/** * Copyright (c) 2012, Hadyn Richard * * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights to * use, copy, modify, merge, publish, distribute, sublicense, and/or sell copies * of the Software, and to permit persons to whom the Software is furnished to do * so, subject to the following conditions: * * The above copyright notice and this permission notice shall be included in * all copies or substantial portions of the Software. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL * THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN * THE SOFTWARE. */ package net.scapeemulator.game.model.pathfinding; /** * Created by Hadyn Richard */ public final class Tile { /** * The flags for each of the traversals. */ public static final int /* Each of the flags for walls */ WALL_NORTH = 0x1, WALL_SOUTH = 0x2, WALL_EAST = 0x4, WALL_WEST = 0x8, WALL_NORTH_EAST = 0x10, WALL_NORTH_WEST = 0x20, WALL_SOUTH_EAST = 0x40, WALL_SOUTH_WEST = 0x80, /* Each of the occupant flags for both impenetrable and normal */ OCCUPANT = 0x8000, IMPENETRABLE_OCCUPANT = 0x10000, /* Each of the impenetrable wall flags, meaning projectiles cannot fly over these */ IMPENETRABLE_WALL_NORTH = 0x100, IMPENETRABLE_WALL_SOUTH = 0x200, IMPENETRABLE_WALL_EAST = 0x400, IMPENETRABLE_WALL_WEST = 0x800, IMPENETRABLE_WALL_NORTH_EAST = 0x800, IMPENETRABLE_WALL_NORTH_WEST = 0x1000, IMPENETRABLE_WALL_SOUTH_EAST = 0x2000, IMPENETRABLE_WALL_SOUTH_WEST = 0x4000, /* The other flags */ BLOCKED = 0x20000, BRIDGE = 0x40000, NONE = 0x0; /** * The flags for the tile. */ private int flags; /** * Constructs a new {@link Tile}; */ public Tile() { this(NONE); } /** * Constructs a new {@link Tile}; */ public Tile(int flags) { this.flags = flags; } /** * Sets a flag for the tile. */ public void set(int flag) { flags |= flag; } /** * Unsets a flag for the tile. */ public void unset(int flag) { flags &= 0xffff - flag; } /** * Gets if a flag is active. * @param flag The flag to check for if it is active. * @return If the flag is active. */ public boolean isActive(int flag) { return (flags & flag) != 0; } /** * Gets if a flag is inactive. * @param flag The flag to check for if it is inactive. * @return If the flag is inactive. */ public boolean isInactive(int flag) { return (flags & flag) == 0; } /** * Gets the flags for the tile. */ public int flags() { return flags; } }