Soldier Find.c 25 KB

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  1. #ifdef PRECOMPILEDHEADERS
  2. #include "Tactical All.h"
  3. #else
  4. #include <stdio.h>
  5. #include <string.h>
  6. #include "wcheck.h"
  7. #include "stdlib.h"
  8. #include "debug.h"
  9. #include "math.h"
  10. #include "worlddef.h"
  11. #include "worldman.h"
  12. #include "renderworld.h"
  13. #include "Assignments.h"
  14. #include "Soldier Control.h"
  15. #include "Animation Control.h"
  16. #include "Animation Data.h"
  17. #include "Isometric Utils.h"
  18. #include "Event Pump.h"
  19. #include "Timer Control.h"
  20. #include "Render Fun.h"
  21. #include "Render Dirty.h"
  22. #include "mousesystem.h"
  23. #include "interface.h"
  24. #include "sysutil.h"
  25. #include "FileMan.h"
  26. #include "points.h"
  27. #include "Random.h"
  28. #include "ai.h"
  29. #include "Interactive Tiles.h"
  30. #include "soldier ani.h"
  31. #include "english.h"
  32. #include "overhead.h"
  33. #include "opplist.h"
  34. #include "Sound Control.h"
  35. #include "Font Control.h"
  36. #include "lighting.h"
  37. #include "pathai.h"
  38. #include "screenids.h"
  39. #include "interface cursors.h"
  40. #include "weapons.h"
  41. #include "lighting.h"
  42. #include "Handle UI Plan.h"
  43. #include "structure.h"
  44. #include "interface panels.h"
  45. #include "message.h"
  46. #include "items.h"
  47. #include "Soldier Profile.h"
  48. #include "fov.h"
  49. #include "Soldier macros.h"
  50. #include "EditorMercs.h"
  51. #include "soldier tile.h"
  52. #include "soldier find.h"
  53. #endif
  54. BOOLEAN IsGridNoInScreenRect( INT16 sGridNo, SGPRect *pRect );
  55. BOOLEAN IsPointInScreenRect( INT16 sXPos, INT16 sYPos, SGPRect *pRect );
  56. void GetSoldierScreenRect( SOLDIERTYPE *pSoldier, SGPRect *pRect );
  57. // This value is used to keep a small static array of uBID's which are stacked
  58. #define MAX_STACKED_MERCS 10
  59. UINT32 gScrollSlideInertiaDirection[ NUM_WORLD_DIRECTIONS ] =
  60. {
  61. 3,
  62. 0,
  63. 0,
  64. 0,
  65. 0,
  66. 0,
  67. 3,
  68. 3,
  69. };
  70. // Struct used for cycling through multiple mercs per mouse position
  71. typedef struct
  72. {
  73. INT8 bNum;
  74. UINT8 ubIDs[ MAX_STACKED_MERCS ];
  75. INT8 bCur;
  76. BOOLEAN fUseGridNo;
  77. UINT16 sUseGridNoGridNo;
  78. } SOLDIER_STACK_TYPE;
  79. SOLDIER_STACK_TYPE gSoldierStack;
  80. BOOLEAN gfHandleStack = FALSE;
  81. extern BOOLEAN gUIActionModeChangeDueToMouseOver;
  82. extern UINT32 guiUITargetSoldierId;
  83. BOOLEAN FindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags )
  84. {
  85. INT16 sMapPos;
  86. *pMercFlags = 0;
  87. if ( GetMouseMapPos( &sMapPos ) )
  88. {
  89. if ( FindSoldier( sMapPos, pusSoldierIndex, pMercFlags ,FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) ) )
  90. {
  91. return( TRUE );
  92. }
  93. }
  94. return( FALSE );
  95. }
  96. BOOLEAN SelectiveFindSoldierFromMouse( UINT16 *pusSoldierIndex, UINT32 *pMercFlags )
  97. {
  98. INT16 sMapPos;
  99. *pMercFlags = 0;
  100. if ( GetMouseMapPos( &sMapPos ) )
  101. {
  102. if ( FindSoldier( sMapPos, pusSoldierIndex, pMercFlags , FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) ) )
  103. {
  104. return( TRUE );
  105. }
  106. }
  107. return( FALSE );
  108. }
  109. UINT32 GetSoldierFindFlags( UINT16 ubID )
  110. {
  111. UINT32 MercFlags = 0;
  112. SOLDIERTYPE *pSoldier;
  113. // Get pSoldier!
  114. pSoldier = MercPtrs[ ubID ];
  115. // FInd out and set flags
  116. if ( ubID == gusSelectedSoldier )
  117. {
  118. MercFlags |= SELECTED_MERC;
  119. }
  120. if ( ubID >= gTacticalStatus.Team[ gbPlayerNum ].bFirstID && ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID )
  121. {
  122. if ( ( pSoldier->uiStatusFlags & SOLDIER_VEHICLE ) && !GetNumberInVehicle( pSoldier->bVehicleID ) )
  123. {
  124. // Don't do anything!
