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git-svn-id: https://ja2svn.mooo.com/source/ja2/trunk/GameSource/ja2_v1.13/Build@1871 3b4a5df2-a311-0410-b5c6-a8a6f20db521
135 lines
5.6 KiB
C++
135 lines
5.6 KiB
C++
#ifndef __ISOMETRIC_UTILSH
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#define __ISOMETRIC_UTILSH
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#include "worlddef.h"
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//DEFINES
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#define MAXCOL WORLD_COLS
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#define MAXROW WORLD_ROWS
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#define GRIDSIZE (MAXCOL * MAXROW)
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#define RIGHTMOSTGRID (MAXCOL - 1)
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#define LASTROWSTART (GRIDSIZE - MAXCOL)
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#define NOWHERE (GRIDSIZE + 1)
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//#define NO_MAP_POS NOWHERE
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#define MAPWIDTH (WORLD_COLS)
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#define MAPHEIGHT (WORLD_ROWS)
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#define MAPLENGTH (MAPHEIGHT*MAPWIDTH)
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#define ADJUST_Y_FOR_HEIGHT( pos, y ) ( y -= gpWorldLevelData[ pos ].sHeight )
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extern UINT8 gOppositeDirection[ NUM_WORLD_DIRECTIONS ];
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extern UINT8 gTwoCCDirection[ NUM_WORLD_DIRECTIONS ];
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extern UINT8 gTwoCDirection[ NUM_WORLD_DIRECTIONS ];
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extern UINT8 gOneCDirection[ NUM_WORLD_DIRECTIONS ];
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extern UINT8 gOneCCDirection[ NUM_WORLD_DIRECTIONS ];
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extern UINT8 gPurpendicularDirection[ NUM_WORLD_DIRECTIONS ][ NUM_WORLD_DIRECTIONS ];
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// Macros
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// |Check for map bounds------------------------------------------| |Invalid-| |Valid-------------------|
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#define MAPROWCOLTOPOS( r, c ) ( ( (r < 0) || (r >= WORLD_ROWS) || (c < 0) || (c >= WORLD_COLS) ) ? ( 0xffff ) : ( (r) * WORLD_COLS + (c) ) )
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#define GETWORLDINDEXFROMWORLDCOORDS( y, x ) ( (INT16) ( x / CELL_X_SIZE ) ) + WORLD_COLS * ( (INT16) ( y / CELL_Y_SIZE ) )
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void ConvertGridNoToXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos );
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void ConvertGridNoToCellXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos );
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void ConvertGridNoToCenterCellXY( INT16 sGridNo, INT16 *sXPos, INT16 *sYPos );
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// GRID NO MANIPULATION FUNCTIONS
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INT16 NewGridNo(INT16 sGridno, INT16 sDirInc);
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INT16 DirectionInc(UINT8 ubDirection);
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INT32 OutOfBounds(INT16 sGridno, INT16 sProposedGridno);
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// Functions
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BOOLEAN GetMouseCell( INT32 *piMouseMapPos );
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BOOLEAN GetMouseXY( INT16 *psMouseX, INT16 *psMouseY );
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BOOLEAN GetMouseWorldCoords( INT16 *psMouseX, INT16 *psMouseY );
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BOOLEAN GetMouseMapPos( INT16 *psMapPos );
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BOOLEAN GetMouseWorldCoordsInCenter( INT16 *psMouseX, INT16 *psMouseY );
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BOOLEAN GetMouseXYWithRemainder( INT16 *psMouseX, INT16 *psMouseY, INT16 *psCellX, INT16 *psCellY );
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void GetScreenXYWorldCoords( INT16 sScreenX, INT16 sScreenY, INT16 *pWorldX, INT16 *psWorldY );
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void GetScreenXYWorldCell( INT16 sScreenX, INT16 sScreenY, INT16 *psWorldCellX, INT16 *psWorldCellY );
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void GetScreenXYGridNo( INT16 sScreenX, INT16 sScreenY, INT16 *psMapPos );
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void GetWorldXYAbsoluteScreenXY( INT32 sWorldCellX, INT32 sWorldCellY, INT16 *psWorldScreenX, INT16 *psWorldScreenY );
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void GetFromAbsoluteScreenXYWorldXY( INT32 *psWorldCellX, INT32* psWorldCellY, INT16 sWorldScreenX, INT16 sWorldScreenY );
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void FromCellToScreenCoordinates( INT16 sCellX, INT16 sCellY, INT16 *psScreenX, INT16 *psScreenY );
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void FromScreenToCellCoordinates( INT16 sScreenX, INT16 sScreenY, INT16 *psCellX, INT16 *psCellY );
