V0.1.0 Partial Commit
changed package and application names to differentiate from main PD release
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/*
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* Pixel Dungeon
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* Copyright (C) 2012-2014 Oleg Dolya
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>
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*/
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package com.shatteredpixel.shatteredpixeldungeon.mechanics;
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import com.shatteredpixel.shatteredpixeldungeon.actors.Actor;
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import com.shatteredpixel.shatteredpixeldungeon.levels.Level;
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public class Ballistica {
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public static int[] trace = new int[Math.max( Level.WIDTH, Level.HEIGHT )];
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public static int distance;
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public static int cast( int from, int to, boolean magic, boolean hitChars ) {
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int w = Level.WIDTH;
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int x0 = from % w;
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int x1 = to % w;
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int y0 = from / w;
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int y1 = to / w;
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int dx = x1 - x0;
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int dy = y1 - y0;
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int stepX = dx > 0 ? +1 : -1;
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int stepY = dy > 0 ? +1 : -1;
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dx = Math.abs( dx );
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dy = Math.abs( dy );
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int stepA;
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int stepB;
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int dA;
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int dB;
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if (dx > dy) {
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stepA = stepX;
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stepB = stepY * w;
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dA = dx;
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dB = dy;
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} else {
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stepA = stepY * w;
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stepB = stepX;
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dA = dy;
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dB = dx;
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}
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distance = 1;
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trace[0] = from;
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int cell = from;
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int err = dA / 2;
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while (cell != to || magic) {
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cell += stepA;
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err += dB;
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if (err >= dA) {
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err = err - dA;
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cell = cell + stepB;
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}
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trace[distance++] = cell;
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if (!Level.passable[cell] && !Level.avoid[cell]) {
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return trace[--distance - 1];
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}
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if (Level.losBlocking[cell] || (hitChars && Actor.findChar( cell ) != null)) {
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return cell;
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}
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}
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trace[distance++] = cell;
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return to;
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}
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}
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