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https://github.com/1dot13/source.git
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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@21 3b4a5df2-a311-0410-b5c6-a8a6f20db521
172 lines
6.4 KiB
C
172 lines
6.4 KiB
C
#ifndef LOS_H
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#define LOS_H
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//#define LOS_DEBUG
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// fixed-point arithmetic definitions start here
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typedef INT32 FIXEDPT;
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// rem 1 signed bit at the top
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#define FIXEDPT_WHOLE_BITS 11
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#define FIXEDPT_FRACTIONAL_BITS 20
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#define FIXEDPT_FRACTIONAL_RESOLUTION 1048576
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#define INT32_TO_FIXEDPT( n ) ( (n) << FIXEDPT_FRACTIONAL_BITS )
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#define FIXEDPT_TO_INT32( n ) ( (n) / FIXEDPT_FRACTIONAL_RESOLUTION )
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#define FIXEDPT_TO_TILE_NUM( n ) (FIXEDPT_TO_INT32( (n) ) / CELL_X_SIZE)
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#define FIXEDPT_TO_LOS_INDEX( n ) (CONVERT_WITHINTILE_TO_INDEX( FIXEDPT_TO_INT32( (n) ) % CELL_X_SIZE))
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// fixed-point arithmetic definitions end here
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#define OK_CHANCE_TO_GET_THROUGH 10
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enum CollisionEnums
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{
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COLLISION_NONE,
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COLLISION_GROUND,
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COLLISION_MERC,
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COLLISION_WINDOW_SOUTHEAST,
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COLLISION_WINDOW_SOUTHWEST,
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COLLISION_WINDOW_NORTHEAST,
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COLLISION_WINDOW_NORTHWEST,
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COLLISION_WINDOW_NORTH,
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COLLISION_WALL_SOUTHEAST,
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COLLISION_WALL_SOUTHWEST,
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COLLISION_WALL_NORTHEAST,
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COLLISION_WALL_NORTHWEST,
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COLLISION_STRUCTURE,
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COLLISION_ROOF,
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COLLISION_INTERIOR_ROOF,
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COLLISION_STRUCTURE_Z,
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COLLISION_WATER,
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} ;
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INT32 CheckForCollision( FLOAT dX, FLOAT dY, FLOAT dZ, FLOAT dDeltaX, FLOAT dDeltaY, FLOAT dDeltaZ, INT16 *pusStructureID, FLOAT *pdNormalX, FLOAT *pdNormalY, FLOAT *pdNormalZ );
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INT8 ChanceToGetThrough( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ );
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INT8 FireBulletGivenTarget( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, UINT16 usHandItem, INT16 sHitBy, BOOLEAN fBuckshot, BOOLEAN fFake );
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INT32 SoldierToSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubSightLimit, INT8 bAware );
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INT32 SoldierToLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, UINT8 ubSightLimit, INT8 bAware );
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INT32 SoldierTo3DLocationLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubSightLimit, INT8 bAware );
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INT32 SoldierToBodyPartLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, UINT8 ubAimLocation, UINT8 ubTileSightLimit, INT8 bAware );
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INT32 SoldierToVirtualSoldierLineOfSightTest( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bStance, UINT8 ubTileSightLimit, INT8 bAware );
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UINT8 SoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
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UINT8 SoldierToSoldierBodyPartChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubAimLocation );
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UINT8 AISoldierToSoldierChanceToGetThrough( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
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UINT8 AISoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel );
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UINT8 SoldierToLocationChanceToGetThrough( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, INT8 bLevel, INT8 bCubeLevel, UINT8 ubTargetID );
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INT32 SoldierToLocationVisibleDistance( SOLDIERTYPE * pStartSoldier, INT16 sGridNo, UINT8 ubTileSightLimit, INT8 bAware );
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INT16 SoldierToLocationWindowTest( SOLDIERTYPE * pStartSoldier, INT16 sEndGridNo );
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INT32 LocationToLocationLineOfSightTest( INT16 sStartGridNo, INT8 bStartLevel, INT16 sEndGridNo, INT8 bEndLevel, UINT8 ubTileSightLimit, INT8 bAware );
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BOOLEAN CalculateSoldierZPos( SOLDIERTYPE * pSoldier, UINT8 ubPosType, FLOAT * pdZPos );
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BOOLEAN SoldierToSoldierLineOfSightTimingTest( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier, UINT8 ubSightLimit, INT8 bAware );
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BOOLEAN TestFireBullet( SOLDIERTYPE * pStartSoldier, SOLDIERTYPE * pEndSoldier );
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void DoChrisTest( SOLDIERTYPE * pSoldier );
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#define HEIGHT_UNITS 256
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#define HEIGHT_UNITS_PER_INDEX (HEIGHT_UNITS / PROFILE_Z_SIZE)
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#define MAX_STRUCTURE_HEIGHT 50
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// 5.12 == HEIGHT_UNITS / MAX_STRUCTURE_HEIGHT
