1 | /* |
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2 | * Abuse - dark 2D side-scrolling platform game |
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3 | * Copyright (c) 1995 Crack dot Com |
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4 | * Copyright (c) 2005-2011 Sam Hocevar <sam@hocevar.net> |
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5 | * |
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6 | * This software was released into the Public Domain. As with most public |
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7 | * domain software, no warranty is made or implied by Crack dot Com or |
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8 | * Jonathan Clark. |
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9 | */ |
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10 | |
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11 | #include "config.h" |
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12 | |
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13 | #include "common.h" |
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14 | |
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15 | #include "level.h" |
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16 | #include "intsect.h" |
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17 | |
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18 | class collide_patch |
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19 | { |
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20 | public : |
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21 | int32_t total,x1,y1,x2,y2; |
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22 | game_object **touch; |
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23 | collide_patch *next; |
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24 | collide_patch(int32_t X1, int32_t Y1, int32_t X2, int32_t Y2, collide_patch *Next) |
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25 | { |
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26 | x1=X1; y1=Y1; x2=X2; y2=Y2; |
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27 | next=Next; |
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28 | total=0; |
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29 | touch=NULL; |
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30 | } |
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31 | void add_collide(int32_t X1, int32_t Y1, int32_t X2, int32_t Y2, game_object *who); |
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32 | collide_patch *copy(collide_patch *Next); |
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33 | ~collide_patch() { if (total) free(touch); } |
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34 | } ; |
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35 | |
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36 | |
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37 | collide_patch *collide_patch::copy(collide_patch *Next) |
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38 | { |
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39 | collide_patch *p=new collide_patch(x1,y1,x2,y2,Next); |
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40 | p->total=total; |
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41 | if (total) |
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42 | { |
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43 | p->touch=(game_object **)malloc(total*sizeof(game_object *)); |
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44 | memcpy(p->touch,touch,total*(sizeof(game_object *))); |
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45 | } |
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46 | else |
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47 | p->touch=NULL; |
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48 | return p; |
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49 | } |
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50 | |
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51 | |
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52 | void add_collide(collide_patch *&first, int32_t x1, int32_t y1, int32_t x2, int32_t y2, |
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53 | game_object *who) |
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54 | { |
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55 | collide_patch *next; |
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56 | for (collide_patch *p=first; p; p=next) |
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57 | { |
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58 | next=p->next; |
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59 | // first see if light patch we are adding is enclosed entirely by another patch |
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60 | if (x1>=p->x1 && y1>=p->y1 && x2<=p->x2 && y2<=p->y2) |
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61 | { |
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62 | if (x1>p->x1) |
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63 | { |
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64 | first=p->copy(first); |
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65 | first->x2=x1-1; |
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66 | } |
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67 | if (x2<p->x2) |
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68 | { |
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69 | first=p->copy(first); |
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70 | first->x1=x2+1; |
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71 | } |
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72 | if (y1>p->y1) |
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73 | { |
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74 | first=p->copy(first); |
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75 | first->x1=x1; |
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76 | first->x2=x2; |
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77 | first->y2=y1-1; |
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78 | } |
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79 | if (y2<p->y2) |
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80 | { |
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81 | first=p->copy(first); |
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82 | first->x1=x1; |
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83 | first->x2=x2; |
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84 | first->y1=y2+1; |
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85 | } |
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86 | p->x1=x1; p->y1=y1; p->x2=x2; p->y2=y2; |
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87 | |
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88 | p->total++; |
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89 | p->touch=(game_object **)realloc(p->touch,sizeof(game_object *)*p->total); |
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90 | p->touch[p->total-1]=who; |
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91 | return ; |
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92 | } |
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93 | |
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94 | // see if the patch completly covers another patch. |
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95 | if (x1<=p->x1 && y1<=p->y1 && x2>=p->x2 && y2>=p->y2) |
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96 | { |
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97 | if (x1<p->x1) |
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98 | add_collide(first,x1,y1,p->x1-1,y2,who); |
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99 | if (x2>p->x2) |
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100 | add_collide(first,p->x2+1,y1,x2,y2,who); |
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101 | if (y1<p->y1) |
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102 | add_collide(first,p->x1,y1,p->x2,p->y1-1,who); |
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103 | if (y2>p->y2) |
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104 | add_collide(first,p->x1,p->y2+1,p->x2,y2,who); |
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105 | p->total++; |
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106 | p->touch=(game_object **)realloc(p->touch,sizeof(game_object *)*p->total); |
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107 | p->touch[p->total-1]=who; |
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108 | return ; |
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109 | } |
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110 | |
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111 | // see if we intersect another rect |
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112 | if (!(x2<p->x1 || y2<p->y1 || x1>p->x2 || y1>p->y2)) |
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113 | { |
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114 | int ax1,ay1,ax2,ay2; |
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115 | if (x1<p->x1) |
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116 | { |
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117 | add_collide(first,x1,Max(y1,p->y1),p->x1-1,Min(y2,p->y2),who); |
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118 | ax1=p->x1; |
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119 | } else |