  125. }
  126. else
  127. {
  128. // It's our own merc
  129. MercFlags |= OWNED_MERC;
  130. if ( pSoldier->bAssignment < ON_DUTY )
  131. {
  132. MercFlags |= ONDUTY_MERC;
  133. }
  134. }
  135. }
  136. else
  137. {
  138. // Check the side, etc
  139. if ( !pSoldier->bNeutral && (pSoldier->bSide != gbPlayerNum ) )
  140. {
  141. // It's an enemy merc
  142. MercFlags |= ENEMY_MERC;
  143. }
  144. else
  145. {
  146. // It's not an enemy merc
  147. MercFlags |= NEUTRAL_MERC;
  148. }
  149. }
  150. // Check for a guy who does not have an iterrupt ( when applicable! )
  151. if ( !OK_INTERRUPT_MERC( pSoldier ) )
  152. {
  153. MercFlags |= NOINTERRUPT_MERC;
  154. }
  155. if ( pSoldier->bLife < OKLIFE )
  156. {
  157. MercFlags |= UNCONSCIOUS_MERC;
  158. }
  159. if ( pSoldier->bLife == 0 )
  160. {
  161. MercFlags |= DEAD_MERC;
  162. }
  163. if ( pSoldier->bVisible != -1 || (gTacticalStatus.uiFlags&SHOW_ALL_MERCS) )
  164. {
  165. MercFlags |= VISIBLE_MERC;
  166. }
  167. return( MercFlags );
  168. }
  169. extern BOOLEAN CheckVideoObjectScreenCoordinateInData( HVOBJECT hSrcVObject, UINT16 usIndex, INT32 iTextX, INT32 iTestY );
  170. // THIS FUNCTION IS CALLED FAIRLY REGULARLY
  171. BOOLEAN FindSoldier( INT16 sGridNo, UINT16 *pusSoldierIndex, UINT32 *pMercFlags, UINT32 uiFlags )
  172. {
  173. UINT32 cnt;
  174. SOLDIERTYPE *pSoldier;
  175. SGPRect aRect;
  176. BOOLEAN fSoldierFound = FALSE;
  177. INT16 sXMapPos, sYMapPos, sScreenX, sScreenY;
  178. INT16 sMaxScreenMercY, sHeighestMercScreenY = -32000;
  179. BOOLEAN fDoFull;
  180. UINT8 ubBestMerc = NOBODY;
  181. UINT16 usAnimSurface;
  182. INT32 iMercScreenX, iMercScreenY;
  183. BOOLEAN fInScreenRect = FALSE;
  184. BOOLEAN fInGridNo = FALSE;
  185. *pusSoldierIndex = NOBODY;
  186. *pMercFlags = 0;
  187. if ( _KeyDown( SHIFT ) )
  188. {
  189. uiFlags = FIND_SOLDIER_GRIDNO;
  190. }
  191. // Set some values
  192. if ( uiFlags & FIND_SOLDIER_BEGINSTACK )
  193. {
  194. gSoldierStack.bNum = 0;
  195. gSoldierStack.fUseGridNo = FALSE;
  196. }
  197. // Loop through all mercs and make go
  198. for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
  199. {
  200. pSoldier = MercSlots[ cnt ];
  201. fInScreenRect = FALSE;
  202. fInGridNo = FALSE;
  203. if ( pSoldier != NULL )
  204. {
  205. if ( pSoldier->bActive && !( pSoldier->uiStatusFlags & SOLDIER_DEAD ) && ( pSoldier->bVisible != -1 || (gTacticalStatus.uiFlags&SHOW_ALL_MERCS) ) )
  206. {
  207. // OK, ignore if we are a passenger...
  208. if ( pSoldier->uiStatusFlags & ( SOLDIER_PASSENGER | SOLDIER_DRIVER ) )
  209. {
  210. continue;
  211. }
  212. // If we want same level, skip if buggy's not on the same level!
  213. if ( uiFlags & FIND_SOLDIER_SAMELEVEL )
  214. {
  215. if ( pSoldier->bLevel != (UINT8)( uiFlags >> 16 ) )
  216. {
  217. continue;
  218. }
  219. }
  220. // If we are selective.... do our own guys FULL and other with gridno!
