Files
source/Tactical/LOS.h
T

172 lines
6.4 KiB
C

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