22 #include "../Mod/RuleItem.h" 23 #include "../Mod/MapData.h" 29 class SavedBattleGame;
41 static const int MAX_VIEW_DISTANCE = 20;
42 static const int MAX_VIEW_DISTANCE_SQR = MAX_VIEW_DISTANCE * MAX_VIEW_DISTANCE;
43 static const int MAX_VOXEL_VIEW_DISTANCE = MAX_VIEW_DISTANCE * 16;
44 static const int MAX_DARKNESS_TO_SEE_UNITS = 9;
46 std::vector<Uint16> *_voxelData;
47 static const int heightFromCenter[11];
48 void addLight(
Position center,
int power,
int layer);
49 int blockage(
Tile *tile,
const TilePart part, ItemDamageType type,
int direction = -1,
bool checkingFromOrigin =
false);
50 bool _personalLighting;
52 Tile *_cacheTileBelow;
A utility class that modifies tile properties on a battlescape map.
Definition: TileEngine.h:38
void togglePersonalLighting()
Turn XCom soldier's personal lighting on or off.
Definition: TileEngine.cpp:2631
BattleUnit * getReactor(std::vector< std::pair< BattleUnit *, int > > spotters, int &attackType, BattleUnit *unit)
Given a vector of spotters, and a unit, picks the spotter with the highest reaction score...
Definition: TileEngine.cpp:954
Definition: BattlescapeGame.h:43
int closeUfoDoors()
Closes ufo doors.
Definition: TileEngine.cpp:2179
std::vector< std::pair< BattleUnit *, int > > getSpottingUnits(BattleUnit *unit)
Creates a vector of units that can spot this unit.
Definition: TileEngine.cpp:876
int unitOpensDoor(BattleUnit *unit, bool rClick=false, int dir=-1)
Unit opens door?
Definition: TileEngine.cpp:1994
void recalculateFOV()
Recalculates FOV of all units in-game.
Definition: TileEngine.cpp:2976
TileEngine(SavedBattleGame *save, std::vector< Uint16 > *voxelData)
Creates a new TileEngine class.
Definition: TileEngine.cpp:55
bool tryReaction(BattleUnit *unit, BattleUnit *target, int attackType)
Tries to perform a reaction snap shot to this location.
Definition: TileEngine.cpp:1034
Position getOriginVoxel(BattleAction &action, Tile *tile)
determine the origin voxel of a given action.
Definition: TileEngine.cpp:3043
bool validateThrow(BattleAction &action, Position originVoxel, Position targetVoxel, double *curve=0, int *voxelType=0, bool forced=false)
Validates a throwing action.
Definition: TileEngine.cpp:2899
bool visible(BattleUnit *currentUnit, Tile *tile)
Checks visibility of a unit on this tile.
Definition: TileEngine.cpp:392
Tile * applyGravity(Tile *t)
Applies gravity to anything that occupy this tile.
Definition: TileEngine.cpp:2670
Tile * checkForTerrainExplosions()
Checks if a destroyed tile starts an explosion.
Definition: TileEngine.cpp:1603
bool canTargetTile(Position *originVoxel, Tile *tile, int part, Position *scanVoxel, BattleUnit *excludeUnit, bool rememberObstacles)
Check validity for targetting a tile.
Definition: TileEngine.cpp:642
bool validMeleeRange(BattleUnit *attacker, BattleUnit *target, int dir)
Returns melee validity between two units.
Definition: TileEngine.cpp:2771
bool checkReactionFire(BattleUnit *unit)
Checks reaction fire.
Definition: TileEngine.cpp:827
void calculateSunShading()
Calculates sun shading of the whole map.
Definition: TileEngine.cpp:71
int castedShade(Position voxel)
Calculates the z voxel for shadows.
Definition: TileEngine.cpp:2451
int distanceSq(Position pos1, Position pos2, bool considerZ=true) const
Checks the distance squared between two positions.
Definition: TileEngine.cpp:2657
void setDangerZone(const Position &pos, int radius, BattleUnit *unit)
mark a region of the map as "dangerous" for a turn.
