9 //////////////////////////////////////////////////////////////////////////
11 int coord_def::distance_from(const coord_def
&other
) const
13 return (grid_distance(*this, other
));
16 int grid_distance(const coord_def
& p1
, const coord_def
& p2
)
18 return ((p2
- p1
).rdist());
21 int distance(const coord_def
& p1
, const coord_def
& p2
)
23 return ((p2
- p1
).abs());
26 bool adjacent(const coord_def
& p1
, const coord_def
& p2
)
28 return grid_distance(p1
, p2
) <= 1;
31 bool in_bounds_x(int x
)
33 return (x
> X_BOUND_1
&& x
< X_BOUND_2
);
36 bool in_bounds_y(int y
)
38 return (y
> Y_BOUND_1
&& y
< Y_BOUND_2
);
41 // Returns true if inside the area the player can move and dig (ie exclusive).
42 bool in_bounds(int x
, int y
)
44 return (in_bounds_x(x
) && in_bounds_y(y
));
47 bool map_bounds_x(int x
)
49 return (x
>= X_BOUND_1
&& x
<= X_BOUND_2
);
52 bool map_bounds_y(int y
)
54 return (y
>= Y_BOUND_1
&& y
<= Y_BOUND_2
);
57 // Returns true if inside the area the player can map (ie inclusive).
58 // Note that terrain features should be in_bounds() leaving an outer
59 // ring of rock to frame the level.
60 bool map_bounds(int x
, int y
)
62 return (map_bounds_x(x
) && map_bounds_y(y
));
65 bool map_bounds_with_margin(coord_def p
, int margin
)
67 return (p
.x
>= X_BOUND_1
+ margin
&& p
.x
<= X_BOUND_2
- margin
68 && p
.y
>= Y_BOUND_1
+ margin
&& p
.y
<= Y_BOUND_2
- margin
);
71 coord_def
random_in_bounds()
73 if (crawl_state
.game_is_arena())
75 const coord_def
&ul
= crawl_view
.glos1
; // Upper left
76 const coord_def
&lr
= crawl_view
.glos2
; // Lower right
78 return coord_def(random_range(ul
.x
, lr
.x
- 1),
79 random_range(ul
.y
, lr
.y
- 1));
82 return coord_def(random_range(MAPGEN_BORDER
, GXM
- MAPGEN_BORDER
- 1),
83 random_range(MAPGEN_BORDER
, GYM
- MAPGEN_BORDER
- 1));
86 // Coordinate system conversions.
88 coord_def
player2grid(const coord_def
&pc
)
90 return (pc
+ you
.pos());
93 coord_def
grid2player(const coord_def
&gc
)
95 return (gc
- you
.pos());