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#define CONVERT_PIXELS_TO_HEIGHTUNITS( n ) ((n) * HEIGHT_UNITS / MAX_STRUCTURE_HEIGHT)
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#define CONVERT_PIXELS_TO_INDEX( n ) ((n) * HEIGHT_UNITS / MAX_STRUCTURE_HEIGHT / HEIGHT_UNITS_PER_INDEX)
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#define CONVERT_HEIGHTUNITS_TO_INDEX( n ) ((n) / HEIGHT_UNITS_PER_INDEX)
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#define CONVERT_HEIGHTUNITS_TO_DISTANCE( n ) ((n) / (HEIGHT_UNITS / CELL_X_SIZE) )
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#define CONVERT_HEIGHTUNITS_TO_PIXELS( n ) ((n) * MAX_STRUCTURE_HEIGHT / HEIGHT_UNITS )
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#define CONVERT_WITHINTILE_TO_INDEX( n ) ((n) >> 1)
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#define CONVERT_INDEX_TO_WITHINTILE( n ) ((n) << 1)
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#define CONVERT_INDEX_TO_PIXELS( n ) ((n) * MAX_STRUCTURE_HEIGHT * HEIGHT_UNITS_PER_INDEX / HEIGHT_UNITS)
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#define TREE_SIGHT_REDUCTION 6
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#define NORMAL_TREES 10
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enum {
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LOS_POS,
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FIRING_POS,
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TARGET_POS,
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HEAD_TARGET_POS,
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TORSO_TARGET_POS,
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LEGS_TARGET_POS,
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HEIGHT
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};
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// 191 is 6' (structures of height 3)
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// 127 is 4' (structures of height 2)
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// 63 is 2' (structures of height 1)
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#define STANDING_HEIGHT 191.0f
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#define STANDING_LOS_POS 175.0f
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#define STANDING_FIRING_POS 175.0f
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#define STANDING_HEAD_TARGET_POS 175.0f
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#define STANDING_HEAD_BOTTOM_POS 159.0f
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#define STANDING_TORSO_TARGET_POS 127.0f
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#define STANDING_TORSO_BOTTOM_POS 95.0f
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#define STANDING_LEGS_TARGET_POS 47.0f
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#define STANDING_TARGET_POS STANDING_HEAD_TARGET_POS
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#define CROUCHED_HEIGHT 130.0f
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#define CROUCHED_LOS_POS 111.0f
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#define CROUCHED_FIRING_POS 111.0f
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#define CROUCHED_HEAD_TARGET_POS 111.0f
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#define CROUCHED_HEAD_BOTTOM_POS 95.0f
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#define CROUCHED_TORSO_TARGET_POS 71.0f
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#define CROUCHED_TORSO_BOTTOM_POS 47.0f
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#define CROUCHED_LEGS_TARGET_POS 31.0f
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#define CROUCHED_TARGET_POS CROUCHED_HEAD_TARGET_POS
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#define PRONE_HEIGHT 63.0f
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#define PRONE_LOS_POS 31.0f
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#define PRONE_FIRING_POS 31.0f
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#define PRONE_TORSO_TARGET_POS 31.0f
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#define PRONE_HEAD_TARGET_POS 31.0f
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#define PRONE_LEGS_TARGET_POS 31.0f
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#define PRONE_TARGET_POS PRONE_HEAD_TARGET_POS
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#define WALL_HEIGHT_UNITS HEIGHT_UNITS
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#define WINDOW_BOTTOM_HEIGHT_UNITS 87
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#define WINDOW_TOP_HEIGHT_UNITS 220
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#define CLOSE_TO_FIRER 25
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#define VERY_CLOSE_TO_FIRER 21
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#ifdef LOS_DEBUG
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typedef struct LOSResults
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{
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BOOLEAN fLOSTestPerformed;
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BOOLEAN fLOSClear;
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BOOLEAN fOutOfRange;
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INT32 iDistance;
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INT32 iMaxDistance;
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UINT8 ubTreeSpotsHit;
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INT32 iStartX;
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INT32 iStartY;
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INT32 iStartZ;
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INT32 iEndX;
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INT32 iEndY;
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INT32 iEndZ;
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INT32 iStoppedX;
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INT32 iStoppedY;
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INT32 iStoppedZ;
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INT32 iCurrCubesZ;
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UINT8 ubChanceToGetThrough;
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} LOSResults;
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extern LOSResults gLOSTestResults;
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#endif
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void MoveBullet( INT32 iBullet );
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//BOOLEAN FireBullet2( SOLDIERTYPE * pFirer, FLOAT dEndX, FLOAT dEndY, FLOAT dEndZ, INT16 sHitBy );
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#endif |