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stdCombos.zh
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// stdCombos MERGED v1.1 and 2.0 and 3.0
//stdCombos.zh
//
//This header is used to detect collision between various in-game objects and combos.
//Return INT means return location of first combo that has tripped collision.
//
//v1.1 BETA
//If you want just to check if an object collides with any combo with specific flag/type, use
//piece of code like this:
//
// if (ComboTypeCollision (type, ffc)>=0){
// foo
// }
//
// Returns TRUE if there is a collision between the combo and an arbitrary rectangle.
bool ComboCollision (int loc, int x1, int y1, int x2, int y2){
return RectCollision( ComboX(loc), ComboY(loc), (ComboX(loc)+16), (ComboY(loc)+16), x1, y1, x2, y2);
}
// Returns TRUE if there is a collision between FFC and the combo on screen.
bool ComboCollision (int loc, ffc f){
int ax = (f->X);
int ay = (f->Y);
int bx = ax+(f->EffectWidth);
int by = ay+(f->EffectHeight);
int cx = ComboX(loc);
int cy = ComboY(loc);
int dx = ComboX(loc)+16;
int dy = ComboY(loc)+16;
return RectCollision( cx, cy, dx, dy, ax, ay, bx, by);
}
// Returns INT if FFC collides with a combo of specific type
int ComboTypeCollision (int type, ffc f){
for (int i=0; i<176; i++){
if (Screen->ComboT[i]==type){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns INT if FFC collides with a combo which has specific placed flag
int ComboFlagCollision (int flag, ffc f){
for (int i = 0; i<176; i++){
if (Screen->ComboF[i]==flag){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns INT if FFC collides with a combo which has specific inherent flag.
int ComboIFlagCollision (int flag, ffc f){
for (int i = 0; i<176; i++){
if (Screen->ComboI[i]==flag){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns INT if FFC collides with a combo which has specific either inherent or placed flag.
int ComboAnyFlagCollision (int flag, ffc f){
for (int i = 0; i<176; i++){
if (ComboFI(i, flag)){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns TRUE if there is a collision between Lweapon and the combo on screen.
bool ComboCollision (int loc, lweapon f){
if (!(f->CollDetection)) return false;
int ax = (f->X)+f->HitXOffset;
int ay = (f->Y)+f->HitYOffset;
int bx = ax+f->HitWidth;
int by = ay+f->HitHeight;
int cx = ComboX(loc);
int cy = ComboY(loc);
int dx = ComboX(loc)+16;
int dy = ComboY(loc)+16;
return RectCollision( cx, cy, dx, dy, ax, ay, bx, by);
}
// Returns INT if Lweapon collides with a combo of specific type
int ComboTypeCollision (int type, lweapon f){
for (int i=0; i<176; i++){
if (Screen->ComboT[i]==type){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns INT if Lweapon collides with a combo which has specific placed flag
int ComboFlagCollision (int flag, lweapon f){
for (int i = 0; i<176; i++){
if (Screen->ComboF[i]==flag){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns INT if Lweapon collides with a combo which has specific inherent flag.
int ComboIFlagCollision (int flag, lweapon f){
for (int i = 0; i<176; i++){
if (Screen->ComboI[i]==flag){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns INT if Lweapon collides with a combo which has specific either inherent or placed flag.
int ComboAnyFlagCollision (int flag, lweapon f){
for (int i = 0; i<176; i++){
if (ComboFI(i, flag)){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns TRUE if there is a collision between Eweapon and the combo on screen.
