Files
source/TileEngine/Isometric Utils.h
T
Overhaul 7a27e7105d New attack busy system
Added missing #includes

Added LUA scripting and console

Changed the way tracers are visualized, so they work more like real tracers instead of a light fountain

Fixed signedness of many grid variables used in GetMouseMapPos calls

Fixed enemy weapon choosing:  Sometimes a mortar is chosen but later rejected, but the grenade class was not reset.  Caused assertion failure

Added checks so enemies don't try to chuck RPG grenades with their hands

Now possible to shoot a someone in the head if he's in water

Fixed InitSightArrays to also clear soldier interrupt duel points.  This was causing an assertion failure elsewhere in the code because the interrupt list still had soldiers on it sometimes when this function was called.

Soldiers are much less willing to forfeit their turn over an attempt to use more APs than they have

Removed early setting of muzzle flash.  This would allow enemies to get an interrupt before you even fired.

Fixed item dropping by AI.  If AI tried to drop something while standing it would cause deadlock

Change to greatly speed up closing the sector inventory window in an unloaded sector

Added conditional compile flag to always give robot weapon ready advantage, even for 360 degree sighting


Check builddefines.h for the conditional flags.  Of greatest interest might be LUA_CONSOLE.  This will cause the game to bring up a command console when run.  However this console is severely lacking in many areas.  If anybody knows of an open-source terminal/console that could be used instead, it would be appreciated.  The existing console does bad things when you try to close it, and since it counts as a separate app, it pauses the game while it has focus.

LUA scripting is very limited, basically just proof of concept.  There is one global variable, the Soldiers array.  An array index gives you the soldier in that slot in the currently loaded sector.  The soldier has a few things that can be accessed:  name (short name); fullname (long name); grid (current grid #, can be changed); walkto(grid) (function to walk to another grid); runto(grid) (function to run to another grid)


git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@924 3b4a5df2-a311-0410-b5c6-a8a6f20db521
2007-06-09 09:01:04 +00:00

115 lines
4.8 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)
#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( r, c ) ( (INT16) ( r / CELL_X_SIZE ) ) * WORLD_COLS + ( (INT16) ( c / 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(INT16 sDirection);
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( UINT16 *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( UINT16 usMapPos, 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;
#endif