{-# LANGUAGE DeriveGeneric #-} -- | Basic operations on 2D points represented as linear offsets. module Game.LambdaHack.Common.Point ( Point(..), PointI , chessDist, euclidDistSq, adjacent, bla, fromTo , originPoint , speedupHackXSize #ifdef EXPOSE_INTERNAL -- * Internal operations , blaXY, balancedWord #endif ) where import Prelude () import Game.LambdaHack.Core.Prelude import Data.Binary import Data.Int (Int32) import qualified Data.Primitive.PrimArray as PA import GHC.Generics (Generic) import Game.LambdaHack.Definition.Defs -- | This is a hack to pass the X size of the dungeon, defined -- in game content, to the @Enum@ instances of @Point@ and @Vector@. -- This is already slower and has higher allocation than -- hardcoding the value, so passing the value explicitly to -- a generalization of the @Enum@ conversions is out of the question. -- Perhaps this can be done cleanly and efficiently at link-time -- via Backpack, but it's probably not supported yet by GHCJS (not verified). -- For now, we need to be careful never to modify this array, -- except for setting it at program start before it's used for the first time. -- Which is easy, because @Point@ is never mentioned in content definitions. -- The @PrimArray@ has much smaller overhead than @IORef@ -- and reading from it looks cleaner, hence its use. speedupHackXSize :: PA.PrimArray X {-# NOINLINE speedupHackXSize #-} speedupHackXSize = PA.primArrayFromList [80] -- updated at program startup -- | 2D points in cartesian representation. Coordinates grow to the right -- and down, so that the (0, 0) point is in the top-left corner of the screen. -- Coordinates are never negative. data Point = Point { px :: X , py :: Y } deriving (Eq, Ord, Generic) instance Show Point where show (Point x y) = show (x, y) instance Binary Point where put = put . (fromIntegral :: Int -> Int32) . fromEnum get = fmap (toEnum . (fromIntegral :: Int32 -> Int)) get -- Note that @Ord@ on @Int@ is not monotonic wrt @Ord@ on @Point@. -- We need to keep it that way, because we want close xs to have close indexes, -- e.g., adjacent points in line to have adjacent enumerations, -- because some of the screen layout and most of processing is line-by-line. -- Consequently, one can use EM.fromAscList on @(1, 8)..(10, 8)@, but not on -- @(1, 7)..(10, 9)@. instance Enum Point where fromEnum Point{..} = let !xsize = PA.indexPrimArray speedupHackXSize 0 in #ifdef WITH_EXPENSIVE_ASSERTIONS assert (px >= 0 && py >= 0 && px < xsize `blame` "invalid point coordinates" `swith` (px, py)) #endif (px + py * xsize) toEnum n = let !xsize = PA.indexPrimArray speedupHackXSize 0 (py, px) = n `quotRem` xsize in Point{..} -- | Enumeration representation of @Point@. type PointI = Int -- | The distance between two points in the chessboard metric. chessDist :: Point -> Point -> Int chessDist (Point x0 y0) (Point x1 y1) = max (abs (x1 - x0)) (abs (y1 - y0)) -- | Squared euclidean distance between two points. euclidDistSq :: Point -> Point -> Int euclidDistSq (Point x0 y0) (Point x1 y1) = (x1 - x0) ^ (2 :: Int) + (y1 - y0) ^ (2 :: Int) -- | Checks whether two points are adjacent on the map -- (horizontally, vertically or diagonally). adjacent :: Point -> Point -> Bool {-# INLINE adjacent #-} adjacent s t = chessDist s t == 1 -- | Bresenham's line algorithm generalized to arbitrary starting @eps@ -- (@eps@ value of 0 gives the standard BLA). -- Skips the source point and goes through the second point -- to the edge of the level. Gives @Nothing@ if the points are equal. -- The target is given as @Point@ to permit aiming out of the level, -- e.g., to get uniform distributions of directions for explosions -- close to the edge of the level. bla :: X -> Y -> Int -> Point -> Point -> Maybe [Point] bla rXmax rYmax eps source target = if source == target then Nothing else Just $ let inBounds p@(Point x y) = rXmax > x && x >= 0 && rYmax > y && y >= 0 && p /= source in takeWhile inBounds $ tail $ blaXY eps source target -- | Bresenham's line algorithm generalized to arbitrary starting @eps@ -- (@eps@ value of 0 gives the standard BLA). Includes the source point -- and goes through the target point to infinity. blaXY :: Int -> Point -> Point -> [Point] blaXY eps (Point x0 y0) (Point x1 y1) = let (dx, dy) = (x1 - x0, y1 - y0) xyStep b (x, y) = (x + signum dx, y + signum dy * b) yxStep b (x, y) = (x + signum dx * b, y + signum dy) (p, q, step) | abs dx > abs dy = (abs dy, abs dx, xyStep) | otherwise = (abs dx, abs dy, yxStep) bw = balancedWord p q (eps `mod` max 1 q) walk w xy = xy : walk (tail w) (step (head w) xy) in map (uncurry Point) $ walk bw (x0, y0) -- | See <http://roguebasin.roguelikedevelopment.org/index.php/Digital_lines>. balancedWord :: Int -> Int -> Int -> [Int] balancedWord p q eps | eps + p < q = 0 : balancedWord p q (eps + p) balancedWord p q eps = 1 : balancedWord p q (eps + p - q) -- | A list of all points on a straight vertical or straight horizontal line -- between two points. Fails if no such line exists. fromTo :: Point -> Point -> [Point] fromTo (Point x0 y0) (Point x1 y1) = let fromTo1 :: Int -> Int -> [Int] fromTo1 z0 z1 | z0 <= z1 = [z0..z1] | otherwise = [z0,z0-1..z1] result | x0 == x1 = map (Point x0) (fromTo1 y0 y1) | y0 == y1 = map (`Point` y0) (fromTo1 x0 x1) | otherwise = error $ "diagonal fromTo" `showFailure` ((x0, y0), (x1, y1)) in result originPoint :: Point originPoint = Point 0 0