bool ComboCollision (int loc, eweapon f){
int ax = (f->X)+(f->HitXOffset);
int ay = (f->Y)+(f->HitYOffset);
int bx = ax+(f->HitWidth);
int by = ay+(f->HitHeight);
if (!(f->CollDetection)) return false;
int cx = ComboX(loc);
int cy = ComboY(loc);
int dx = ComboX(loc)+16;
int dy = ComboY(loc)+16;
return RectCollision( cx, cy, dx, dy, ax, ay, bx, by);
}
// Returns INT if EWeapon collides with a combo of specific type
int ComboTypeCollision (int type, eweapon f){
for (int i=0; i<176; i++){
if (Screen->ComboT[i]==type){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns INT if EWeapon collides with a combo which has specific placed flag
int ComboFlagCollision (int flag, eweapon f){
for (int i = 0; i<176; i++){
if (Screen->ComboF[i]==flag){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns INT if EWeapon collides with a combo which has specific inherent flag.
int ComboIFlagCollision (int flag, eweapon f){
for (int i = 0; i<176; i++){
if (Screen->ComboI[i]==flag){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns INT if EWeapon collides with a combo which has specific either inherent or placed flag.
int ComboAnyFlagCollision (int flag, eweapon f){
for (int i = 0; i<176; i++){
if (ComboFI(i, flag)){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns TRUE if there is a collision between NPC and the combo on screen.
bool ComboCollision (int loc, npc f){
int ax = (f->X)+(f->HitXOffset);
int ay = (f->Y)+(f->HitYOffset);
int bx = ax+(f->HitWidth);
int by = ay+(f->HitHeight);
if (!(f->CollDetection)) return false;
int cx = ComboX(loc);
int cy = ComboY(loc);
int dx = ComboX(loc)+16;
int dy = ComboY(loc)+16;
return RectCollision( cx, cy, dx, dy, ax, ay, bx, by);
}
// Returns INT if NPC collides with a combo of specific type
int ComboTypeCollision (int type, npc f){
for (int i=0; i<176; i++){
if (Screen->ComboT[i]==type){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns INT if NPC collides with a combo which has specific placed flag.
int ComboFlagCollision (int flag, npc f){
for (int i = 0; i<176; i++){
if (Screen->ComboF[i]==flag){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns INT if NPC collides with a combo which has specific inherent flag.
int ComboIFlagCollision (int flag, npc f){
for (int i = 0; i<176; i++){
if (Screen->ComboI[i]==flag){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
// Returns INT if NPC collides with a combo which has specific either inherent or placed flag.
int ComboAnyFlagCollision (int flag, npc f){
for (int i = 0; i<176; i++){
if (ComboFI(i, flag)){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
//Returns TRUE if there is a collision between the combo and dropped item.
bool ComboCollision (int loc, item f){
int ax = (f->X)+(f->HitXOffset);
int ay = (f->Y)+(f->HitYOffset);
int bx = ax+(f->HitWidth);
int by = ay+(f->HitHeight);
int cx = ComboX(loc);
int cy = ComboY(loc);
int dx = ComboX(loc)+16;
int dy = ComboY(loc)+16;
return RectCollision( cx, cy, dx, dy, ax, ay, bx, by);
}
//Returns INT if dropped item collides with a combo of specific type
int ComboTypeCollision (int type, item f){
for (int i=0; i<176; i++){
if (Screen->ComboT[i]==type){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
//Returns INT if dropped item collides with a combo which has specific placed flag.
int ComboFlagCollision (int flag, item f){
for (int i=0; i<176; i++){
if (Screen->ComboF[i]==flag){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
//Returns INT if dropped item collides with a combo which has specific inherent flag.
int ComboIFlagCollision (int flag, item f){
for (int i=0; i<176; i++){
if (Screen->ComboI[i]==flag){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
//Returns INT if dropped item collides with a combo which has specific either interent or placed flag.
int ComboAnyFlagCollision (int flag, item f){
for (int i = 0; i<176; i++){
if (ComboFI(i, flag)){
if (ComboCollision(i, f)) return i;
}
}
return -1;
}
//Link-to-Combo interaction functions
//
//All these functions use the so called "sensivity" which works like "Damage combo sensivity"
//value in "Screen Data" window in ZQuest.