  221. // First look for owned soldiers, by way of the full method
  222. if ( uiFlags & FIND_SOLDIER_GRIDNO )
  223. {
  224. fDoFull = FALSE;
  225. }
  226. else if ( uiFlags & FIND_SOLDIER_SELECTIVE )
  227. {
  228. if ( pSoldier->ubID >= gTacticalStatus.Team[ gbPlayerNum ].bFirstID && pSoldier->ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID )
  229. {
  230. fDoFull = TRUE;
  231. }
  232. else
  233. {
  234. fDoFull = FALSE;
  235. }
  236. }
  237. else
  238. {
  239. fDoFull = TRUE;
  240. }
  241. if ( fDoFull )
  242. {
  243. // Get Rect contained in the soldier
  244. GetSoldierScreenRect( pSoldier, &aRect );
  245. // Get XY From gridno
  246. ConvertGridNoToXY( sGridNo, &sXMapPos, &sYMapPos );
  247. // Get screen XY pos from map XY
  248. // Be carefull to convert to cell cords
  249. //CellXYToScreenXY( (INT16)((sXMapPos*CELL_X_SIZE)), (INT16)((sYMapPos*CELL_Y_SIZE)), &sScreenX, &sScreenY);
  250. // Set mouse stuff
  251. sScreenX = gusMouseXPos;
  252. sScreenY = gusMouseYPos;
  253. if ( IsPointInScreenRect( sScreenX, sScreenY, &aRect ) )
  254. {
  255. fInScreenRect = TRUE;
  256. }
  257. if ( pSoldier->sGridNo == sGridNo )
  258. {
  259. fInGridNo = TRUE;
  260. }
  261. // ATE: If we are an enemy....
  262. if ( !gGameSettings.fOptions[ TOPTION_SMART_CURSOR ] )
  263. {
  264. if ( pSoldier->ubID >= gTacticalStatus.Team[ gbPlayerNum ].bFirstID && pSoldier->ubID <= gTacticalStatus.Team[ gbPlayerNum ].bLastID )
  265. {
  266. // ATE: NOT if we are in action or comfirm action mode
  267. if ( gCurrentUIMode != ACTION_MODE && gCurrentUIMode != CONFIRM_ACTION_MODE || gUIActionModeChangeDueToMouseOver )
  268. {
  269. fInScreenRect = FALSE;
  270. }
  271. }
  272. }
  273. // ATE: Refine this further....
  274. // Check if this is the selected guy....
  275. if ( pSoldier->ubID == gusSelectedSoldier )
  276. {
  277. // Are we in action mode...
  278. if ( gCurrentUIMode == ACTION_MODE || gCurrentUIMode == CONFIRM_ACTION_MODE )
  279. {
  280. // Are we in medic mode?
  281. if ( GetActionModeCursor( pSoldier ) != AIDCURS )
  282. {
  283. fInScreenRect = FALSE;
  284. fInGridNo = FALSE;
  285. }
  286. }
  287. }
  288. // Make sure we are always on guy if we are on same gridno
  289. if ( fInScreenRect || fInGridNo )
  290. {
  291. // Check if we are a vehicle and refine if so....
  292. if ( pSoldier->uiStatusFlags & SOLDIER_VEHICLE )
  293. {
  294. usAnimSurface = GetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
  295. if ( usAnimSurface != INVALID_ANIMATION_SURFACE )
  296. {
  297. iMercScreenX = (INT32)( sScreenX - aRect.iLeft );
  298. iMercScreenY = (INT32)( -1 * ( sScreenY - aRect.iBottom ) );
  299. if ( !CheckVideoObjectScreenCoordinateInData( gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject, pSoldier->usAniFrame, iMercScreenX, iMercScreenY ) )
  300. {
  301. continue;
  302. }
  303. }
  304. }
  305. // If thgis is from a gridno, use mouse pos!
  306. if ( pSoldier->sGridNo == sGridNo )
  307. {
  308. }
  309. // Only break here if we're not creating a stack of these fellas
  310. if ( uiFlags & FIND_SOLDIER_BEGINSTACK )
  311. {
  312. gfHandleStack = TRUE;
  313. // Add this one!
  314. gSoldierStack.ubIDs[ gSoldierStack.bNum ] = pSoldier->ubID;
  315. gSoldierStack.bNum++;
  316. // Determine if it's the current
  317. if ( aRect.iBottom > sHeighestMercScreenY )
  318. {
  319. sMaxScreenMercY = (UINT16)aRect.iBottom;
  320. sHeighestMercScreenY = sMaxScreenMercY;
  321. gSoldierStack.bCur = gSoldierStack.bNum - 1;
  322. }
  323. }
  324. //Are we handling a stack right now?
  325. else if ( gfHandleStack )
  326. {
  327. // Are we the selected stack?
  328. if ( gSoldierStack.fUseGridNo )
  329. {
  330. fSoldierFound = FALSE;
  331. break;
  332. }
  333. else if ( gSoldierStack.ubIDs[ gSoldierStack.bCur ] == pSoldier->ubID )
  334. {
  335. // Set it!
