#include #include "constant.h" #include #include #include #include #include #include "extern.h" #define DIAMOND_AREA_FACTOR 1.4142 /****************************************************************************** diamond_set_dimensions (shape, cell_size, side) Set all internal values of of , given canonical size of . This includes the various dimensions and offsets, polygonal points, direction vectors, town and troop size mappings, and drawing method. ******************************************************************************/ diamond_set_dimensions (shape, cell_size, side) shape_type *shape; int cell_size, side; { int i, troop_size, max_troop_size, width, half_cell_size, full_side, half_side; /** Set cell side to normalize cell area to cell_size*cell_size **/ cell_size = (DIAMOND_AREA_FACTOR * cell_size + 0.5); /** Make all cells have odd dimension **/ if (cell_size%2 == 0) cell_size -= 1; half_cell_size = cell_size/2; /** Set all the relevant dimensions and coordinates **/ shape->side = cell_size; shape->center_bound.x = half_cell_size; shape->center_bound.y = half_cell_size; shape->size_bound.x = cell_size; shape->size_bound.y = cell_size; shape->center_erase.x = (int)(half_cell_size * CONST_SQ2D2 + 0.5) - 1; shape->center_erase.y = (int)(half_cell_size * CONST_SQ2D2 + 0.5) - 1; shape->corner_erase.x = (int)(half_cell_size * CONST_SQ2D2 + 0.5) + 1; shape->corner_erase.y = (int)(half_cell_size * CONST_SQ2D2 + 0.5) + 1; shape->size_erase.x = 2*shape->center_erase.x + 1; shape->size_erase.y = 2*shape->center_erase.y + 1; shape->center_vertex.x = 0; shape->center_vertex.y = half_cell_size; shape->corner_vertex.x = half_cell_size; shape->corner_vertex.y = 0; shape->center_rectangle.x = (int)(CONST_SQ2D2*shape->center_erase.x); shape->center_rectangle.y = (int)(CONST_SQ2D2*shape->center_erase.y); shape->size_rectangle.x = 2*shape->center_rectangle.x; shape->size_rectangle.y = 2*shape->center_rectangle.y; shape->circle_bound = shape->center_erase.x; shape->area = cell_size*cell_size/2; shape->direction_count = 4; shape->direction_factor = 24/shape->direction_count; shape->angle_offset = 0; shape->use_secondary = TRUE; /** Define polygon points **/ shape->point_count = 5; shape->points[0].x = 0; shape->points[0].y = 0; shape->points[1].x = half_cell_size; shape->points[1].y = half_cell_size; shape->points[2].x = -half_cell_size; shape->points[2].y = half_cell_size; shape->points[3].x = -half_cell_size; shape->points[3].y = -half_cell_size; shape->points[4].x = half_cell_size; shape->points[4].y = -half_cell_size; shape->troop_shape = SHAPE_CIRCLE; shape->erase_shape = SHAPE_CIRCLE; shape_set_draw_method (shape, side, TRUE); shape_set_growth (shape); shape_set_troops (shape); shape_set_arrows (shape, 0); } /****************************************************************************** diamond_set_center (cell, shape, side) Set the center position of of with , taking into account any row- and column-based shifts. ******************************************************************************/ diamond_set_center (cell, shape, side) cell_type *cell; shape_type *shape; int side; { cell->y_center[side] = cell->y * (shape->side-1) + shape->side/2; cell->x_center[side] = cell->x * (shape->side/2) + shape->side/2; if (cell->x%2 == 1) cell->y_center[side] += shape->side/2; } /****************************************************************************** diamond_set_horizons (shape) Set the even and odd horizon arrays for . ******************************************************************************/ diamond_set_horizons (shape) shape_type *shape; { int i, j, k, xbase_even, ybase_even, xbase_odd, ybase_odd, half, index, limit, direction_index; cell_type *cell_even, *cell_odd; /** Pick out a cell close to the middle of the board in even column **/ half = Config->board_x_size/2; if (half%2 == 0) { cell_even = CELL2 (half, Config->board_y_size/2); cell_odd = CELL2 (half+1, Config->board_y_size/2); } else { cell_even = CELL2 (half+1, Config->board_y_size/2); cell_odd = CELL2 (half, Config->board_y_size/2); } xbase_even = cell_even->x; ybase_even = cell_even->y; xbase_odd = cell_odd->x; ybase_odd = cell_odd->y; index = 0; /** Step through each distance less than the view_range **/ for (i=0; iview_range_max; i++) { /** Starting with the cell directly above the base cell **/ cell_even = cell_even->connect[SQUARE_UP]; cell_odd = cell_odd->connect[SQUARE_UP]; /** Circle around the base cell **/ for (j=0; j<5; j++) { /** For each unit away from base cell, need to do extra move **/ direction_index = (SQUARE_LEFT+j)%4; if (j == 0 || j == 4) limit = i + 1; else