//Returns TRUE if Link touches the combo.
bool LinkComboCollision(int loc, int sens){
int ax = Link->X;
int ay = Link->Y;
int bx = (Link->X)+(Link->HitWidth);
int by = (Link->Y)+(Link->HitHeight);
if(!(RectCollision( ComboX(loc), ComboY(loc), (ComboX(loc)+16), (ComboY(loc)+16), ax, ay, bx, by))) return false;
else if (!(Distance(CenterLinkX(), CenterLinkY(), (ComboX(loc)+8), (ComboY(loc)+8)) < (sens+8))) return false;
else return true;
}
//Returns TRUE if Link touches the combo.
bool LinkComboCollision(int loc, int sens, int size){
int ax = Link->X;
int ay = Link->Y;
int bx = (Link->X)+(Link->HitWidth);
int by = (Link->Y)+(Link->HitHeight);
if(!(RectCollision( ComboX(loc), ComboY(loc), (ComboX(loc)+size), (ComboY(loc)+size), ax, ay, bx, by))) return false;
else if (!(Distance(CenterLinkX(), CenterLinkY(), (ComboX(loc)+(size/2)), (ComboY(loc)+(size/2))) < (sens+(size/2)))) return false;
else return true;
}
//Same as LinkComboCollision, but only bottom half is checked (Link "steps" on the combo).
bool LinkComboStepped(int loc, int sens){
int ax = Link->X;
int ay = (Link->Y)+8;
int bx = (Link->X)+(Link->HitWidth);
int by = (Link->Y)+((Link->HitHeight)/2);
if(!(RectCollision( ComboX(loc), ComboY(loc), (ComboX(loc)+16), (ComboY(loc)+16), ax, ay, bx, by))) return false;
else if (!(Distance(CenterLinkX(), CenterLinkY(), (ComboX(loc)+8), (ComboY(loc)+8)) < (sens+8))) return false;
else return true;
}
//Returns INT if Link touches any combo of specific type.
int LinkComboTypeCollision(int type, int sens){
for(int i = 0; i < 176; i++){
if (Screen->ComboT[i]==type){
if (LinkComboCollision(i, sens)) return i;
}
}
return -1;
}
//Returns INT if Link touches any combo of specific type.
int LinkComboTypeCollision(int type, int sens, int size){
for(int i = 0; i < 176; i++){
if (Screen->ComboT[i]==type){
if (LinkComboCollision(i, sens,size)) return i;
}
}
return -1;
}
//Returns INT if Link steps on any combo of specific type.
int LinkComboTypeStepped(int type, int sens){
for(int i = 0; i < 176; i++){
if (Screen->ComboT[i]==type){
if (LinkComboStepped(i, sens)) return i;
}
}
return -1;
}
//Returns INT if Link touches any combo with specific placed flag.
int LinkComboFlagCollision(int flag, int sens){
for(int i = 0; i < 176; i++){
if (Screen->ComboF[i]==flag){
if (LinkComboCollision(i, sens)) return i;
}
}
return -1;
}
//Returns INT if Link steps on any combo with specific placed flag.
int LinkComboFlagStepped(int flag, int sens){
for(int i = 0; i < 176; i++){
if (Screen->ComboF[i]==flag){
if (LinkComboStepped(i, sens)) return i;
}
}
return -1;
}
//Returns INT if Link touches any combo with specific inherent flag.
int LinkComboIFlagCollision(int flag, int sens){
for(int i = 0; i < 176; i++){
if (Screen->ComboI[i]==flag){
if (LinkComboCollision(i, sens)) return i;
}
}
return -1;
}
//Returns INT if Link steps on any combo with specific inherent flag.
int LinkComboIFlagStepped(int flag, int sens){
for(int i = 0; i < 176; i++){
if (Screen->ComboI[i]==flag){
if (LinkComboStepped(i, sens)) return i;
}
}
return -1;
}
//Returns INT if Link touches any combo with specific either inherent or placed flag.
int LinkComboAnyFlagCollision(int flag, int sens){
for(int i = 0; i < 176; i++){
if (ComboFI(i, flag)){
if (LinkComboCollision(i, sens)) return i;
}
}
return -1;
}
//Returns INT if Link steps on any combo with specific either inherent or placed flag.