  336. ubBestMerc = pSoldier->ubID;
  337. fSoldierFound = TRUE;
  338. break;
  339. }
  340. }
  341. else
  342. {
  343. // Determine if it's the best one
  344. if ( aRect.iBottom > sHeighestMercScreenY )
  345. {
  346. sMaxScreenMercY = (UINT16)aRect.iBottom;
  347. sHeighestMercScreenY = sMaxScreenMercY;
  348. // Set it!
  349. ubBestMerc = pSoldier->ubID;
  350. }
  351. fSoldierFound = TRUE;
  352. // Don't break here, find the rest!
  353. }
  354. }
  355. }
  356. else
  357. {
  358. //Otherwise, look for a bad guy by way of gridno]
  359. // Selective means don't give out enemy mercs if they are not visible
  360. ///&& !NewOKDestination( pSoldier, sGridNo, TRUE, (INT8)gsInterfaceLevel )
  361. if ( pSoldier->sGridNo == sGridNo && !NewOKDestination( pSoldier, sGridNo, TRUE, (INT8)gsInterfaceLevel ) )
  362. {
  363. // Set it!
  364. ubBestMerc = pSoldier->ubID;
  365. fSoldierFound = TRUE;
  366. break;
  367. }
  368. }
  369. }
  370. }
  371. }
  372. if ( fSoldierFound && ubBestMerc != NOBODY )
  373. {
  374. *pusSoldierIndex = (UINT16)ubBestMerc;
  375. (*pMercFlags) = GetSoldierFindFlags( ubBestMerc );
  376. return( TRUE );
  377. }
  378. else
  379. {
  380. // If we were handling a stack, and we have not found anybody, end
  381. if ( gfHandleStack && !( uiFlags & ( FIND_SOLDIER_BEGINSTACK | FIND_SOLDIER_SELECTIVE ) ) )
  382. {
  383. if ( gSoldierStack.fUseGridNo )
  384. {
  385. if ( gSoldierStack.sUseGridNoGridNo != sGridNo )
  386. {
  387. gfHandleStack = FALSE;
  388. }
  389. }
  390. else
  391. {
  392. gfHandleStack = FALSE;
  393. }
  394. }
  395. }
  396. return( FALSE );
  397. }
  398. BOOLEAN CycleSoldierFindStack( UINT16 usMapPos )
  399. {
  400. UINT16 usSoldierIndex;
  401. UINT32 uiMercFlags;
  402. // Have we initalized for this yet?
  403. if ( !gfHandleStack )
  404. {
  405. if ( FindSoldier( usMapPos, &usSoldierIndex, &uiMercFlags , FINDSOLDIERSAMELEVEL( gsInterfaceLevel ) | FIND_SOLDIER_BEGINSTACK ) )
  406. {
  407. gfHandleStack = TRUE;
  408. }
  409. }
  410. if ( gfHandleStack )
  411. {
  412. // we are cycling now?
  413. if ( !gSoldierStack.fUseGridNo )
  414. {
  415. gSoldierStack.bCur++;
  416. }
  417. gfUIForceReExamineCursorData = TRUE;
  418. if ( gSoldierStack.bCur == gSoldierStack.bNum )
  419. {
  420. if ( !gSoldierStack.fUseGridNo )
  421. {
  422. gSoldierStack.fUseGridNo = TRUE;
  423. gUIActionModeChangeDueToMouseOver = FALSE;
  424. gSoldierStack.sUseGridNoGridNo = usMapPos;
  425. }
  426. else
  427. {
  428. gSoldierStack.bCur = 0;
  429. gSoldierStack.fUseGridNo = FALSE;
  430. }
  431. }
  432. if ( !gSoldierStack.fUseGridNo )
  433. {
  434. gusUIFullTargetID = gSoldierStack.ubIDs[ gSoldierStack.bCur ];
  435. guiUIFullTargetFlags = GetSoldierFindFlags( gusUIFullTargetID );
  436. guiUITargetSoldierId = gusUIFullTargetID;
  437. gfUIFullTargetFound = TRUE;
  438. }
  439. else
  440. {
  441. gfUIFullTargetFound = FALSE;
  442. }
  443. }
  444. // Return if we are in the cycle mode now...
  445. return( gfHandleStack );
  446. }
  447. SOLDIERTYPE * SimpleFindSoldier( INT16 sGridNo, INT8 bLevel )
  448. {
  449. UINT8 ubID;
  450. ubID = WhoIsThere2( sGridNo, bLevel );
  451. if ( ubID == NOBODY )
  452. {
  453. return( NULL );
  454. }
  455. else
  456. {
  457. return( MercPtrs[ ubID ] );
  458. }
  459. }
  460. BOOLEAN IsValidTargetMerc( UINT8 ubSoldierID )
  461. {
  462. SOLDIERTYPE *pSoldier = MercPtrs[ ubSoldierID ];
  463. // CHECK IF ACTIVE!