Definition: TileEngine.cpp:3108
bool detonate(Tile *tile)
Blows this tile up.
Definition: TileEngine.cpp:1482
int calculateLine(Position origin, Position target, bool storeTrajectory, std::vector< Position > *trajectory, BattleUnit *excludeUnit, bool doVoxelCheck=true, bool onlyVisible=false, BattleUnit *excludeAllBut=0)
Calculates a line trajectory.
Definition: TileEngine.cpp:2216
void calculateTerrainLighting()
Recalculates lighting of the battlescape for terrain.
Definition: TileEngine.cpp:115
int horizontalBlockage(Tile *startTile, Tile *endTile, ItemDamageType type, bool skipObject=false)
Checks the horizontal blockage of a tile.
Definition: TileEngine.cpp:1682
Basic element of which a battle map is build.
Definition: Tile.h:42
int verticalBlockage(Tile *startTile, Tile *endTile, ItemDamageType type, bool skipObject=false)
Checks the vertical blockage of a tile.
Definition: TileEngine.cpp:1622
Position getSightOriginVoxel(BattleUnit *currentUnit)
Gets the origin voxel of a unit's eyesight.
Definition: TileEngine.cpp:361
BattleUnit * hit(Position center, int power, ItemDamageType type, BattleUnit *unit)
Handles bullet/weapon hits.
Definition: TileEngine.cpp:1104
VoxelType voxelCheck(Position voxel, BattleUnit *excludeUnit, bool excludeAllUnits=false, bool onlyVisible=false, BattleUnit *excludeAllBut=0)
Checks what type of voxel occupies this space.
Definition: TileEngine.cpp:2512
void checkAdjacentDoors(const Position &pos, TilePart part)
Opens any doors this door is connected to.
Definition: TileEngine.cpp:2149
int calculateParabola(Position origin, Position target, bool storeTrajectory, std::vector< Position > *trajectory, BattleUnit *excludeUnit, double curvature, const Position delta)
Calculates a parabola trajectory.
Definition: TileEngine.cpp:2394
The battlescape data that gets written to disk when the game is saved.
Definition: SavedBattleGame.h:47
void explode(Position center, int power, ItemDamageType type, int maxRadius, BattleUnit *unit=0)
Handles explosions.
Definition: TileEngine.cpp:1209
void calculateUnitLighting()
Recalculates lighting of the battlescape for units.
Definition: TileEngine.cpp:162
int checkVoxelExposure(Position *originVoxel, Tile *tile, BattleUnit *excludeUnit, BattleUnit *excludeAllBut)
Checks a unit's % exposure on a tile.
Definition: TileEngine.cpp:459
int distance(Position pos1, Position pos2) const
Checks the distance between two positions.
Definition: TileEngine.cpp:2643
Easy handling of X-Y-Z coordinates.
Definition: Position.h:28
int faceWindow(Position position)
Gets the AI to look through a window.
Definition: TileEngine.cpp:2873
bool isVoxelVisible(Position voxel)
Checks the visibility of a given voxel.
Definition: TileEngine.cpp:2481
void voxelCheckFlush()
Flushes cache of voxel check.
Definition: TileEngine.cpp:2621
int getDirectionTo(Position origin, Position target) const
Get direction to a certain point.
Definition: TileEngine.cpp:2993
~TileEngine()
Cleans up the TileEngine.
Definition: TileEngine.cpp:63
Represents a moving unit in the battlescape, player controlled or AI controlled it holds info about i...
Definition: BattleUnit.h:59
Definition: BaseInfoState.cpp:40
bool canTargetUnit(Position *originVoxel, Tile *tile, Position *scanVoxel, BattleUnit *excludeUnit, bool rememberObstacles, BattleUnit *potentialUnit=0)
Checks validity for targetting a unit.
Definition: TileEngine.cpp:538
int determineReactionType(BattleUnit *unit, BattleUnit *target)
Checks validity of a snap shot to this position.
Definition: TileEngine.cpp:991
bool calculateFOV(BattleUnit *unit)
Calculates the field of view from a units view point.
Definition: TileEngine.cpp:227