int LinkComboAnyFlagStepped(int flag, int sens){
for(int i = 0; i < 176; i++){
if (ComboFI(i, flag)){
if (LinkComboStepped(i, sens)) return i;
}
}
return -1;
}
// The following set of 25 functions behaves exactly like previous functions
// but has reversed order of arguments so you don`t have to remember the order of arguments.
int ComboTypeCollision (ffc f, int type){
return ComboTypeCollision (type, f);
}
int ComboFlagCollision (ffc f, int flag){
return ComboFlagCollision (flag, f);
}
int ComboIFlagCollision (ffc f, int flag){
return ComboIFlagCollision (flag, f);
}
int ComboAnyFlagCollision (ffc f, int flag){
return ComboAnyFlagCollision (flag, f);
}
int ComboTypeCollision (lweapon f, int type){
return ComboTypeCollision (type, f);
}
int ComboFlagCollision (lweapon f, int flag){
return ComboFlagCollision (flag, f);
}
int ComboIFlagCollision (lweapon f, int flag){
return ComboIFlagCollision (flag, f);
}
int ComboAnyFlagCollision (lweapon f, int flag){
return ComboAnyFlagCollision (flag, f);
}
int ComboTypeCollision (eweapon f, int type){
return ComboTypeCollision (type, f);
}
int ComboFlagCollision (eweapon f, int flag){
return ComboFlagCollision (flag, f);
}
int ComboIFlagCollision (eweapon f, int flag){
return ComboIFlagCollision (flag, f);
}
int ComboAnyFlagCollision (eweapon f, int flag){
return ComboAnyFlagCollision (flag, f);
}
int ComboTypeCollision (npc f, int flag){
return ComboTypeCollision (flag, f);
}
int ComboFlagCollision (npc f, int flag){
return ComboFlagCollision (flag, f);
}
int ComboIFlagCollision (npc f, int flag){
return ComboIFlagCollision (flag, f);
}
int ComboAnyFlagCollision (npc f, int flag){
return ComboAnyFlagCollision (flag, f);
}
int ComboTypeCollision (item f, int type){
return ComboTypeCollision (type, f);
}
int ComboFlagCollision (item f, int flag){
return ComboFlagCollision (flag, f);
}
int ComboIFlagCollision (item f, int flag){
return ComboIFlagCollision (flag, f);
}
int ComboAnyFlagCollision (item f, int flag){
return ComboAnyFlagCollision (flag, f);
}
bool ComboCollision (ffc f, int loc){
return ComboCollision (loc, f);
}
bool ComboCollision (lweapon f, int loc){
return ComboCollision (loc, f);
}
bool ComboCollision (eweapon f, int loc){
return ComboCollision (loc, f);
}
bool ComboCollision (npc f, int loc){
return ComboCollision (loc, f);
}
bool ComboCollision (item f, int loc){
return ComboCollision (loc, f);
}
//stdCombos.zh
//
//This header is used to detect collision between various in-game objects and combos.
//Return INT means return location of first combo that has tripped collision.
//
//v2.0 BETA
//If you want just to check if an object collides with any combo with specific flag/type, use
//piece of code like this:
//
// if (ComboTypeCollision (type, ffc))>=0){
// foo
// }
//
//if "solidonly" boolean is TRUE, only solid portions of combos are used
// Returns TRUE if there is a collision between the combo and an arbitrary rectangle.
bool ComboCollision (int loc, int x1, int y1, int x2, int y2, bool solidonly){
if (solidonly) return SolidComboCollision (loc, x1, y1, x2, y2);
else return RectCollision( ComboX(loc), ComboY(loc), (ComboX(loc)+16), (ComboY(loc)+16), x1, y1, x2, y2);
}
// Returns TRUE if there is a collision between the solid portion of the combo and an arbitrary rectangle.