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120 | ax1=x1; |
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121 | |
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122 | if (x2>p->x2) |
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123 | { |
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124 | add_collide(first,p->x2+1,Max(y1,p->y1),x2,Min(y2,p->y2),who); |
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125 | ax2=p->x2; |
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126 | } |
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127 | else |
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128 | ax2=x2; |
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129 | |
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130 | if (y1<p->y1) |
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131 | { |
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132 | add_collide(first,x1,y1,x2,p->y1-1,who); |
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133 | ay1=p->y1; |
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134 | } else |
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135 | ay1=y1; |
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136 | |
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137 | if (y2>p->y2) |
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138 | { |
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139 | add_collide(first,x1,p->y2+1,x2,y2,who); |
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140 | ay2=p->y2; |
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141 | } else |
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142 | ay2=y2; |
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143 | |
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144 | |
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145 | add_collide(first,ax1,ay1,ax2,ay2,who); |
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146 | |
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147 | return ; |
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148 | } |
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149 | |
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150 | } |
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151 | |
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152 | first=new collide_patch(x1,y1,x2,y2,first); |
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153 | first->total=1; |
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154 | first->touch=(game_object **)malloc(sizeof(game_object *)*1); |
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155 | first->touch[0]=who; |
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156 | } |
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157 | |
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158 | |
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159 | |
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160 | |
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161 | void level::check_collisions() |
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162 | { |
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163 | game_object *target,*rec,*subject; |
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164 | int32_t sx1,sy1,sx2,sy2,tx1,ty1,tx2,ty2,hitx=0,hity=0,t_centerx; |
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165 | |
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166 | for (int l=0; l<attack_total; l++) |
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167 | { |
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168 | subject=attack_list[l]; |
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169 | subject->picture_space(sx1,sy1,sx2,sy2); |
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170 | rec=NULL; |
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171 | |
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172 | |
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173 | for (int j=0; j<target_total && !rec; j++) |
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174 | { |
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175 | target=target_list[j]; |
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176 | target->picture_space(tx1,ty1,tx2,ty2); |
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177 | if (!(sx2<tx1 || sy2<ty1 || sx1>tx2 || sy1>ty2)) // check to see if picture spaces collide |
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178 | { |
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179 | |
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180 | try_pushback(subject,target); |
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181 | |
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182 | if (subject->can_hurt(target)) // see if we can hurt him before calculating |
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183 | { |
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184 | t_centerx=target->x_center(); |
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185 | point_list *s_hit,*t_damage; |
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186 | |
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187 | s_hit=subject->current_figure()->hit; |
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188 | |
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189 | if (target->direction>0) |
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190 | t_damage=target->current_figure()->f_damage; |
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191 | else |
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192 | t_damage=target->current_figure()->b_damage; |
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193 | |
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194 | unsigned char *s_dat=s_hit->data,*t_dat; |
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195 | int i,j; |
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196 | for (i=(int)s_hit->tot-1; i>0 && !rec; i--) |
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197 | { |
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198 | for (t_dat=t_damage->data,j=(int)t_damage->tot-1; j>0 && !rec; j--) |
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199 | { |
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200 | int32_t x1,y1,x2,y2, // define the two line segments to check |
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201 | xp1,yp1,xp2,yp2; |
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202 | |
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203 | xp1=target->x+target->tx(*t_dat); t_dat++; |
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204 | yp1=target->y+target->ty(*t_dat); t_dat++; |
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205 | xp2=target->x+target->tx(*t_dat); |
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206 | yp2=target->y+target->ty(t_dat[1]); |
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207 | |
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208 | x1=subject->x+subject->tx(s_dat[0]); |
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209 | y1=subject->y+subject->ty(s_dat[1]); |
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210 | x2=subject->x+subject->tx(s_dat[2]); |
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211 | y2=subject->y+subject->ty(s_dat[3]); |
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212 | |
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213 | |
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214 | // ok, now we know which line segemnts to check for intersection |
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215 | // now check to see if (x1,y1-x2,y2) intercest with (xp1,yp1-xp2,yp2) |
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216 | int32_t _x2=x2,_y2=y2; |
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217 | setback_intersect(x1, y1, x2, y2, xp1, yp1, xp2, yp2,0); |
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218 | |
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219 | |
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220 | if (x2!=_x2 || _y2!=y2) |
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221 | { |
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222 | rec=target; |
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223 | hitx=((x1+x2)/2+(xp1+xp2)/2)/2; |
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224 | hity=((y1+y1)/2+(yp1+yp2)/2)/2; |
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225 | } |
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226 | } |
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227 | s_dat+=2; |
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228 | } |
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229 | } |
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230 | } |
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231 | } |
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232 | if (rec) |
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233 | { |
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234 | rec->do_damage((int)subject->current_figure()->hit_damage,subject,hitx,hity,0,0); |
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235 | subject->note_attack(rec); |
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236 | } |
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237 | } |
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238 | } |
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239 | |
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