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- //NPC facing 'l'
- bool Facing (npc n, ffc l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- bool Facing (npc n, lweapon l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- bool Facing (npc n, eweapon l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- bool Facing (npc n, item l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- //npc vs. npc
- bool Facing (npc n, npc l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- //Facing Link
- bool Facing (npc n){
- if ( n->Dir == DIR_UP && n->Y < Link->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > Link->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > Link->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < Link->X ) return true;
- return false;
- }
- bool Facing (npc n, int combo_pos){
- int posX = ComboX(combo_pos);
- int posY = ComboY(combo_pos);
- if ( n->Dir == DIR_UP && n->Y > posY ) return true;
- if ( n->Dir == DIR_DOWN && n->Y < posY ) return true;
- if ( n->Dir == DIR_RIGHT && n->X < posX ) return true;
- if ( n->Dir == DIR_LEFT && n->X > posX ) return true;
- return false;
- }
- //lweapon facing 'l'
- bool Facing (lweapon n, ffc l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- bool Facing (lweapon n, npc l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- bool Facing (lweapon n, eweapon l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- bool Facing (lweapon n, item l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- //lweapon vs. lweapon
- bool Facing (lweapon n, lweapon l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- //Facing Link
- bool Facing (lweapon n){
- if ( n->Dir == DIR_UP && Link->Y < n->Y ) return true;
- if ( n->Dir == DIR_DOWN && Link->Y > n->Y ) return true;
- if ( n->Dir == DIR_RIGHT && Link->X > n->X ) return true;
- if ( n->Dir == DIR_LEFT && Link->X < n->X ) return true;
- return false;
- }
- bool Facing (lweapon n, int combo_pos){
- int posX = ComboX(combo_pos);
- int posY = ComboY(combo_pos);
- if ( n->Dir == DIR_UP && n->Y > posY ) return true;
- if ( n->Dir == DIR_DOWN && n->Y < posY ) return true;
- if ( n->Dir == DIR_RIGHT && n->X < posX ) return true;
- if ( n->Dir == DIR_LEFT && n->X > posX ) return true;
- return false;
- }
- //eweapon facing 'l'
- bool Facing (eweapon n, ffc l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- bool Facing (eweapon n, npc l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- bool Facing (eweapon n, lweapon l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- bool Facing (eweapon n, item l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- //eweapon vs. eweapon
- bool Facing (eweapon n, eweapon l){
- if ( n->Dir == DIR_UP && n->Y < l->Y ) return true;
- if ( n->Dir == DIR_DOWN && n->Y > l->Y ) return true;
- if ( n->Dir == DIR_RIGHT && n->X > l->X ) return true;
- if ( n->Dir == DIR_LEFT && n->X < l->X ) return true;
- return false;
- }
- //Facing Link
- bool Facing (eweapon n){
- if ( n->Dir == DIR_UP && Link->Y < n->Y ) return true;
- if ( n->Dir == DIR_DOWN && Link->Y > n->Y ) return true;
- if ( n->Dir == DIR_RIGHT && Link->X > n->X ) return true;
- if ( n->Dir == DIR_LEFT && Link->X < n->X ) return true;
- return false;
- }
- bool Facing (eweapon n, int combo_pos){
- int posX = ComboX(combo_pos);
- int posY = ComboY(combo_pos);
- if ( n->Dir == DIR_UP && n->Y > posY ) return true;
- if ( n->Dir == DIR_DOWN && n->Y < posY ) return true;
- if ( n->Dir == DIR_RIGHT && n->X < posX ) return true;
- if ( n->Dir == DIR_LEFT && n->X > posX ) return true;
- return false;
- }
- //FFCs don;t have a direction, so it'll need to be arbitrary.
- //const int FFC_DIR = 10; //f->Misc
- //lweapon facing 'l'
- bool Facing (ffc f, lweapon l, int ffc_dir){
- if ( ffc_dir == DIR_UP && f->Y < l->Y ) return true;
- if ( ffc_dir == DIR_DOWN && f->Y > l->Y ) return true;
- if ( ffc_dir == DIR_RIGHT && f->X > l->X ) return true;
- if ( ffc_dir == DIR_LEFT && f->X < l->X ) return true;
- return false;
- }
- bool Facing (ffc f, npc l, int ffc_dir){
- if ( ffc_dir == DIR_UP && f->Y < l->Y ) return true;
- if ( ffc_dir == DIR_DOWN && f->Y > l->Y ) return true;
- if ( ffc_dir == DIR_RIGHT && f->X > l->X ) return true;
- if ( ffc_dir == DIR_LEFT && f->X < l->X ) return true;
- return false;
- }
- bool Facing (ffc f, eweapon l, int ffc_dir){
- if ( ffc_dir == DIR_UP && f->Y < l->Y ) return true;
- if ( ffc_dir == DIR_DOWN && f->Y > l->Y ) return true;
- if ( ffc_dir == DIR_RIGHT && f->X > l->X ) return true;
- if ( ffc_dir == DIR_LEFT && f->X < l->X ) return true;
- return false;
- }
- bool Facing (ffc f, item l, int ffc_dir){
- if ( ffc_dir == DIR_UP && f->Y < l->Y ) return true;
- if ( ffc_dir == DIR_DOWN && f->Y > l->Y ) return true;
- if ( ffc_dir == DIR_RIGHT && f->X > l->X ) return true;
- if ( ffc_dir == DIR_LEFT && f->X < l->X ) return true;
- return false;
- }
- //two ffcs
- bool Facing (ffc f, ffc l, int ffc_dir){
- if ( ffc_dir == DIR_UP && f->Y < l->Y ) return true;
- if ( ffc_dir == DIR_DOWN && f->Y > l->Y ) return true;
- if ( ffc_dir == DIR_RIGHT && f->X > l->X ) return true;
- if ( ffc_dir == DIR_LEFT && f->X < l->X ) return true;
- return false;
- }
- //Facig Link
- bool Facing (ffc f, int ffc_dir){
- if ( ffc_dir == DIR_UP && Link->Y < f->Y ) return true;
- if ( ffc_dir == DIR_DOWN && Link->Y > f->Y ) return true;
- if ( ffc_dir == DIR_RIGHT && Link->X > f->X ) return true;
- if ( ffc_dir == DIR_LEFT && Link->X < f->X ) return true;
- return false;
- }
- //Combo
- bool Facing (ffc f, int ffc_dir, int combo_pos){
- int posX = ComboX(combo_pos);
- int posY = ComboY(combo_pos);
- if ( ffc_dir == DIR_UP && f->Y > posY ) return true;
- if ( ffc_dir == DIR_DOWN && f->Y < posY ) return true;
- if ( ffc_dir == DIR_RIGHT && f->X < posX ) return true;
- if ( ffc_dir == DIR_LEFT && f->X > posX ) return true;
- return false;
- }
- //Do items have a dir? No, it'll also be arbitrary, then...