bool SolidComboCollision (int loc, int x1, int y1, int x2, int y2){
int cx = ComboX(loc);
int cy = ComboY(loc);
int dx = cx+8;
int dy = cy+8;
if (Screen->isSolid(cx, cy)){
if (RectCollision(x1, y1, x2, y2, cx, cy, dx, dy)) return true;
}
cx+=8;
dx+=8;
if (Screen->isSolid(cx, cy)){
if (RectCollision(x1, y1, x2, y2, cx, cy, dx, dy)) return true;
}
cy+=8;
dy+=8;
if (Screen->isSolid(cx, cy)){
if (RectCollision(x1, y1, x2, y2, cx, cy, dx, dy)) return true;
}
cx-=8;
dx-=8;
if (Screen->isSolid(cx, cy)){
if (RectCollision(x1, y1, x2, y2, cx, cy, dx, dy)) return true;
}
return false;
}
// Returns TRUE if there is a collision between FFC and the combo on screen.
bool ComboCollision (int loc, ffc f, bool solidonly){
int ax = (f->X);
int ay = (f->Y);
int bx = ax+(f->EffectWidth);
int by = ay+(f->EffectHeight);
int cx = ComboX(loc);
int cy = ComboY(loc);
int dx = ComboX(loc)+16;
int dy = ComboY(loc)+16;
if (solidonly) return SolidComboCollision (loc, ax, ay, bx, by);
else return RectCollision( cx, cy, dx, dy, ax, ay, bx, by);
}
// Returns INT if FFC collides with a combo of specific type
int ComboTypeCollision (int type, ffc f, bool solidonly){
for (int i=0; i<176; i++){
if (Screen->ComboT[i]==type){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if FFC collides with a combo which has specific placed flag
int ComboFlagCollision (int flag, ffc f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboF[i]==flag){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if FFC collides with a combo which has specific inherent flag.
int ComboIFlagCollision (int flag, ffc f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboI[i]==flag){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if FFC collides with a combo which has specific either inherent or placed flag.
int ComboAnyFlagCollision (int flag, ffc f, bool solidonly){
for (int i = 0; i<176; i++){
if (ComboFI(i, flag)){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if FFC collides with a specific combo.
int HardcodedComboCollision (int cmb, ffc f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboD[i]==cmb){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns TRUE if there is a collision between Lweapon and the combo on screen.
bool ComboCollision (int loc, lweapon f, bool solidonly){
if (!(f->CollDetection)) return false;
int ax = (f->X)+f->HitXOffset;
int ay = (f->Y)+f->HitYOffset;
int bx = ax+f->HitWidth;
int by = ay+f->HitHeight;
int cx = ComboX(loc);
int cy = ComboY(loc);
int dx = ComboX(loc)+16;
int dy = ComboY(loc)+16;
if (solidonly) return SolidComboCollision (loc, ax, ay, bx, by);
else return RectCollision( cx, cy, dx, dy, ax, ay, bx, by);
}
// Returns INT if Lweapon collides with a combo of specific type
int ComboTypeCollision (int type, lweapon f, bool solidonly){
for (int i=0; i<176; i++){
if (Screen->ComboT[i]==type){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if Lweapon collides with a combo which has specific placed flag
int ComboFlagCollision (int flag, lweapon f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboF[i]==flag){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if Lweapon collides with a combo which has specific inherent flag.
int ComboIFlagCollision (int flag, lweapon f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboI[i]==flag){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if Lweapon collides with a combo which has specific either inherent or placed flag.
int ComboAnyFlagCollision (int flag, lweapon f, bool solidonly){
for (int i = 0; i<176; i++){
if (ComboFI(i, flag)){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if Lweapon collides with a specific combo.
int HardcodedComboCollision (int cmb, lweapon f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboD[i]==cmb){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns TRUE if there is a collision between Eweapon and the combo on screen.
