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 | |
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 () |
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inline |
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inline |
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_ | ||
) |
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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_ | ||
) |
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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.
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.