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- #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
- {
- 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,
- } CollisionEnums;
- 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
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