Fixes code according to modern code style. Fixes a few expression bugs.

This commit is contained in:
Kamron Batman 2018-09-15 09:58:51 -07:00
parent 89eea25e5f
commit 970fd563b2
3324 changed files with 441118 additions and 433755 deletions

View file

@ -2,220 +2,226 @@ using System;
namespace Server.Misc
{
public delegate void DoEffect_Callback( Point3D p, Map map );
public static class Geometry
{
public static void Swap<T>( ref T a, ref T b )
{
T temp = a;
a = b;
b = temp;
}
public static double RadiansToDegrees( double angle )
{
return angle * (180.0 / Math.PI);
}
public static double DegreesToRadians( double angle )
{
return angle * ( Math.PI / 180.0 );
}
public class CirclePoint
{
public Point2D Point { get; }
public delegate void DoEffect_Callback(Point3D p, Map map);
public int Angle { get; }
public static class Geometry
{
public static void Swap<T>(ref T a, ref T b)
{
T temp = a;
a = b;
b = temp;
}
public int Quadrant { get; }
public static double RadiansToDegrees(double angle)
{
return angle * (180.0 / Math.PI);
}
public CirclePoint( Point2D point, int angle, int quadrant )
{
this.Point = point;
this.Angle = angle;
this.Quadrant = quadrant;
}
}
public static double DegreesToRadians(double angle)
{
return angle * (Math.PI / 180.0);
}
public static Point2D ArcPoint( Point3D loc, int radius, int angle )
{
int sideA, sideB;
if ( angle < 0 )
angle = 0;
if ( angle > 90 )
angle = 90;
sideA = (int) Math.Round( radius * Math.Sin( DegreesToRadians( angle ) ) );
sideB = (int) Math.Round( radius * Math.Cos( DegreesToRadians( angle ) ) );
return new Point2D( loc.X - sideB, loc.Y - sideA );
}
public static void Circle2D( Point3D loc, Map map, int radius, DoEffect_Callback effect )
{
Circle2D( loc, map, radius, effect, 0, 360 );
}
public static void Circle2D( Point3D loc, Map map, int radius, DoEffect_Callback effect, int angleStart, int angleEnd )
{
if ( angleStart < 0 || angleStart > 360 )
angleStart = 0;
if ( angleEnd > 360 || angleEnd < 0 )
angleEnd = 360;
if ( angleStart == angleEnd )
return;
public static Point2D ArcPoint(Point3D loc, int radius, int angle)
{
int sideA, sideB;
bool opposite = angleStart > angleEnd;
int startQuadrant = angleStart / 90;
int endQuadrant = angleEnd / 90;
Point2D start = ArcPoint( loc, radius, angleStart % 90 );
Point2D end = ArcPoint( loc, radius, angleEnd % 90 );
if ( opposite )
{
Swap( ref start, ref end );
Swap( ref startQuadrant, ref endQuadrant );
}
CirclePoint startPoint = new CirclePoint( start, angleStart, startQuadrant );
CirclePoint endPoint = new CirclePoint( end, angleEnd, endQuadrant );
int error = -radius;
int x = radius;
int y = 0;
while (x > y)
{
plot4points( loc, map, x, y, startPoint, endPoint, effect, opposite );
plot4points( loc, map, y, x, startPoint, endPoint, effect, opposite );
error += ( y * 2 ) + 1;
++y;
if (error >= 0)
{
--x;
error -= x * 2;
}
}
plot4points( loc, map, x, y, startPoint, endPoint, effect, opposite );
}
public static void plot4points( Point3D loc, Map map, int x, int y, CirclePoint start, CirclePoint end, DoEffect_Callback effect, bool opposite )
{
Point2D pointA = new Point2D( loc.X - x, loc.Y - y );
Point2D pointB = new Point2D( loc.X - y, loc.Y - x );
int quadrant = 2;
if ( x == 0 && start.Quadrant == 3 )
quadrant = 3;
if ( WithinCircleBounds( quadrant == 3 ? pointB : pointA, quadrant, loc, start, end, opposite ) )