- //item facing 'l'
- bool Facing (item f, lweapon l, int ffc_dir){
- if ( ffc_dir == DIR_UP && f->Y < l->Y ) return true;
- if ( ffc_dir == DIR_DOWN && f->Y > l->Y ) return true;
- if ( ffc_dir == DIR_RIGHT && f->X > l->X ) return true;
- if ( ffc_dir == DIR_LEFT && f->X < l->X ) return true;
- return false;
- }
- bool Facing (item f, npc l, int ffc_dir){
- if ( ffc_dir == DIR_UP && f->Y < l->Y ) return true;
- if ( ffc_dir == DIR_DOWN && f->Y > l->Y ) return true;
- if ( ffc_dir == DIR_RIGHT && f->X > l->X ) return true;
- if ( ffc_dir == DIR_LEFT && f->X < l->X ) return true;
- return false;
- }
- bool Facing (item f, eweapon l, int ffc_dir){
- if ( ffc_dir == DIR_UP && f->Y < l->Y ) return true;
- if ( ffc_dir == DIR_DOWN && f->Y > l->Y ) return true;
- if ( ffc_dir == DIR_RIGHT && f->X > l->X ) return true;
- if ( ffc_dir == DIR_LEFT && f->X < l->X ) return true;
- return false;
- }
- bool Facing (item f, ffc l, int ffc_dir){
- if ( ffc_dir == DIR_UP && f->Y < l->Y ) return true;
- if ( ffc_dir == DIR_DOWN && f->Y > l->Y ) return true;
- if ( ffc_dir == DIR_RIGHT && f->X > l->X ) return true;
- if ( ffc_dir == DIR_LEFT && f->X < l->X ) return true;
- return false;
- }
- //two items
- bool Facing (item f, item l, int ffc_dir){
- if ( ffc_dir == DIR_UP && f->Y < l->Y ) return true;
- if ( ffc_dir == DIR_DOWN && f->Y > l->Y ) return true;
- if ( ffc_dir == DIR_RIGHT && f->X > l->X ) return true;
- if ( ffc_dir == DIR_LEFT && f->X < l->X ) return true;
- return false;
- }
- //Facig Link
- bool Facing (item f, int ffc_dir){
- if ( ffc_dir == DIR_UP && Link->Y < f->Y ) return true;
- if ( ffc_dir == DIR_DOWN && Link->Y > f->Y ) return true;
- if ( ffc_dir == DIR_RIGHT && Link->X > f->X ) return true;
- if ( ffc_dir == DIR_LEFT && Link->X < f->X ) return true;
- return false;
- }
- //Combo
- bool Facing (item f, int ffc_dir, int cmb_pos){
- int posX = ComboX(cmb_pos);
- int posY = ComboY(cmb_pos);
- if ( ffc_dir == DIR_UP && f->Y > posY ) return true;
- if ( ffc_dir == DIR_DOWN && f->Y < posY ) return true;
- if ( ffc_dir == DIR_RIGHT && f->X < posX ) return true;
- if ( ffc_dir == DIR_LEFT && f->X > posX ) return true;
- return false;
- }
- bool Above(npc n){ return Link->Y < n->Y; }
- bool Below(npc n){ return Link->Y > n->Y; }
- bool LeftOf(npc n){ return Link->X < n->X; }
- bool RightOf(npc n){ return Link->X > n->X; }
- bool Above(ffc n){ return Link->Y < n->Y; }
- bool Below(ffc n){ return Link->Y > n->Y; }
- bool LeftOf(ffc n){ return Link->X < n->X; }
- bool RightOf(ffc n){ return Link->X > n->X; }
- bool Above(eweapon n){ return Link->Y < n->Y; }
- bool Below(eweapon n){ return Link->Y > n->Y; }
- bool LeftOf(eweapon n){ return Link->X < n->X; }
- bool RightOf(eweapon n){ return Link->X > n->X; }
- bool Above(lweapon n){ return Link->Y < n->Y; }
- bool Below(lweapon n){ return Link->Y > n->Y; }
- bool LeftOf(lweapon n){ return Link->X < n->X; }
- bool RightOf(lweapon n){ return Link->X > n->X; }
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