#ifndef __ISOMETRIC_UTILSH #define __ISOMETRIC_UTILSH #include "worlddef.h" //DEFINES #define MAXCOL WORLD_COLS #define MAXROW WORLD_ROWS #define GRIDSIZE (MAXCOL * MAXROW) #define RIGHTMOSTGRID (MAXCOL - 1) #define LASTROWSTART (GRIDSIZE - MAXCOL) #define NOWHERE (GRIDSIZE + 1) //#define NO_MAP_POS NOWHERE #define MAPWIDTH (WORLD_COLS) #define MAPHEIGHT (WORLD_ROWS) #define MAPLENGTH (MAPHEIGHT*MAPWIDTH) #define ADJUST_Y_FOR_HEIGHT( pos, y ) ( y -= gpWorldLevelData[ pos ].sHeight ) extern UINT8 gOppositeDirection[ NUM_WORLD_DIRECTIONS ]; extern UINT8 gTwoCCDirection[ NUM_WORLD_DIRECTIONS ]; extern UINT8 gTwoCDirection[ NUM_WORLD_DIRECTIONS ]; extern UINT8 gOneCDirection[ NUM_WORLD_DIRECTIONS ]; extern UINT8 gOneCCDirection[ NUM_WORLD_DIRECTIONS ]; extern UINT8 gPurpendicularDirection[ NUM_WORLD_DIRECTIONS ][ NUM_WORLD_DIRECTIONS ]; // Macros // |Check for map bounds------------------------------------------| |Invalid-| |Valid-------------------| #define MAPROWCOLTOPOS( r, c ) ( ( (r < 0) || (r >= WORLD_ROWS) || (c < 0) || (c >= WORLD_COLS) ) ? ( 0xffff ) : ( (r) * WORLD_COLS + (c) ) ) #define GETWORLDINDEXFROMWORLDCOORDS( y, x ) ( (INT16) ( x / CELL_X_SIZE ) ) + WORLD_COLS * ( (INT16) ( y / CELL_Y_SIZE ) ) void ConvertGridNoToXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos ); void ConvertGridNoToCellXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos ); void ConvertGridNoToCenterCellXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos ); // GRID NO MANIPULATION FUNCTIONS INT16 NewGridNo(INT16 sGridno, INT16 sDirInc); INT16 DirectionInc(UINT8 ubDirection); INT32 OutOfBounds(INT16 sGridno, INT16 sProposedGridno); // Functions BOOLEAN GetMouseCell( INT32 *piMouseMapPos ); BOOLEAN GetMouseXY( INT16 *psMouseX, INT16 *psMouseY ); BOOLEAN GetMouseWorldCoords( INT16 *psMouseX, INT16 *psMouseY ); BOOLEAN GetMouseMapPos( INT16 *psMapPos ); BOOLEAN GetMouseWorldCoordsInCenter( INT16 *psMouseX, INT16 *psMouseY ); BOOLEAN GetMouseXYWithRemainder( INT16 *psMouseX, INT16 *psMouseY, INT16 *psCellX, INT16 *psCellY ); void GetScreenXYWorldCoords( INT16 sScreenX, INT16 sScreenY, INT16 *pWorldX, INT16 *psWorldY ); void GetScreenXYWorldCell( INT16 sScreenX, INT16 sScreenY, INT16 *psWorldCellX, INT16 *psWorldCellY ); void GetScreenXYGridNo( INT16 sScreenX, INT16 sScreenY, INT16 *psMapPos ); void GetWorldXYAbsoluteScreenXY( INT32 sWorldCellX, INT32 sWorldCellY, INT16 *psWorldScreenX, INT16 *psWorldScreenY ); void GetFromAbsoluteScreenXYWorldXY( INT32 *psWorldCellX, INT32* psWorldCellY, INT16 sWorldScreenX, INT16 sWorldScreenY ); void FromCellToScreenCoordinates( INT16 sCellX, INT16 sCellY, INT16 *psScreenX, INT16 *psScreenY ); void FromScreenToCellCoordinates( INT16 sScreenX, INT16 sScreenY, INT16 *psCellX, INT16 *psCellY ); // Higher resolution convertion functions void FloatFromCellToScreenCoordinates( FLOAT dCellX, FLOAT dCellY, FLOAT *pdScreenX, FLOAT *pdScreenY ); void FloatFromScreenToCellCoordinates( FLOAT dScreenX, FLOAT dScreenY, FLOAT *pdCellX, FLOAT *pdCellY ); BOOLEAN GridNoOnVisibleWorldTile( INT16 sGridNo ); BOOLEAN GridNoOnVisibleWorldTileGivenYLimits( INT16 sGridNo ); BOOLEAN GridNoOnEdgeOfMap( INT16 sGridNo, INT8 * pbDirection ); BOOLEAN ConvertMapPosToWorldTileCenter( INT16 sMapPos, INT16 *psXPos, INT16 *psYPos ); BOOLEAN CellXYToScreenXY(INT16 sCellX, INT16 sCellY, INT16 *sScreenX, INT16 *sScreenY); INT32 GetRangeFromGridNoDiff( INT16 sGridNo1, INT16 sGridNo2 ); INT32 GetRangeInCellCoordsFromGridNoDiff( INT16 sGridNo1, INT16 sGridNo2 ); BOOLEAN IsPointInScreenRect( INT16 sXPos, INT16 sYPos, SGPRect *pRect ); BOOLEAN IsPointInScreenRectWithRelative( INT16 sXPos, INT16 sYPos, SGPRect *pRect, INT16 *sXRel, INT16 *sRelY ); INT16 PythSpacesAway(INT16 sOrigin, INT16 sDest); INT16 SpacesAway(INT16 sOrigin, INT16 sDest); INT16 CardinalSpacesAway(INT16 sOrigin, INT16 sDest); INT8 FindNumTurnsBetweenDirs( INT8 sDir1, INT8 sDir2 ); BOOLEAN FindHeigherLevel( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, INT8 *pbDirection ); BOOLEAN FindLowerLevel( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, INT8 *pbDirection ); INT16 QuickestDirection(INT16 origin, INT16 dest); INT16 ExtQuickestDirection(INT16 origin, INT16 dest); // Returns the (center ) cell coordinates in X INT16 CenterX( INT16 sGridno ); // Returns the (center ) cell coordinates in Y INT16 CenterY( INT16 sGridno ); INT16 MapX( INT16 sGridNo ); INT16 MapY( INT16 sGridNo ); BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, INT8 *pbDirection ); //Simply chooses a random gridno within valid boundaries (for dropping things in unloaded sectors) INT16 RandomGridNo(); extern UINT32 guiForceRefreshMousePositionCalculation; //ADB I'm tired of seeing a 5 digit number when looking at something's gridno. //I need to see an x and y. I created this class for the AStar, //but moved it here as you can convert a regular INT16 gridno to a GridNode then print it out for debugging. //Don't switch between the 2 types too often, IntToGridNode is especially slow //0verhaul: It's not good to give the computer extra work just for readability's sake. So this should be a //good compromise. Possibly even more useful. Just add a watch variable for GridNode.MapXY[ mygridvar ] and //see its X,Y in the watch window. class GridNode { public: typedef GridNode MapXY_t[WORLD_MAX]; static MapXY_t MapXY; INT16 x; INT16 y; static MapXY_t *initGridNodes() { for (INT16 i=0; i