  464. if ( !pSoldier->bActive )
  465. {
  466. return( FALSE );
  467. }
  468. // CHECK IF DEAD
  469. if( pSoldier->bLife == 0 )
  470. {
  471. //return( FALSE );
  472. }
  473. // IF BAD GUY - CHECK VISIVILITY
  474. if ( pSoldier->bTeam != gbPlayerNum )
  475. {
  476. if ( pSoldier->bVisible == -1 && !(gTacticalStatus.uiFlags&SHOW_ALL_MERCS) )
  477. {
  478. return( FALSE );
  479. }
  480. }
  481. return( TRUE );
  482. }
  483. BOOLEAN IsGridNoInScreenRect( INT16 sGridNo, SGPRect *pRect )
  484. {
  485. INT32 iXTrav, iYTrav;
  486. INT16 sMapPos;
  487. // Start with top left corner
  488. iXTrav = pRect->iLeft;
  489. iYTrav = pRect->iTop;
  490. do
  491. {
  492. do
  493. {
  494. GetScreenXYGridNo( (INT16)iXTrav, (INT16)iYTrav, &sMapPos );
  495. if ( sMapPos == sGridNo )
  496. {
  497. return( TRUE );
  498. }
  499. iXTrav += WORLD_TILE_X;
  500. } while( iXTrav < pRect->iRight );
  501. iYTrav += WORLD_TILE_Y;
  502. iXTrav = pRect->iLeft;
  503. } while( iYTrav < pRect->iBottom );
  504. return( FALSE );
  505. }
  506. void GetSoldierScreenRect( SOLDIERTYPE *pSoldier, SGPRect *pRect )
  507. {
  508. INT16 sMercScreenX, sMercScreenY;
  509. UINT16 usAnimSurface;
  510. // ETRLEObject *pTrav;
  511. // UINT32 usHeight, usWidth;
  512. GetSoldierScreenPos( pSoldier, &sMercScreenX, &sMercScreenY );
  513. usAnimSurface = GetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
  514. if ( usAnimSurface == INVALID_ANIMATION_SURFACE )
  515. {
  516. pRect->iLeft = sMercScreenX;
  517. pRect->iTop = sMercScreenY;
  518. pRect->iBottom = sMercScreenY + 5;
  519. pRect->iRight = sMercScreenX + 5;
  520. return;
  521. }
  522. //pTrav = &(gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->pETRLEObject[ pSoldier->usAniFrame ] );
  523. //usHeight = (UINT32)pTrav->usHeight;
  524. //usWidth = (UINT32)pTrav->usWidth;
  525. pRect->iLeft = sMercScreenX;
  526. pRect->iTop = sMercScreenY;
  527. pRect->iBottom = sMercScreenY + pSoldier->sBoundingBoxHeight;
  528. pRect->iRight = sMercScreenX + pSoldier->sBoundingBoxWidth;
  529. }
  530. void GetSoldierAnimDims( SOLDIERTYPE *pSoldier, INT16 *psHeight, INT16 *psWidth )
  531. {
  532. UINT16 usAnimSurface;
  533. usAnimSurface = GetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
  534. if ( usAnimSurface == INVALID_ANIMATION_SURFACE )
  535. {
  536. *psHeight = (INT16)5;
  537. *psWidth = (INT16)5;
  538. return;
  539. }
  540. // OK, noodle here on what we should do... If we take each frame, it will be different slightly
  541. // depending on the frame and the value returned here will vary thusly. However, for the
  542. // uses of this function, we should be able to use just the first frame...
