4 bool in_bounds_x(int x
);
5 bool in_bounds_y(int y
);
6 bool in_bounds(int x
, int y
);
7 bool map_bounds_x(int x
);
8 bool map_bounds_y(int y
);
9 bool map_bounds(int x
, int y
);
10 coord_def
random_in_bounds();
12 inline bool in_bounds(const coord_def
&p
)
14 return in_bounds(p
.x
, p
.y
);
17 inline bool map_bounds(const coord_def
&p
)
19 return map_bounds(p
.x
, p
.y
);
22 // Checks that a given point is within the map, excluding 'margin' squares at
23 // the edge of the map.
24 bool map_bounds_with_margin(coord_def p
, int margin
);
26 // Determines if the coordinate is within bounds of an LOS array.
27 inline bool show_bounds(const coord_def
&p
)
29 return (p
.x
>= 0 && p
.x
< ENV_SHOW_DIAMETER
30 && p
.y
>= 0 && p
.y
< ENV_SHOW_DIAMETER
);
33 int grid_distance(const coord_def
& p1
, const coord_def
& p2
);
34 int distance(const coord_def
& p1
, const coord_def
& p2
);
35 bool adjacent(const coord_def
& p1
, const coord_def
& p2
);
37 // Conversion between different coordinate systems.
38 // XXX: collect all of these here?
40 coord_def
player2grid(const coord_def
& pc
);
41 coord_def
grid2player(const coord_def
& pc
);