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// Higher resolution convertion functions
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void FloatFromCellToScreenCoordinates( FLOAT dCellX, FLOAT dCellY, FLOAT *pdScreenX, FLOAT *pdScreenY );
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void FloatFromScreenToCellCoordinates( FLOAT dScreenX, FLOAT dScreenY, FLOAT *pdCellX, FLOAT *pdCellY );
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BOOLEAN GridNoOnVisibleWorldTile( INT16 sGridNo );
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BOOLEAN GridNoOnVisibleWorldTileGivenYLimits( INT16 sGridNo );
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BOOLEAN GridNoOnEdgeOfMap( INT16 sGridNo, INT8 * pbDirection );
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BOOLEAN ConvertMapPosToWorldTileCenter( INT16 sMapPos, INT16 *psXPos, INT16 *psYPos );
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BOOLEAN CellXYToScreenXY(INT16 sCellX, INT16 sCellY, INT16 *sScreenX, INT16 *sScreenY);
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INT32 GetRangeFromGridNoDiff( INT16 sGridNo1, INT16 sGridNo2 );
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INT32 GetRangeInCellCoordsFromGridNoDiff( INT16 sGridNo1, INT16 sGridNo2 );
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BOOLEAN IsPointInScreenRect( INT16 sXPos, INT16 sYPos, SGPRect *pRect );
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BOOLEAN IsPointInScreenRectWithRelative( INT16 sXPos, INT16 sYPos, SGPRect *pRect, INT16 *sXRel, INT16 *sRelY );
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INT16 PythSpacesAway(INT16 sOrigin, INT16 sDest);
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INT16 SpacesAway(INT16 sOrigin, INT16 sDest);
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INT16 CardinalSpacesAway(INT16 sOrigin, INT16 sDest);
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INT8 FindNumTurnsBetweenDirs( INT8 sDir1, INT8 sDir2 );
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BOOLEAN FindHeigherLevel( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, INT8 *pbDirection );
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BOOLEAN FindLowerLevel( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, INT8 *pbDirection );
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INT16 QuickestDirection(INT16 origin, INT16 dest);
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INT16 ExtQuickestDirection(INT16 origin, INT16 dest);
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// Returns the (center ) cell coordinates in X
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INT16 CenterX( INT16 sGridno );
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// Returns the (center ) cell coordinates in Y
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INT16 CenterY( INT16 sGridno );
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INT16 MapX( INT16 sGridNo );
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INT16 MapY( INT16 sGridNo );
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BOOLEAN FindFenceJumpDirection( SOLDIERTYPE *pSoldier, INT16 sGridNo, INT8 bStartingDir, INT8 *pbDirection );
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//Simply chooses a random gridno within valid boundaries (for dropping things in unloaded sectors)
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INT16 RandomGridNo();
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extern UINT32 guiForceRefreshMousePositionCalculation;
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//ADB I'm tired of seeing a 5 digit number when looking at something's gridno.
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//I need to see an x and y. I created this class for the AStar,
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//but moved it here as you can convert a regular INT16 gridno to a GridNode then print it out for debugging.
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//Don't switch between the 2 types too often, IntToGridNode is especially slow
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//0verhaul: It's not good to give the computer extra work just for readability's sake. So this should be a
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//good compromise. Possibly even more useful. Just add a watch variable for GridNode.MapXY[ mygridvar ] and
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//see its X,Y in the watch window.
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class GridNode
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{
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public:
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typedef GridNode MapXY_t[WORLD_MAX];
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static MapXY_t MapXY;
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INT16 x;
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INT16 y;
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static MapXY_t *initGridNodes() { for (INT16 i=0; i<WORLD_MAX; i++){ConvertGridNoToXY(i, &MapXY[i].x, &MapXY[i].y); } return &MapXY; };
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};
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#endif |