  543. if ( pSoldier->usAniFrame >= gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->usNumberOfObjects )
  544. {
  545. int i = 0;
  546. }
  547. *psHeight = (INT16)pSoldier->sBoundingBoxHeight;
  548. *psWidth = (INT16)pSoldier->sBoundingBoxWidth;
  549. }
  550. void GetSoldierAnimOffsets( SOLDIERTYPE *pSoldier, INT16 *sOffsetX, INT16 *sOffsetY )
  551. {
  552. UINT16 usAnimSurface;
  553. usAnimSurface = GetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
  554. if ( usAnimSurface == INVALID_ANIMATION_SURFACE )
  555. {
  556. *sOffsetX = (INT16)0;
  557. *sOffsetY = (INT16)0;
  558. return;
  559. }
  560. *sOffsetX = (INT16)pSoldier->sBoundingBoxOffsetX;
  561. *sOffsetY = (INT16)pSoldier->sBoundingBoxOffsetY;
  562. }
  563. void GetSoldierScreenPos( SOLDIERTYPE *pSoldier, INT16 *psScreenX, INT16 *psScreenY )
  564. {
  565. INT16 sMercScreenX, sMercScreenY;
  566. FLOAT dOffsetX, dOffsetY;
  567. FLOAT dTempX_S, dTempY_S;
  568. UINT16 usAnimSurface;
  569. // ETRLEObject *pTrav;
  570. usAnimSurface = GetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
  571. if ( usAnimSurface == INVALID_ANIMATION_SURFACE )
  572. {
  573. *psScreenX = 0;
  574. *psScreenY = 0;
  575. return;
  576. }
  577. // Get 'TRUE' merc position
  578. dOffsetX = pSoldier->dXPos - gsRenderCenterX;
  579. dOffsetY = pSoldier->dYPos - gsRenderCenterY;
  580. FloatFromCellToScreenCoordinates( dOffsetX, dOffsetY, &dTempX_S, &dTempY_S );
  581. //pTrav = &(gAnimSurfaceDatabase[ usAnimSurface ].hVideoObject->pETRLEObject[ pSoldier->usAniFrame ] );
  582. sMercScreenX = ( ( gsVIEWPORT_END_X - gsVIEWPORT_START_X ) /2 ) + (INT16)dTempX_S;
  583. sMercScreenY = ( ( gsVIEWPORT_END_Y - gsVIEWPORT_START_Y ) /2 ) + (INT16)dTempY_S;
  584. // Adjust starting screen coordinates
  585. sMercScreenX -= gsRenderWorldOffsetX;
  586. sMercScreenY -= gsRenderWorldOffsetY;
  587. sMercScreenY -= gpWorldLevelData[ pSoldier->sGridNo ].sHeight;
  588. // Adjust for render height
  589. sMercScreenY += gsRenderHeight;
  590. // Add to start position of dest buffer
  591. //sMercScreenX += pTrav->sOffsetX;
  592. //sMercScreenY += pTrav->sOffsetY;
  593. sMercScreenX += pSoldier->sBoundingBoxOffsetX;
  594. sMercScreenY += pSoldier->sBoundingBoxOffsetY;
  595. sMercScreenY -= pSoldier->sHeightAdjustment;
  596. *psScreenX = sMercScreenX;
  597. *psScreenY = sMercScreenY;
  598. }
  599. // THE TRUE SCREN RECT DOES NOT TAKE THE OFFSETS OF BUDDY INTO ACCOUNT!
  600. void GetSoldierTRUEScreenPos( SOLDIERTYPE *pSoldier, INT16 *psScreenX, INT16 *psScreenY )
  601. {
  602. INT16 sMercScreenX, sMercScreenY;
  603. FLOAT dOffsetX, dOffsetY;
  604. FLOAT dTempX_S, dTempY_S;
  605. UINT16 usAnimSurface;
  606. usAnimSurface = GetSoldierAnimationSurface( pSoldier, pSoldier->usAnimState );
  607. if ( usAnimSurface == INVALID_ANIMATION_SURFACE )
  608. {
  609. *psScreenX = 0;
  610. *psScreenY = 0;
  611. return;
  612. }
  613. // Get 'TRUE' merc position
  614. dOffsetX = pSoldier->dXPos - gsRenderCenterX;
  615. dOffsetY = pSoldier->dYPos - gsRenderCenterY;
  616. FloatFromCellToScreenCoordinates( dOffsetX, dOffsetY, &dTempX_S, &dTempY_S );
  617. sMercScreenX = ( ( gsVIEWPORT_END_X - gsVIEWPORT_START_X ) /2 ) + (INT16)dTempX_S;
  618. sMercScreenY = ( ( gsVIEWPORT_END_Y - gsVIEWPORT_START_Y ) /2 ) + (INT16)dTempY_S;
  619. // Adjust starting screen coordinates
  620. sMercScreenX -= gsRenderWorldOffsetX;
  621. sMercScreenY -= gsRenderWorldOffsetY;
  622. // Adjust for render height
  623. sMercScreenY += gsRenderHeight;
  624. sMercScreenY -= gpWorldLevelData[ pSoldier->sGridNo ].sHeight;
  625. sMercScreenY -= pSoldier->sHeightAdjustment;
  626. *psScreenX = sMercScreenX;
  627. *psScreenY = sMercScreenY;
  628. }
  629. BOOLEAN GridNoOnScreen( INT16 sGridNo )
  630. {
  631. INT16 sNewCenterWorldX, sNewCenterWorldY;
  632. INT16 sWorldX;
  633. INT16 sWorldY;
  634. INT16 sAllowance = 20;
  635. if ( gsVIEWPORT_WINDOW_START_Y == 20 )
  636. {
  637. sAllowance = 40;
  638. }
  639. ConvertGridNoToXY( sGridNo, &sNewCenterWorldX, &sNewCenterWorldY );
  640. // Get screen coordinates for current position of soldier
  641. GetWorldXYAbsoluteScreenXY( (INT16)(sNewCenterWorldX), (INT16)(sNewCenterWorldY), &sWorldX, &sWorldY);
  642. // ATE: OK, here, adjust the top value so that it's a tile and a bit over, because of our mercs!