bool ComboCollision (int loc, eweapon f, bool solidonly){
int ax = (f->X)+(f->HitXOffset);
int ay = (f->Y)+(f->HitYOffset);
int bx = ax+(f->HitWidth);
int by = ay+(f->HitHeight);
if (!(f->CollDetection)) return false;
int cx = ComboX(loc);
int cy = ComboY(loc);
int dx = ComboX(loc)+16;
int dy = ComboY(loc)+16;
if (solidonly) return SolidComboCollision (loc, ax, ay, bx, by);
else return RectCollision( cx, cy, dx, dy, ax, ay, bx, by);
}
// Returns INT if EWeapon collides with a combo of specific type
int ComboTypeCollision (int type, eweapon f, bool solidonly){
for (int i=0; i<176; i++){
if (Screen->ComboT[i]==type){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if EWeapon collides with a combo which has specific placed flag
int ComboFlagCollision (int flag, eweapon f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboF[i]==flag){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if EWeapon collides with a combo which has specific inherent flag.
int ComboIFlagCollision (int flag, eweapon f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboI[i]==flag){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if EWeapon collides with a combo which has specific either inherent or placed flag.
int ComboAnyFlagCollision (int flag, eweapon f, bool solidonly){
for (int i = 0; i<176; i++){
if (ComboFI(i, flag)){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if EWeapon collides with a specific combo.
int HardcodedComboCollision (int cmb, eweapon f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboD[i]==cmb){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns TRUE if there is a collision between NPC and the combo on screen.
bool ComboCollision (int loc, npc f, bool solidonly){
int ax = (f->X)+(f->HitXOffset);
int ay = (f->Y)+(f->HitYOffset);
int bx = ax+(f->HitWidth);
int by = ay+(f->HitHeight);
if (!(f->CollDetection)) return false;
int cx = ComboX(loc);
int cy = ComboY(loc);
int dx = ComboX(loc)+16;
int dy = ComboY(loc)+16;
if (solidonly) return SolidComboCollision (loc, ax, ay, bx, by);
else return RectCollision( cx, cy, dx, dy, ax, ay, bx, by);
}
// Returns INT if NPC collides with a combo of specific type
int ComboTypeCollision (int type, npc f, bool solidonly){
for (int i=0; i<176; i++){
if (Screen->ComboT[i]==type){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if NPC collides with a combo which has specific placed flag.
int ComboFlagCollision (int flag, npc f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboF[i]==flag){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if NPC collides with a combo which has specific inherent flag.
int ComboIFlagCollision (int flag, npc f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboI[i]==flag){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if NPC collides with a combo which has specific either inherent or placed flag.
int ComboAnyFlagCollision (int flag, npc f, bool solidonly){
for (int i = 0; i<176; i++){
if (ComboFI(i, flag)){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if NPC collides with a specific combo.
int HardcodedComboCollision (int cmb, npc f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboD[i]==cmb){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
//Returns TRUE if there is a collision between the combo and dropped item.
bool ComboCollision (int loc, item f, bool solidonly){
int ax = (f->X)+(f->HitXOffset);
int ay = (f->Y)+(f->HitYOffset);
int bx = ax+(f->HitWidth);
int by = ay+(f->HitHeight);
int cx = ComboX(loc);
int cy = ComboY(loc);
int dx = ComboX(loc)+16;
int dy = ComboY(loc)+16;
if (solidonly) return SolidComboCollision (loc, ax, ay, bx, by);
else return RectCollision( cx, cy, dx, dy, ax, ay, bx, by);
}
//Returns INT if dropped item collides with a combo of specific type
int ComboTypeCollision (int type, item f, bool solidonly){
for (int i=0; i<176; i++){
if (Screen->ComboT[i]==type){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
//Returns INT if dropped item collides with a combo which has specific placed flag.
int ComboFlagCollision (int flag, item f, bool solidonly){
for (int i=0; i<176; i++){
if (Screen->ComboF[i]==flag){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
//Returns INT if dropped item collides with a combo which has specific inherent flag.