limit = 2*i + 2; for (k=0; kconnect[direction_index]; shape->horizon_even[index][0] = cell_even->x - xbase_even; shape->horizon_even[index][1] = cell_even->y - ybase_even; /** Change odd cells and set indexing array **/ cell_odd = cell_odd->connect[direction_index]; shape->horizon_odd[index][0] = cell_odd->x - xbase_odd; shape->horizon_odd[index][1] = cell_odd->y - ybase_odd; index++; } } /** Set number of cells within given range **/ shape->horizon_counts[i+1] = index; } /** Set 0 horizon, just in case **/ shape->horizon_counts[0] = 0; } /****************************************************************************** diamond_set_connections () Set the intercell pointers for the given tiling. ******************************************************************************/ diamond_set_connections () { int i, j, even; cell_type *cell; /** For each cell, establish connections without crossing edges. The **/ /** problem with diamond connections is that depending on the row, **/ /** 2-D indexing changes. **/ for (j=0; jboard_y_size; j++) { even = TRUE; for (i=0; iboard_x_size; i++) { cell = CELL2(i,j); if (even) { if (j == 0) cell->connect[SQUARE_UP] = cell; else if (i == Config->board_x_size-1) cell->connect[SQUARE_UP] = cell; else cell->connect[SQUARE_UP] = CELL2(i+1,j-1); if (i == Config->board_x_size-1) cell->connect[SQUARE_RIGHT] = cell; else cell->connect[SQUARE_RIGHT] = CELL2(i+1,j); if (j == Config->board_y_size-1) cell->connect[SQUARE_DOWN] = cell; else if (i == 0) cell->connect[SQUARE_DOWN] = cell; else cell->connect[SQUARE_DOWN] = CELL2(i-1,j); if (j == 0) cell->connect[SQUARE_LEFT] = cell; else if (i == 0) cell->connect[SQUARE_LEFT] = cell; else cell->connect[SQUARE_LEFT] = CELL2(i-1,j-1); } else { if (i == Config->board_x_size-1) cell->connect[SQUARE_UP] = cell; else cell->connect[SQUARE_UP] = CELL2(i+1,j); if (j == Config->board_y_size-1) cell->connect[SQUARE_RIGHT] = cell; else if (i == Config->board_x_size-1) cell->connect[SQUARE_RIGHT] = cell; else cell->connect[SQUARE_RIGHT] = CELL2(i+1,j+1); if (j == Config->board_y_size-1) cell->connect[SQUARE_DOWN] = cell; else cell->connect[SQUARE_DOWN] = CELL2(i-1,j+1); cell->connect[SQUARE_LEFT] = CELL2(i-1,j); } even = !even; } } /** If wrapping is allowed, set connections across board edges **/ if (Config->enable_all[OPTION_WRAP]) { for (i=0; iboard_x_size; i+=2) { cell = CELL2(i,0); if (i!=Config->board_x_size-1) cell->connect[SQUARE_UP] = CELL2(i+1,Config->board_y_size-1); if (i!=0) cell->connect[SQUARE_LEFT] = CELL2(i-1,Config->board_y_size-1); if (i==Config->board_x_size-1) continue; cell = CELL2(i+1,Config->board_y_size-1); if (i!=Config->board_x_size-1) cell->connect[SQUARE_RIGHT] = CELL2(i+2,0); if (i!=0) cell->connect[SQUARE_DOWN] = CELL2(i,0); } /** Only do horizontal wrapping if even board width **/ if (Config->board_x_size%2 == 0) { for (j=0; jboard_y_size; j++) { cell = CELL2(0,j); if (j!=Config->board_y_size-1) cell->connect[SQUARE_DOWN] = CELL2(Config->board_x_size-1,j); if (j!=0) cell->connect[SQUARE_LEFT] = CELL2(Config->board_x_size-1,j-1); cell = CELL2(Config->board_x_size-1,j); cell->connect[SQUARE_RIGHT] = CELL2(0,j+1); cell->connect[SQUARE_UP] = CELL2(0,j); } } } } /****************************************************************************** diamond_set_selects (shape, select, side) Set the selection chart which indicates the basic unit of tiling. For each position in the chart, indicate the offset from the canonical cell location. ________ | /\ | (-1,-1) | / \ | (1,-1) |/0,0 \| |\ /| (-1,0) | \ / | (1,0) |__\/__| ******************************************************************************/ diamond_set_selects (shape, select, side) shape_type *shape; select_type *select; int side; { int x, y, x_offset, y_offset, half_side; select->dimension.x = shape->size_bound.x; select->dimension.y = shape->size_bound.y; select->multiplier.x = 2; select->multiplier.y = 1; select->offset.x = 1; select->offset.y = 1; /** Set default offsets **/ for (y=0; ydimension.y; y++) for (x=0; xdimension.x; x++) { select->matrix[y][x].x = 0; select->matrix[y][x].y = 0; } half_side = select->dimension.x/2; /** Moving from top to bottom, set the four corner offsets **/ for (y=0; ymatrix[y][x].x = -1; select->matrix[y][x].y = -1; } for (x=shape->size_bound.x/2+1+y; xsize_bound.x; x++) { select->matrix[y][x].x = 1; select->matrix[y][x].y = -1; } for (x=0; x<=y; x++) { select->matrix[half_side+1+y][x].x = -1; select->matrix[half_side+1+y][x].y = 0; } for (x=shape->size_bound.x-y-1; xsize_bound.x; x++) { select->matrix[half_side+1+y][x].x = 1; select->matrix[half_side+1+y][x].y = 0; } } }