  643. if ( sWorldX >= gsTopLeftWorldX && sWorldX <= gsBottomRightWorldX &&
  644. sWorldY >= ( gsTopLeftWorldY + sAllowance ) && sWorldY <= ( gsBottomRightWorldY + 20 ) )
  645. {
  646. return( TRUE );
  647. }
  648. return( FALSE );
  649. }
  650. BOOLEAN SoldierOnScreen( UINT16 usID )
  651. {
  652. SOLDIERTYPE *pSoldier;
  653. // Get pointer of soldier
  654. pSoldier = MercPtrs[ usID ];
  655. return( GridNoOnScreen( pSoldier->sGridNo ) );
  656. }
  657. BOOLEAN SoldierOnVisibleWorldTile( SOLDIERTYPE *pSoldier )
  658. {
  659. return( GridNoOnVisibleWorldTile( pSoldier->sGridNo ) );
  660. }
  661. BOOLEAN SoldierLocationRelativeToScreen( INT16 sGridNo, UINT16 usReasonID, INT8 *pbDirection, UINT32 *puiScrollFlags )
  662. {
  663. INT16 sWorldX;
  664. INT16 sWorldY;
  665. INT16 sY, sX;
  666. static BOOLEAN fCountdown = 0;
  667. INT16 sScreenCenterX, sScreenCenterY;
  668. INT16 sDistToCenterY, sDistToCenterX;
  669. *puiScrollFlags = 0;
  670. sX = CenterX( sGridNo );
  671. sY = CenterY( sGridNo );
  672. // Get screen coordinates for current position of soldier
  673. GetWorldXYAbsoluteScreenXY( (INT16)(sX/CELL_X_SIZE), (INT16)(sY/CELL_Y_SIZE), &sWorldX, &sWorldY);
  674. // Find the diustance from render center to true world center
  675. sDistToCenterX = gsRenderCenterX - gCenterWorldX;
  676. sDistToCenterY = gsRenderCenterY - gCenterWorldY;
  677. // From render center in world coords, convert to render center in "screen" coords
  678. FromCellToScreenCoordinates( sDistToCenterX , sDistToCenterY, &sScreenCenterX, &sScreenCenterY );
  679. // Subtract screen center
  680. sScreenCenterX += gsCX;
  681. sScreenCenterY += gsCY;
  682. // Adjust for offset origin!
  683. sScreenCenterX += 0;
  684. sScreenCenterY += 10;
  685. // Get direction
  686. //*pbDirection = atan8( sScreenCenterX, sScreenCenterY, sWorldX, sWorldY );
  687. *pbDirection = atan8( gsRenderCenterX, gsRenderCenterY, (INT16)(sX), (INT16)(sY) );
  688. // Check values!
  689. if ( sWorldX > ( sScreenCenterX + 20 ) )
  690. {
  691. (*puiScrollFlags) |= SCROLL_RIGHT;
  692. }
  693. if ( sWorldX < ( sScreenCenterX - 20 ) )
  694. {
  695. (*puiScrollFlags) |= SCROLL_LEFT;
  696. }
  697. if ( sWorldY > ( sScreenCenterY + 20 ) )
  698. {
  699. (*puiScrollFlags) |= SCROLL_DOWN;
  700. }
  701. if ( sWorldY < ( sScreenCenterY - 20 ) )
  702. {
  703. (*puiScrollFlags) |= SCROLL_UP;
  704. }
  705. // If we are on screen, stop
  706. if ( sWorldX >= gsTopLeftWorldX && sWorldX <= gsBottomRightWorldX &&
  707. sWorldY >= gsTopLeftWorldY && sWorldY <= ( gsBottomRightWorldY + 20 ) )
  708. {
  709. // CHECK IF WE ARE DONE...
