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