Tactics: Western Philosophers Vs. Musicians  0.12
A turn-based tactical game combining rules and gameplay elements inspired by Final Fantasy Tactics and the Mayfair Exponential Game System. Unlike most games of this type, motion is in full, grid-less 3D.
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Functions
Tactics3D::Utils Namespace Reference

Functions

int d6 (int x_=1)
 
int calcAttrMod (int attr_)
 
void getTimeStampStr (char *str_)
 
int calcSpeed (int dex_, int str_, int equipmentWeightInPounds_)
 
Ogre::AxisAlignedBox getAABB (const OpenSkyNet::CD::Volume &vol_)
 
Ogre::ManualObject * createHUDCircle (const std::string &name_, const OpenSkyNet::Math::Point<> &color_, int numPoints_)
 
bool getCameraSpacePoint (const std::string &windowName_, const OpenSkyNet::Math::Point< float, 2 > &pointInSpread_, OpenSkyNet::Math::Point< float, 2 > &cameraSpaceOrigin_)
 
bool getScreenSpacePoint (const std::string &windowName_, const OpenSkyNet::Math::Point< float, 2 > &cameraSpaceOrigin_, OpenSkyNet::Math::Point< float, 2 > &screenSpaceOrigin_)
 
bool updateHUDCircle (Ogre::ManualObject *circle_, const std::string &windowName_, const OpenSkyNet::Math::Point< float, 2 > &cameraSpaceOrigin_, float radius_, int numPoints_, OpenSkyNet::Math::Point< float, 2 > &screenSpaceOrigin_)
 
void scheduleEvocationObjectCreation (Warrior *warrior_)
 
void createEvocationObject (Warrior *warrior_, const std::string &name_)
 
Rendering Operations
void showDieRollVisualEffects (OpenSkyNet::Core::Object *die_, int roll_)
 
bool moveCurrCamToWarriorPOV (const Warrior *warrior_)
 
void getSpecialMoveParams (Warrior *warrior_, CEGUI::Window *warriorWindow_)
 
void getSuperPowerParams (Warrior *warrior_, CEGUI::Window *warriorWindow_)
 
void disableAndHideActionWindow ()
 

Function Documentation

int Tactics3D::Utils::calcAttrMod ( int  attr_)
inline
int Tactics3D::Utils::calcSpeed ( int  dex_,
int  str_,
int  equipmentWeightInPounds_ 
)
inline
Todo:
Factor in str and equipment
void Tactics3D::Utils::createEvocationObject ( Warrior *  warrior_,
const std::string &  name_ 
)

NOTE: Ogre's OpenGL wrapper has a problem with calling this from the game thread, even when locking the core critical section.

Ogre::ManualObject* Tactics3D::Utils::createHUDCircle ( const std::string &  name_,
const OpenSkyNet::Math::Point<> &  color_,
int  numPoints_ 
)
int Tactics3D::Utils::d6 ( int  x_ = 1)
inline
void Tactics3D::Utils::disableAndHideActionWindow ( )
Ogre::AxisAlignedBox Tactics3D::Utils::getAABB ( const OpenSkyNet::CD::Volume vol_)
bool Tactics3D::Utils::getCameraSpacePoint ( const std::string &  windowName_,
const OpenSkyNet::Math::Point< float, 2 > &  pointInSpread_,
OpenSkyNet::Math::Point< float, 2 > &  cameraSpaceOrigin_ 
)
bool Tactics3D::Utils::getScreenSpacePoint ( const std::string &  windowName_,
const OpenSkyNet::Math::Point< float, 2 > &  cameraSpaceOrigin_,
OpenSkyNet::Math::Point< float, 2 > &  screenSpaceOrigin_ 
)
void Tactics3D::Utils::getSpecialMoveParams ( Warrior warrior_,
CEGUI::Window *  warriorWindow_ 
)
void Tactics3D::Utils::getSuperPowerParams ( Warrior warrior_,
CEGUI::Window *  warriorWindow_ 
)
void Tactics3D::Utils::getTimeStampStr ( char *  str_)
inline
bool Tactics3D::Utils::moveCurrCamToWarriorPOV ( const Warrior warrior_)

Returns false if the current camera's position and orientation are already the same as the warrior's.

void Tactics3D::Utils::scheduleEvocationObjectCreation ( Warrior warrior_)

NOTE: Should be called from game thread to cause createEvocationObject() call from rendering thread.

void Tactics3D::Utils::showDieRollVisualEffects ( OpenSkyNet::Core::Object die_,
int  roll_ 
)
bool Tactics3D::Utils::updateHUDCircle ( Ogre::ManualObject *  circle_,
const std::string &  windowName_,
const OpenSkyNet::Math::Point< float, 2 > &  cameraSpaceOrigin_,
float  radius_,
int  numPoints_,
OpenSkyNet::Math::Point< float, 2 > &  screenSpaceOrigin_ 
)

NOTE: Ogre's OpenGL wrapper has a problem with calling this from the game thread, even when locking the core critical section.