid Axis * * @param d The value to check * @return True if the value belongs to an Axis, else false */ static inline bool IsValidAxis(Axis d) { return d < AXIS_END; } #endif /* DIRECTION_H */