[2] | 1 | #include "level.hpp" |
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| 2 | #include "intsect.hpp" |
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| 3 | |
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| 4 | class collide_patch |
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| 5 | { |
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| 6 | public : |
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[16] | 7 | int32_t total,x1,y1,x2,y2; |
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[2] | 8 | game_object **touch; |
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| 9 | collide_patch *next; |
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[16] | 10 | collide_patch(int32_t X1, int32_t Y1, int32_t X2, int32_t Y2, collide_patch *Next) |
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[2] | 11 | { |
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| 12 | x1=X1; y1=Y1; x2=X2; y2=Y2; |
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| 13 | next=Next; |
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| 14 | total=0; |
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| 15 | touch=NULL; |
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| 16 | } |
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[16] | 17 | void add_collide(int32_t X1, int32_t Y1, int32_t X2, int32_t Y2, game_object *who); |
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[2] | 18 | collide_patch *copy(collide_patch *Next); |
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| 19 | ~collide_patch() { if (total) jfree(touch); } |
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| 20 | } ; |
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| 21 | |
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| 22 | |
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| 23 | collide_patch *collide_patch::copy(collide_patch *Next) |
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| 24 | { |
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| 25 | collide_patch *p=new collide_patch(x1,y1,x2,y2,Next); |
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| 26 | p->total=total; |
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| 27 | if (total) |
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| 28 | { |
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| 29 | p->touch=(game_object **)jmalloc(total*sizeof(game_object *),"collide patches"); |
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| 30 | memcpy(p->touch,touch,total*(sizeof(game_object *))); |
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| 31 | } |
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| 32 | else |
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| 33 | p->touch=NULL; |
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| 34 | return p; |
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| 35 | } |
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| 36 | |
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| 37 | |
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[16] | 38 | void add_collide(collide_patch *&first, int32_t x1, int32_t y1, int32_t x2, int32_t y2, |
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[2] | 39 | game_object *who) |
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| 40 | { |
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| 41 | collide_patch *next; |
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| 42 | for (collide_patch *p=first;p;p=next) |
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| 43 | { |
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| 44 | next=p->next; |
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| 45 | // first see if light patch we are adding is enclosed entirely by another patch |
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| 46 | if (x1>=p->x1 && y1>=p->y1 && x2<=p->x2 && y2<=p->y2) |
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| 47 | { |
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| 48 | if (x1>p->x1) |
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| 49 | { |
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| 50 | first=p->copy(first); |
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| 51 | first->x2=x1-1; |
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| 52 | } |
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| 53 | if (x2<p->x2) |
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| 54 | { |
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| 55 | first=p->copy(first); |
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| 56 | first->x1=x2+1; |
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| 57 | } |
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| 58 | if (y1>p->y1) |
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| 59 | { |
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| 60 | first=p->copy(first); |
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| 61 | first->x1=x1; |
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| 62 | first->x2=x2; |
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| 63 | first->y2=y1-1; |
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| 64 | } |
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| 65 | if (y2<p->y2) |
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| 66 | { |
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| 67 | first=p->copy(first); |
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| 68 | first->x1=x1; |
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| 69 | first->x2=x2; |
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| 70 | first->y1=y2+1; |
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| 71 | } |
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| 72 | p->x1=x1; p->y1=y1; p->x2=x2; p->y2=y2; |
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| 73 | |
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| 74 | p->total++; |
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| 75 | p->touch=(game_object **)jrealloc(p->touch,sizeof(game_object *)*p->total,"object_patch_list"); |
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| 76 | p->touch[p->total-1]=who; |
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| 77 | return ; |
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| 78 | } |
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| 79 | |
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| 80 | // see if the patch completly covers another patch. |
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| 81 | if (x1<=p->x1 && y1<=p->y1 && x2>=p->x2 && y2>=p->y2) |
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| 82 | { |
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| 83 | if (x1<p->x1) |
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| 84 | add_collide(first,x1,y1,p->x1-1,y2,who); |
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| 85 | if (x2>p->x2) |
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| 86 | add_collide(first,p->x2+1,y1,x2,y2,who); |
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| 87 | if (y1<p->y1) |
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| 88 | add_collide(first,p->x1,y1,p->x2,p->y1-1,who); |
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| 89 | if (y2>p->y2) |
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| 90 | add_collide(first,p->x1,p->y2+1,p->x2,y2,who); |
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| 91 | p->total++; |
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| 92 | p->touch=(game_object **)jrealloc(p->touch,sizeof(game_object *)*p->total,"object_patch_list"); |
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| 93 | p->touch[p->total-1]=who; |
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| 94 | return ; |
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| 95 | } |
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| 96 | |
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| 97 | // see if we intersect another rect |
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| 98 | if (!(x2<p->x1 || y2<p->y1 || x1>p->x2 || y1>p->y2)) |
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| 99 | { |
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| 100 | int ax1,ay1,ax2,ay2; |
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| 101 | if (x1<p->x1) |
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| 102 | { |
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| 103 | add_collide(first,x1,max(y1,p->y1),p->x1-1,min(y2,p->y2),who); |
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| 104 | ax1=p->x1; |
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| 105 | } else |
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| 106 | ax1=x1; |
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| 107 | |
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| 108 | if (x2>p->x2) |
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| 109 | { |
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| 110 | add_collide(first,p->x2+1,max(y1,p->y1),x2,min(y2,p->y2),who); |
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| 111 | ax2=p->x2; |
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| 112 | } |
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| 113 | else |
