Files
source/TileEngine/Isometric Utils.h
T
AsdowandGitHub b8a870df02 Reduce code duplication (#233)
* Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY

* Add direction utility function

We have a lot of places in the code that calculate direction based on center cell coordinates, but lack a utility function for it similar to other direction methods.

* Use utility function for calculating direction

* Use ConvertGridNoToCenterCellXY

* Use utility function for direction

* Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY

* Use ConvertGridNoToCenterCellXY instead of CenterX & CenterY

* Remove CenterX & CenterY functions

Use ConvertGridNoToCenterCellXY instead

* Remove CenterX & CenterY calls from UB configuration

* Address review feedback

* Remove duplicate function

ConvertGridNoToCenterCellXY and ConvertMapPosToWorldTileCenter do the exact same thing

* Use PythSpacesAway instead of GetRangeFromGridNoDiff

Both functions calculate the same thing

* Remove GetRangeFromGridNoDiff

* Remove calls to abs()

The values end up being squared anyways making these unnecessary
2023-10-07 15:14:15 +03:00

152 lines
7.0 KiB
C++

#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)
//SB: NOWHERE must be constant
//#define NOWHERE (GRIDSIZE + 1) //Lalien: old definition, replaced with -1
//#define NOWHERE MAXLONG
#define NOWHERE -1
//#define NO_MAP_POS NOWHERE //Lalien: replaced with NOWHERE
#define MAX_MAP_POS (GRIDSIZE) //MAX_MAP_POS will be used only to track the changes made for the big map project, should be replaced with GRIDSIZE later
//#define MAPWIDTH (WORLD_COLS) //Lalien: replaced with WORLD_COLS
//#define MAPHEIGHT (WORLD_ROWS) //Lalien: replaced with WORLD_ROWS
//#define MAPLENGTH (MAPHEIGHT*MAPWIDTH) //Lalien: replaced with WORLD_MAX
#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 ];
UINT8 DirectionIfTurnedClockwise(UINT8 facing, UINT8 times);
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) ) ? ( 0xFFFFFFFF ) : ( (INT32)(r) * WORLD_COLS + (c) ) )
#define GETWORLDINDEXFROMWORLDCOORDS( y, x ) ( (INT32) ( x / CELL_X_SIZE ) ) + WORLD_COLS * ( (INT32) ( y / CELL_Y_SIZE ) )
void ConvertDirectionToVectorInXY(UINT8 ubDirection, INT16* sXDir, INT16* sYDir);
void ConvertGridNoToXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos );
void ConvertGridNoToCellXY( INT32 sGridNo, INT16 *sXPos, INT16 *sYPos );
void ConvertGridNoToCenterCellXY( const INT32 sGridNo, INT16 *sXPos, INT16 *sYPos );
// GRID NO MANIPULATION FUNCTIONS
INT32 NewGridNo(INT32 sGridNo, INT16 sDirInc);
INT16 DirectionInc(UINT8 ubDirection);
INT32 OutOfBounds(INT32 sGridNo, INT32 sProposedGridNo);
//Lalien: This function should be used to check if the tile is not inside map array,
// it will return FALSE if the tile index is NOWHERE (-1) too.
// If the tile index has some special meaning ("-1" = does not exist) the check for NOWHERE should be used
//
// tazpn: inline this routine due to high call count
#define TileIsOutOfBounds(sGridNo) (( (sGridNo < 0) || (sGridNo >= MAX_MAP_POS) ) ? TRUE : FALSE)
// Functions
BOOLEAN GetMouseCell( INT32 *piMouseMapPos );
BOOLEAN GetMouseXY( INT16 *psMouseX, INT16 *psMouseY );
BOOLEAN GetMouseWorldCoords( INT16 *psMouseX, INT16 *psMouseY );
BOOLEAN GetMouseMapPos( INT32 *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, INT32 *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( INT32 sGridNo );
BOOLEAN GridNoOnVisibleWorldTileGivenYLimits( INT32 sGridNo );
BOOLEAN GridNoOnEdgeOfMap( INT32 sGridNo, INT8 * pbDirection );
BOOLEAN CellXYToScreenXY(INT16 sCellX, INT16 sCellY, INT16 *sScreenX, INT16 *sScreenY);
INT32 GetRangeInCellCoordsFromGridNoDiff( INT32 sGridNo1, INT32 sGridNo2 );
BOOLEAN IsPointInScreenRect( INT16 sXPos, INT16 sYPos, SGPRect *pRect );
BOOLEAN IsPointInScreenRectWithRelative( INT16 sXPos, INT16 sYPos, SGPRect *pRect, INT16 *sXRel, INT16 *sRelY );
INT16 PythSpacesAway(INT32 sOrigin, INT32 sDest);
INT16 SpacesAway(INT32 sOrigin, INT32 sDest);
INT16 CardinalSpacesAway(INT32 sOrigin, INT32 sDest);
INT8 FindNumTurnsBetweenDirs( INT8 sDir1, INT8 sDir2 );
BOOLEAN FindHeigherLevel( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection );
BOOLEAN FindLowerLevel( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection );
INT16 QuickestDirection(INT16 origin, INT16 dest);
INT16 ExtQuickestDirection(INT16 origin, INT16 dest);
INT16 MapX( INT32 sGridNo );
INT16 MapY( INT32 sGridNo );
BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection );
//Simply chooses a random gridno within valid boundaries (for dropping things in unloaded sectors)
INT32 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:
// WANNE - BMP: DONE!
//typedef GridNode MapXY_t[WORLD_MAX];
typedef GridNode MapXY_t[MAX_ALLOWED_WORLD_MAX];
static MapXY_t MapXY;
INT16 x;
INT16 y;
static MapXY_t *initGridNodes() { for (INT32 i=0; i<WORLD_MAX; i++){ConvertGridNoToXY(i, &MapXY[i].x, &MapXY[i].y); } return &MapXY; };
};
//Legion by JAzz
BOOLEAN FindHeigherLevelOkno( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection );
BOOLEAN FindWallJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection );
BOOLEAN FindLowerLevelWall( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection );
BOOLEAN FindWindowJumpDirection( SOLDIERTYPE *pSoldier, INT32 sGridNo, INT8 bStartingDir, INT8 *pbDirection );
// Flugente: is this gridno near a player merc?
BOOLEAN GridNoNearPlayerMercs( INT32 sGridNo, INT16 sRadius );
#endif