effect( new Point3D( loc.X + x, loc.Y + y, loc.Z ), map );
quadrant = 3;
if ( y == 0 && start.Quadrant == 0 )
quadrant = 0;
if ( x != 0 && WithinCircleBounds( quadrant == 0 ? pointA : pointB, quadrant, loc, start, end, opposite ) )
effect( new Point3D( loc.X - x, loc.Y + y, loc.Z ), map );
if ( y != 0 && WithinCircleBounds( pointB, 1, loc, start, end, opposite ) )
effect( new Point3D( loc.X + x, loc.Y - y, loc.Z ), map );
if ( x != 0 && y != 0 && WithinCircleBounds( pointA, 0, loc, start, end, opposite ) )
effect( new Point3D( loc.X - x, loc.Y - y, loc.Z ), map );
}
public static bool WithinCircleBounds( Point2D pointLoc, int pointQuadrant, Point3D center, CirclePoint start, CirclePoint end, bool opposite )
{
if ( start.Angle == 0 && end.Angle == 360 )
return true;
if (angle < 0)
angle = 0;
int startX = start.Point.X;
int startY = start.Point.Y;
int endX = end.Point.X;
int endY = end.Point.Y;
int x = pointLoc.X;
int y = pointLoc.Y;
if (angle > 90)
angle = 90;
if ( pointQuadrant < start.Quadrant || pointQuadrant > end.Quadrant )
return opposite;
if ( pointQuadrant > start.Quadrant && pointQuadrant < end.Quadrant )
return !opposite;
sideA = (int)Math.Round(radius * Math.Sin(DegreesToRadians(angle)));
sideB = (int)Math.Round(radius * Math.Cos(DegreesToRadians(angle)));
bool withinBounds = true;
if ( start.Quadrant == end.Quadrant )
{
if ( startX == endX && ( x > startX || y > startY || y < endY ) )
withinBounds = false;
else if ( startY == endY && ( y < startY || x < startX || x > endX ) )
withinBounds = false;
else if ( x < startX || x > endX || y > startY || y < endY )
withinBounds = false;
}
else if ( pointQuadrant == start.Quadrant && ( x < startX || y > startY ) )
withinBounds = false;
else if ( pointQuadrant == end.Quadrant && ( x > endX || y < endY ) )
withinBounds = false;
return opposite ? !withinBounds : withinBounds;
}
return new Point2D(loc.X - sideB, loc.Y - sideA);
}
public static void Line2D( Point3D start, Point3D end, Map map, DoEffect_Callback effect )
{
bool steep = Math.Abs( end.Y - start.Y ) > Math.Abs( end.X - start.X );
int x0 = start.X;
int x1 = end.X;
int y0 = start.Y;
int y1 = end.Y;
if ( steep )
{
Swap( ref x0, ref y0 );
Swap( ref x1, ref y1 );
}
if ( x0 > x1 )
{
Swap( ref x0, ref x1 );
Swap( ref y0, ref y1 );
}
int deltax = x1 - x0;
int deltay = Math.Abs( y1 - y0 );
int error = deltax / 2;
int ystep = y0 < y1 ? 1 : -1;
int y = y0;
for ( int x = x0; x <= x1; x++ )
{
if ( steep )
effect( new Point3D( y, x, start.Z ), map );
else
effect( new Point3D( x, y, start.Z ), map );
error -= deltay;
if ( error < 0 )
{
y += ystep;
error += deltax;
}
}
}
}
}
public static void Circle2D(Point3D loc, Map map, int radius, DoEffect_Callback effect)
{
Circle2D(loc, map, radius, effect, 0, 360);
}
public static void Circle2D(Point3D loc, Map map, int radius, DoEffect_Callback effect, int angleStart, int angleEnd)
{
if (angleStart < 0 || angleStart > 360)
angleStart = 0;
if (angleEnd > 360 || angleEnd < 0)
angleEnd = 360;
if (angleStart == angleEnd)
return;
bool opposite = angleStart > angleEnd;
int startQuadrant = angleStart / 90;
int endQuadrant = angleEnd / 90;
Point2D start = ArcPoint(loc, radius, angleStart % 90);
Point2D end = ArcPoint(loc, radius, angleEnd % 90);
if (opposite)
{
Swap(ref start, ref end);
Swap(ref startQuadrant, ref endQuadrant);
}
CirclePoint startPoint = new CirclePoint(start, angleStart, startQuadrant);
