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#pragma once
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#include <cmath>
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#include "direction.hpp"
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#include "size.hpp"
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#include "utils/stdcompat/abs.hpp"
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namespace devilution {
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struct Displacement {
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int deltaX;
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int deltaY;
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Displacement() = default;
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constexpr Displacement(int deltaX, int deltaY)
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: deltaX(deltaX)
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, deltaY(deltaY)
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{
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}
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explicit constexpr Displacement(int delta)
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: deltaX(delta)
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, deltaY(delta)
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{
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}
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explicit constexpr Displacement(const Size &size)
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: deltaX(size.width)
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, deltaY(size.height)
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{
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}
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explicit constexpr Displacement(Direction direction)
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: Displacement(fromDirection(direction))
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{
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}
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constexpr bool operator==(const Displacement &other) const
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{
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return deltaX == other.deltaX && deltaY == other.deltaY;
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}
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constexpr bool operator!=(const Displacement &other) const
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{
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return !(*this == other);
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}
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constexpr Displacement &operator+=(const Displacement &displacement)
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{
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deltaX += displacement.deltaX;
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deltaY += displacement.deltaY;
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return *this;
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}
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constexpr Displacement &operator-=(const Displacement &displacement)
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{
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deltaX -= displacement.deltaX;
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deltaY -= displacement.deltaY;
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return *this;
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}
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constexpr Displacement &operator*=(const int factor)
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{
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deltaX *= factor;
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deltaY *= factor;
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return *this;
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}
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constexpr Displacement &operator*=(const float factor)
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{
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deltaX = static_cast<int>(deltaX * factor);
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deltaY = static_cast<int>(deltaY * factor);
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return *this;
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}
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constexpr friend Displacement operator+(Displacement a, Displacement b)
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{
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a += b;
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return a;
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}
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constexpr friend Displacement operator-(Displacement a, Displacement b)
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{
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a -= b;
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return a;
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}
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constexpr friend Displacement operator*(Displacement a, const int factor)
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{
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a *= factor;
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return a;
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}
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constexpr friend Displacement operator*(Displacement a, const float factor)
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{
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a *= factor;
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return a;
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}
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constexpr friend Displacement operator-(const Displacement &a)
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{
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return { -a.deltaX, -a.deltaY };
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}
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constexpr friend Displacement abs(Displacement a)
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{
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return { abs(a.deltaX), abs(a.deltaY) };
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}
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/**
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* @brief Returns a new Displacement object in screen coordinates.
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*
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* Transforming from world space to screen space involves a rotation of -135° and scaling to fit within a 64x32 pixel tile (since Diablo uses isometric projection)
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* 32 and 16 are used as the x/y scaling factors being half the relevant max dimension, the rotation matrix is [[-, +], [-, -]] as sin(-135°) = cos(-135°) = ~-0.7.
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*
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* [-32, 32] [dx] = [-32dx + 32dy] = [ 32dy - 32dx ] = [ 32(dy - dx)]
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* [-16, -16] [dy] = [-16dx + -16dy] = [-(16dy + 16dx)] = [-16(dy + dx)]
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*
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* @return A representation of the original displacement in screen coordinates.
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*/
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constexpr Displacement WorldToScreen() const
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{
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return { (deltaY - deltaX) * 32, (deltaY + deltaX) * -16 };
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}
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private:
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static constexpr Displacement fromDirection(Direction direction)
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{
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switch (direction) {
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case Direction::South:
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return { 1, 1 };
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case Direction::SouthWest:
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return { 0, 1 };
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case Direction::West:
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return { -1, 1 };
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case Direction::NorthWest:
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return { -1, 0 };
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case Direction::North:
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return { -1, -1 };
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case Direction::NorthEast:
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return { 0, -1 };
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case Direction::East:
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return { 1, -1 };
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case Direction::SouthEast:
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return { 1, 0 };
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default:
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return { 0, 0 };
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}
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};
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};
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} // namespace devilution
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