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TileEngine include cleanup (by Asdow).
git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@8953 3b4a5df2-a311-0410-b5c6-a8a6f20db521
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+11
-19
@@ -3,42 +3,25 @@
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#ifdef PRECOMPILEDHEADERS
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#include "TileEngine All.h"
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#else
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#include "stdio.h"
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#include "sgp.h"
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#include "vobject.h"
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#include "tiledef.h"
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#include "sysutil.h"
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#include "utilities.h"
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#include "worlddef.h"
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#include "isometric utils.h"
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#include "renderworld.h"
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#include "worlddat.h"
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#include "vobject_blitters.h"
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#include "overhead map.h"
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#include "interface.h"
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#include "interface control.h"
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#include "overhead.h"
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#include "radar screen.h"
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#include "cursors.h"
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#include "Sys Globals.h"
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#include "render dirty.h"
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#include "soldier find.h"
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#include "font control.h"
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#include "Game Clock.h"
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#include "interface panels.h"
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#include "english.h"
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#include "line.h"
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#include "map information.h"
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#include "Tactical Placement GUI.h"
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#include "world items.h"
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#include "message.h"
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#include "faces.h"
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#include "Squads.h"
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#include "Interactive Tiles.h"
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#include "gameloop.h"
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#include "sysutil.h"
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#include "tile surface.h"
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#include "GameSettings.h"
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#include <vector>
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#include "Action Items.h" // added by Flugente
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#endif
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@@ -49,6 +32,15 @@
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extern SOLDIERINITNODE *gpSelected;
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#endif
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// Forward declarations
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extern INT16 gWorldSectorX;
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extern INT16 gWorldSectorY;
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extern INT8 gbWorldSectorZ;
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extern TILE_IMAGERY* gTileSurfaceArray[NUMBEROFTILETYPES];
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extern INT32 CurrentSquad();
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extern void HandleAutoFaces();
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extern void HandleTalkingAutoFaces();
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typedef struct
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{
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@@ -121,7 +113,7 @@ void CopyOverheadDBShadetablesFromTileset( );
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void RenderOverheadOverlays();
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//dnl ch85 060214
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#include <math.h>
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//#include <math.h>
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#define PointToPointDist(X1, Y1, X2, Y2) (sqrtf((FLOAT)((X2-X1)*(X2-X1) + (Y2-Y1)*(Y2-Y1))))// Calculate distance between two points
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#define PointToLineDist(Xt, Yt, k, l) (sqrtf((FLOAT)((k*Xt-Yt+l) * (k*Xt-Yt+l)) / (k*k + 1)))// Calculate distance between point and line
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VOID PointFromDist(INT32 Xt, INT32 Yt, INT32 k, INT32 l, FLOAT d, INT32 *Xtnew, INT32 *Ytnew)// Calculate closest point to point (Xt,Yt) which lies at distance from line Y=kx+l and normal define by point (Xt,Yt)
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