int ComboIFlagCollision (int flag, item f, bool solidonly){
for (int i=0; i<176; i++){
if (Screen->ComboI[i]==flag){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
//Returns INT if dropped item collides with a combo which has specific either interent or placed flag.
int ComboAnyFlagCollision (int flag, item f, bool solidonly){
for (int i = 0; i<176; i++){
if (ComboFI(i, flag)){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
// Returns INT if dropped item collides with a specific combo.
int HardcodedComboCollision (int cmb, item f, bool solidonly){
for (int i = 0; i<176; i++){
if (Screen->ComboD[i]==cmb){
if (ComboCollision(i, f, solidonly)) return i;
}
}
return -1;
}
//Link-to-Combo interaction functions
//
//All these functions use the so called "sensivity" which works like "Damage combo sensivity"
//value in "Screen Data" window in ZQuest.
//If "solid only" boolean is set to TRUE, "sensivity" value is ignored.
//Returns TRUE if Link touches the combo.
bool LinkComboCollision(int loc, int sens, bool solidonly){
int ax = Link->X;
int ay = Link->Y;
int bx = (Link->X)+(Link->HitWidth);
int by = (Link->Y)+(Link->HitHeight);
if (solidonly) return SolidComboCollision (loc, ax, ay, bx, by);
if(!(RectCollision( ComboX(loc), ComboY(loc), (ComboX(loc)+16), (ComboY(loc)+16), ax, ay, bx, by))) return false;
else if (!(Distance(CenterLinkX(), CenterLinkY(), (ComboX(loc)+8), (ComboY(loc)+8)) < (sens+8))) return false;
else return true;
}
//Same as LinkComboCollision, but only bottom half is checked (Link "steps" on the combo).
bool LinkComboStepped(int loc, int sens, bool solidonly){
int ax = Link->X;
int ay = (Link->Y)+8;
int bx = (Link->X)+(Link->HitWidth);
int by = (Link->Y)+((Link->HitHeight)/2);
if (solidonly) return SolidComboCollision (loc, ax, ay, bx, by);
if(!(RectCollision( ComboX(loc), ComboY(loc), (ComboX(loc)+16), (ComboY(loc)+16), ax, ay, bx, by))) return false;
else if (!(Distance(CenterLinkX(), CenterLinkY(), (ComboX(loc)+8), (ComboY(loc)+8)) < (sens+8))) return false;
else return true;
}
//Returns INT if Link touches any combo of specific type.
int LinkComboTypeCollision(int type, int sens, bool solidonly){
for(int i = 0; i < 176; i++){
if (Screen->ComboT[i]==type){
if (LinkComboCollision(i, sens, solidonly)) return i;
}
}
return -1;
}
//Returns INT if Link steps on any combo of specific type.
int LinkComboTypeStepped(int type, int sens, bool solidonly){
for(int i = 0; i < 176; i++){
if (Screen->ComboT[i]==type){
if (LinkComboStepped(i, sens, solidonly)) return i;
}
}
return -1;
}
//Returns INT if Link touches any combo with specific placed flag.
int LinkComboFlagCollision(int flag, int sens, bool solidonly){
for(int i = 0; i < 176; i++){
if (Screen->ComboF[i]==flag){
if (LinkComboCollision(i, sens, solidonly)) return i;
}
}
return -1;
}
//Returns INT if Link steps on any combo with specific placed flag.
int LinkComboFlagStepped(int flag, int sens, bool solidonly){
for(int i = 0; i < 176; i++){
if (Screen->ComboF[i]==flag){
if (LinkComboStepped(i, sens, solidonly)) return i;
}
}
return -1;
}
//Returns INT if Link touches any combo with specific inherent flag.
int LinkComboIFlagCollision(int flag, int sens, bool solidonly){
for(int i = 0; i < 176; i++){
if (Screen->ComboI[i]==flag){
if (LinkComboCollision(i, sens, solidonly)) return i;
}
}
return -1;
}
//Returns INT if Link steps on any combo with specific inherent flag.
int LinkComboIFlagStepped(int flag, int sens, bool solidonly){