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| 114 | ax2=x2; |
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| 115 | |
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| 116 | if (y1<p->y1) |
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| 117 | { |
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| 118 | add_collide(first,x1,y1,x2,p->y1-1,who); |
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| 119 | ay1=p->y1; |
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| 120 | } else |
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| 121 | ay1=y1; |
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| 122 | |
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| 123 | if (y2>p->y2) |
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| 124 | { |
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| 125 | add_collide(first,x1,p->y2+1,x2,y2,who); |
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| 126 | ay2=p->y2; |
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| 127 | } else |
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| 128 | ay2=y2; |
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| 129 | |
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| 130 | |
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| 131 | add_collide(first,ax1,ay1,ax2,ay2,who); |
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| 132 | |
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| 133 | return ; |
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| 134 | } |
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| 135 | |
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| 136 | } |
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| 137 | |
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| 138 | first=new collide_patch(x1,y1,x2,y2,first); |
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| 139 | first->total=1; |
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| 140 | first->touch=(game_object **)jmalloc(sizeof(game_object *)*1,"object_patch_list"); |
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| 141 | first->touch[0]=who; |
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| 142 | } |
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| 143 | |
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| 144 | |
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| 145 | |
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| 146 | |
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| 147 | void level::check_collisions() |
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| 148 | { |
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| 149 | game_object *target,*rec,*subject; |
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[16] | 150 | int32_t sx1,sy1,sx2,sy2,tx1,ty1,tx2,ty2,hitx=0,hity=0,t_centerx; |
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[2] | 151 | |
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| 152 | for (int l=0;l<attack_total;l++) |
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| 153 | { |
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| 154 | subject=attack_list[l]; |
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| 155 | subject->picture_space(sx1,sy1,sx2,sy2); |
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| 156 | rec=NULL; |
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| 157 | |
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| 158 | |
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| 159 | for (int j=0;j<target_total && !rec;j++) |
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| 160 | { |
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| 161 | target=target_list[j]; |
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| 162 | target->picture_space(tx1,ty1,tx2,ty2); |
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| 163 | if (!(sx2<tx1 || sy2<ty1 || sx1>tx2 || sy1>ty2)) // check to see if picture spaces collide |
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| 164 | { |
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| 165 | |
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| 166 | try_pushback(subject,target); |
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| 167 | |
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| 168 | if (subject->can_hurt(target)) // see if we can hurt him before calculating |
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| 169 | { |
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| 170 | t_centerx=target->x_center(); |
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| 171 | point_list *s_hit,*t_damage; |
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| 172 | |
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| 173 | s_hit=subject->current_figure()->hit; |
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| 174 | |
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| 175 | if (target->direction>0) |
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| 176 | t_damage=target->current_figure()->f_damage; |
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| 177 | else |
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| 178 | t_damage=target->current_figure()->b_damage; |
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| 179 | |
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| 180 | unsigned char *s_dat=s_hit->data,*t_dat; |
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| 181 | int i,j; |
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| 182 | for (i=(int)s_hit->tot-1;i>0 && !rec;i--) |
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| 183 | { |
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| 184 | for (t_dat=t_damage->data,j=(int)t_damage->tot-1;j>0 && !rec;j--) |
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| 185 | { |
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[16] | 186 | int32_t x1,y1,x2,y2, // define the two line segments to check |
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[2] | 187 | xp1,yp1,xp2,yp2; |
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| 188 | |
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| 189 | xp1=target->x+target->tx(*t_dat); t_dat++; |
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| 190 | yp1=target->y+target->ty(*t_dat); t_dat++; |
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| 191 | xp2=target->x+target->tx(*t_dat); |
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| 192 | yp2=target->y+target->ty(t_dat[1]); |
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| 193 | |
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| 194 | x1=subject->x+subject->tx(s_dat[0]); |
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| 195 | y1=subject->y+subject->ty(s_dat[1]); |
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| 196 | x2=subject->x+subject->tx(s_dat[2]); |
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| 197 | y2=subject->y+subject->ty(s_dat[3]); |
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| 198 | |
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| 199 | |
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| 200 | // ok, now we know which line segemnts to check for intersection |
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| 201 | // now check to see if (x1,y1-x2,y2) intercest with (xp1,yp1-xp2,yp2) |
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[16] | 202 | int32_t _x2=x2,_y2=y2; |
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[2] | 203 | setback_intersect(x1, y1, x2, y2, xp1, yp1, xp2, yp2,0); |
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| 204 | |
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| 205 | |
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| 206 | if (x2!=_x2 || _y2!=y2) |
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| 207 | { |
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| 208 | rec=target; |
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| 209 | hitx=((x1+x2)/2+(xp1+xp2)/2)/2; |
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| 210 | hity=((y1+y1)/2+(yp1+yp2)/2)/2; |
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| 211 | } |
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| 212 | } |
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| 213 | s_dat+=2; |
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| 214 | } |
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| 215 | } |
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| 216 | } |
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| 217 | } |
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| 218 | if (rec) |
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| 219 | { |
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| 220 | rec->do_damage((int)subject->current_figure()->hit_damage,subject,hitx,hity,0,0); |
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| 221 | subject->note_attack(rec); |
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| 222 | } |
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| 223 | } |
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| 224 | } |
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| 225 | |
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