ZoriaRPG

DoAngular()

Sep 11th, 2017
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  1. //Functions to converty angular behaviour to directional, based on the angle.
  2. //Call when setting bool Angular for an object, as Angular = DoAngular(ptr)
  3. //This ensures that the lack of decimal precision in conversion to Allegro radians
  4. //does not prevent setting certain angles; causing 'drift'.
  5. bool DoAngular(npc n, int deg){
  6.     if ( deg % 45 != 0 ) { n->Angle = deg; return true; }
  7.     else {
  8.         //u,d,l,r,lu,ru,ld,rd
  9.         int dgs[8]={ 270, 90, 180, 0, 225, 315, 135, 45 };
  10.         for ( int q = 0; q < 8; q++ ) {
  11.             if ( deg == gds[q] ){
  12.                 n->Dir = q;
  13.                 return false;
  14.             }
  15.         }
  16.     }
  17. }
  18.  
  19. bool DoAngular(lweapon n, int deg){
  20.     if ( deg % 45 != 0 ) { n->Angle = deg; return true; }
  21.     else {
  22.         //u,d,l,r,lu,ru,ld,rd
  23.         int dgs[8]={ 270, 90, 180, 0, 225, 315, 135, 45 };
  24.         for ( int q = 0; q < 8; q++ ) {
  25.             if ( deg == gds[q] ){
  26.                 n->Dir = q;
  27.                 return false;
  28.             }
  29.         }
  30.     }
  31. }
  32.  
  33. bool DoAngular(eweapon n, int deg){
  34.     if ( deg % 45 != 0 ) { n->Angle = deg; return true; }
  35.     else {
  36.         //u,d,l,r,lu,ru,ld,rd
  37.         int dgs[8]={ 270, 90, 180, 0, 225, 315, 135, 45 };
  38.         for ( int q = 0; q < 8; q++ ) {
  39.             if ( deg == gds[q] ){
  40.                 n->Dir = q;
  41.                 return false;
  42.             }
  43.         }
  44.     }
  45. }
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