CirclePoint endPoint = new CirclePoint(end, angleEnd, endQuadrant);
int error = -radius;
int x = radius;
int y = 0;
while (x > y)
{
plot4points(loc, map, x, y, startPoint, endPoint, effect, opposite);
plot4points(loc, map, y, x, startPoint, endPoint, effect, opposite);
error += y * 2 + 1;
++y;
if (error >= 0)
{
--x;
error -= x * 2;
}
}
plot4points(loc, map, x, y, startPoint, endPoint, effect, opposite);
}
public static void plot4points(Point3D loc, Map map, int x, int y, CirclePoint start, CirclePoint end,
DoEffect_Callback effect, bool opposite)
{
Point2D pointA = new Point2D(loc.X - x, loc.Y - y);
Point2D pointB = new Point2D(loc.X - y, loc.Y - x);
int quadrant = 2;
if (x == 0 && start.Quadrant == 3)
quadrant = 3;
if (WithinCircleBounds(quadrant == 3 ? pointB : pointA, quadrant, loc, start, end, opposite))
effect(new Point3D(loc.X + x, loc.Y + y, loc.Z), map);
quadrant = 3;
if (y == 0 && start.Quadrant == 0)
quadrant = 0;
if (x != 0 && WithinCircleBounds(quadrant == 0 ? pointA : pointB, quadrant, loc, start, end, opposite))
effect(new Point3D(loc.X - x, loc.Y + y, loc.Z), map);
if (y != 0 && WithinCircleBounds(pointB, 1, loc, start, end, opposite))
effect(new Point3D(loc.X + x, loc.Y - y, loc.Z), map);
if (x != 0 && y != 0 && WithinCircleBounds(pointA, 0, loc, start, end, opposite))
effect(new Point3D(loc.X - x, loc.Y - y, loc.Z), map);
}
public static bool WithinCircleBounds(Point2D pointLoc, int pointQuadrant, Point3D center, CirclePoint start,
CirclePoint end, bool opposite)
{
if (start.Angle == 0 && end.Angle == 360)
return true;
int startX = start.Point.X;
int startY = start.Point.Y;
int endX = end.Point.X;
int endY = end.Point.Y;
int x = pointLoc.X;
int y = pointLoc.Y;
if (pointQuadrant < start.Quadrant || pointQuadrant > end.Quadrant)
return opposite;
if (pointQuadrant > start.Quadrant && pointQuadrant < end.Quadrant)
return !opposite;
bool withinBounds = true;
if (start.Quadrant == end.Quadrant)
{
if (startX == endX && (x > startX || y > startY || y < endY))
withinBounds = false;
else if (startY == endY && (y < startY || x < startX || x > endX))
withinBounds = false;
else if (x < startX || x > endX || y > startY || y < endY)
withinBounds = false;
}
else if (pointQuadrant == start.Quadrant && (x < startX || y > startY))
{
withinBounds = false;
}
else if (pointQuadrant == end.Quadrant && (x > endX || y < endY))
{
withinBounds = false;
}
return opposite ? !withinBounds : withinBounds;
}
public static void Line2D(Point3D start, Point3D end, Map map, DoEffect_Callback effect)
{
bool steep = Math.Abs(end.Y - start.Y) > Math.Abs(end.X - start.X);
int x0 = start.X;
int x1 = end.X;
int y0 = start.Y;
int y1 = end.Y;
if (steep)
{
Swap(ref x0, ref y0);
Swap(ref x1, ref y1);
}
if (x0 > x1)
{
Swap(ref x0, ref x1);
Swap(ref y0, ref y1);
}
int deltax = x1 - x0;
int deltay = Math.Abs(y1 - y0);
int error = deltax / 2;
int ystep = y0 < y1 ? 1 : -1;
int y = y0;
for (int x = x0; x <= x1; x++)
{
if (steep)
effect(new Point3D(y, x, start.Z), map);
else
effect(new Point3D(x, y, start.Z), map);
error -= deltay;
if (error < 0)
{
y += ystep;
error += deltax;
}
}
}
public class CirclePoint
{
public CirclePoint(Point2D point, int angle, int quadrant)
{
Point = point;
Angle = angle;
Quadrant = quadrant;
}
public Point2D Point{ get; }
public int Angle{ get; }
public int Quadrant{ get; }
}
}
}