  710. if ( fCountdown > gScrollSlideInertiaDirection[ *pbDirection ] )
  711. {
  712. fCountdown = 0;
  713. return( FALSE );
  714. }
  715. else
  716. {
  717. fCountdown++;
  718. }
  719. }
  720. return( TRUE );
  721. }
  722. BOOLEAN IsPointInSoldierBoundingBox( SOLDIERTYPE *pSoldier, INT16 sX, INT16 sY )
  723. {
  724. SGPRect aRect;
  725. // Get Rect contained in the soldier
  726. GetSoldierScreenRect( pSoldier, &aRect );
  727. if ( IsPointInScreenRect( sX, sY, &aRect ) )
  728. {
  729. return( TRUE );
  730. }
  731. return( FALSE );
  732. }
  733. BOOLEAN FindRelativeSoldierPosition( SOLDIERTYPE *pSoldier, UINT16 *usFlags, INT16 sX, INT16 sY )
  734. {
  735. SGPRect aRect;
  736. INT16 sRelX, sRelY;
  737. FLOAT dRelPer;
  738. // Get Rect contained in the soldier
  739. GetSoldierScreenRect( pSoldier, &aRect );
  740. if ( IsPointInScreenRectWithRelative( sX, sY, &aRect, &sRelX, &sRelY ) )
  741. {
  742. dRelPer = (FLOAT)sRelY / ( aRect.iBottom - aRect.iTop );
  743. // Determine relative positions
  744. switch( gAnimControl[ pSoldier->usAnimState ].ubHeight )
  745. {
  746. case ANIM_STAND:
  747. if ( dRelPer < .2 )
  748. {
  749. (*usFlags )= TILE_FLAG_HEAD;
  750. return( TRUE );
  751. }
  752. else if ( dRelPer < .6 )
  753. {
  754. (*usFlags )= TILE_FLAG_MID;
  755. return( TRUE );
  756. }
  757. else
  758. {
  759. (*usFlags )= TILE_FLAG_FEET;
  760. return( TRUE );
  761. }
  762. break;
  763. case ANIM_CROUCH:
  764. if ( dRelPer < .2 )
  765. {
  766. (*usFlags )= TILE_FLAG_HEAD;
  767. return( TRUE );
  768. }
  769. else if ( dRelPer < .7 )
  770. {
  771. (*usFlags )= TILE_FLAG_MID;
  772. return( TRUE );
  773. }
  774. else
  775. {
  776. (*usFlags )= TILE_FLAG_FEET;
  777. return( TRUE );
  778. }
  779. break;
  780. }
  781. }
  782. return( FALSE );
  783. }
  784. // VERY quickly finds a soldier at gridno , ( that is visible )
  785. UINT8 QuickFindSoldier( INT16 sGridNo )
  786. {
  787. UINT32 cnt;
  788. SOLDIERTYPE *pSoldier = NULL;
  789. // Loop through all mercs and make go
  790. for ( cnt = 0; cnt < guiNumMercSlots; cnt++ )
  791. {
  792. pSoldier = MercSlots[ cnt ];
  793. if ( pSoldier != NULL )
  794. {
  795. if ( pSoldier->sGridNo == sGridNo && pSoldier->bVisible != -1 )
  796. {
  797. return( (UINT8)cnt );
  798. }
  799. }
  800. }
  801. return( NOBODY );
  802. }
  803. void GetGridNoScreenPos( INT16 sGridNo, UINT8 ubLevel, INT16 *psScreenX, INT16 *psScreenY )
  804. {
  805. INT16 sScreenX, sScreenY;
  806. FLOAT dOffsetX, dOffsetY;
  807. FLOAT dTempX_S, dTempY_S;
  808. // Get 'TRUE' merc position
  809. dOffsetX = (FLOAT)( CenterX( sGridNo ) - gsRenderCenterX );
  810. dOffsetY = (FLOAT)( CenterY( sGridNo ) - gsRenderCenterY );
  811. // OK, DONT'T ASK... CONVERSION TO PROPER Y NEEDS THIS...
  812. dOffsetX -= CELL_Y_SIZE;
  813. FloatFromCellToScreenCoordinates( dOffsetX, dOffsetY, &dTempX_S, &dTempY_S );
  814. sScreenX = ( ( gsVIEWPORT_END_X - gsVIEWPORT_START_X ) /2 ) + (INT16)dTempX_S;
  815. sScreenY = ( ( gsVIEWPORT_END_Y - gsVIEWPORT_START_Y ) /2 ) + (INT16)dTempY_S;
  816. // Adjust starting screen coordinates
  817. sScreenX -= gsRenderWorldOffsetX;
  818. sScreenY -= gsRenderWorldOffsetY;
  819. sScreenY += gsRenderHeight;
  820. // Adjust for world height
  821. sScreenY -= gpWorldLevelData[ sGridNo ].sHeight;
  822. // Adjust for level height
  823. if ( ubLevel )
  824. {
  825. sScreenY -= ROOF_LEVEL_HEIGHT;
  826. }
  827. *psScreenX = sScreenX;
  828. *psScreenY = sScreenY;
  829. }