This commit is contained in:
Daveo 2001-07-05 15:56:39 +00:00
parent 18f65a792e
commit d64d22c9f8
2 changed files with 113 additions and 184 deletions

View File

@ -1,6 +1,6 @@
/*************/
/*** Laser ***/
/*************/
/**********************/
/*** ZZZZ (for FMA) ***/
/**********************/
#include "system\global.h"
#include <DStructs.h>
@ -12,197 +12,120 @@
#include "game\game.h"
#include "gfx\otpos.h"
#include "FX\FXLaser.h"
#include "FX\FXzzzz.h"
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
static const int FRM_Z=FRM__90;
static const int ZLifeInc=-8;
static const int ZDelay=32;
int LaserWidth=1;
static const s16 XT[16]={ 0,+1,+2,+2,+3,+2,+2,+1,
0,-1,-2,-2,-3,-2,-2,-1};
/*****************************************************************************/
void CFXLaser::init(DVECTOR const &_Pos)
void CFXZZZZ::init(DVECTOR const &_Pos)
{
CFX::init(_Pos);
Life=-1;
R=G=B=255;
Offset.vx=Offset.vy=0;
}
/*****************************************************************************/
void CFXLaser::setOffset(DVECTOR &Pos)
{
Offset=Pos;
}
/*****************************************************************************/
void CFXLaser::setTarget(DVECTOR &Pos)
{
Target=Pos;
for (int i=0;i<Z_COUNT; i++)
{
Z[i].Life=0;
}
Count=ZDelay;
DieFlag=0;
}
/*****************************************************************************/
/*** Think *******************************************************************/
/*****************************************************************************/
void CFXLaser::think(int _frames)
void CFXZZZZ::think(int _frames)
{
CThing *Parent=getParent();
ASSERT(Parent);
// CFX::think(_frames);
Pos=Parent->getPos();
Count-=_frames;
if (Count<=0 && !DieFlag)
{ // Make new
Count=ZDelay;
int Idx;
for (Idx=0; Idx<Z_COUNT; Idx++)
{
if (Z[Idx].Life==0) break;
}
if (Idx<Z_COUNT)
{ // Got free
sZ &ThisZ=Z[Idx];
ThisZ.Ofs.vx=0;
ThisZ.Ofs.vy=0;
ThisZ.Life=256;
ThisZ.TablePos=getRnd() & 15;
}
}
// Move Em
for (int i=0;i<Z_COUNT; i++)
{
if (Z[i].Life>0)
{
Z[i].Ofs.vx+=XT[Z[i].TablePos]-1;
Z[i].Ofs.vy--;
Z[i].Life+=ZLifeInc;
if (Z[i].Life<0) Z[i].Life=0;
Z[i].TablePos++;
Z[i].TablePos&=15;
}
else
{
Z[i].Life=0;
}
}
if (DieFlag==1)
{
DieFlag++;
}
else
if (DieFlag==2)
{
CFX::killFX();
}
}
/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
void CFXLaser::render()
void CFXZZZZ::render()
{
DVECTOR renderPos0,renderPos1;
sOT *ThisOT=OtPtr+OtPos;
getFXRenderPos(renderPos0);
CFX::render();
DVECTOR renderPos;
getFXRenderPos(renderPos);
if (!canRender() || Flags & FX_FLAG_HIDDEN) return;
int Frame=FRM_Z;
if (DieFlag)
Frame=FRM__BUBBLEPOP;
calcRenderPos(Target,renderPos1);
renderPos0.vx+=Offset.vx;
renderPos0.vy+=Offset.vy;
// Main Beam
LINE_F2 *L=GetPrimLF2();
L->x0=renderPos0.vx; L->y0=renderPos0.vy;
L->x1=renderPos1.vx; L->y1=renderPos1.vy;
setRGB0(L,R,G,B); addPrim(ThisOT,L);
// Surround
POLY_F4 *P=GetPrimF4();
P->x0=renderPos0.vx-LaserWidth; P->y0=renderPos0.vy-LaserWidth;
P->x1=renderPos0.vx+LaserWidth; P->y1=renderPos0.vy+LaserWidth;
P->x2=renderPos1.vx-LaserWidth; P->y2=renderPos1.vy-LaserWidth;
P->x3=renderPos1.vx+LaserWidth; P->y3=renderPos1.vy+LaserWidth;
setRGB0(P,R>>1,G>>1,B>>1); addPrim(ThisOT,P);
//
int W=renderPos1.vx-renderPos0.vx;
int H=renderPos1.vy-renderPos0.vy;
setCollisionCentreOffset( (W>>1) + Offset.vx, (H>>1) + Offset.vy );
if (W<0) W=-W;
if (H<0) H=-H;
setCollisionSize(W,H);
}
/*****************************************************************************/
/*** checkCollisionAgainst ***************************************************/
/*****************************************************************************/
int CFXLaser::checkCollisionAgainst(CThing *_thisThing, int _frames)
{
DVECTOR pos,thisThingPos;
int radius;
int collided;
pos=getCollisionCentre();
thisThingPos=_thisThing->getCollisionCentre();
radius=getCollisionRadius()+_thisThing->getCollisionRadius();
collided=false;
if(abs(pos.vx-thisThingPos.vx)<radius&&
abs(pos.vy-thisThingPos.vy)<radius)
{
CRECT thisRect,thatRect;
thisRect=getCollisionArea();
thatRect=_thisThing->getCollisionArea();
if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
{
// bounding boxes touch, now check for line vs box collision
s32 w = thatRect.x2 - thatRect.x1;
s32 h = thatRect.y2 - thatRect.y1;
s32 a = ( thatRect.x1 + thatRect.x2 ) >> 1;
s32 b = ( thatRect.y1 + thatRect.y2 ) >> 1;
s32 x1 = Pos.vx + Offset.vx;
s32 y1 = Pos.vy + Offset.vy;
s32 x2 = Target.vx;
s32 y2 = Target.vy;
s32 t1, t2, t3, t4;
if ( x1 == x2 )
POLY_FT4 *Ft4;
for (int i=0; i<Z_COUNT; i++)
{
// vertical line
// bounding boxes already colliding
sZ &ThisZ=Z[i];
collided = true;
}
else if ( y1 == y2 )
{
// horizontal line
// bounding boxes already colliding
collided = true;
}
else
{
// see http://www.flipcode.com/tpractice/issue01.shtml
t1 = ( ( ( w >> 1 ) - x1 + a ) << 8 ) / ( x2 - x1 );
t2 = ( ( -( ( w >> 1 ) + x1 - a ) ) << 8 ) / ( x2 - x1 );
t3 = ( ( ( h >> 1 ) - y1 + b ) << 8 ) / ( y2 - y1 );
t4 = ( ( -( ( h >> 1 ) + y1 - b ) ) << 8 ) / ( y2 - y1 );
if ( t1 > t2 )
{
s32 temp = t2;
t2 = t1;
t1 = temp;
}
if ( t3 > t4 )
{
s32 temp = t4;
t4 = t3;
t3 = temp;
}
if ( t1 < t4 && t3 < t2 )
{
collided = true;
if (ThisZ.Life)
{
DVECTOR ThisPos;
int HLife=ThisZ.Life/2;
ThisPos.vx=renderPos.vx+ThisZ.Ofs.vx;
ThisPos.vy=renderPos.vy+ThisZ.Ofs.vy;
Ft4=CGameScene::getSpriteBank()->printFT4Scaled(Frame,ThisPos.vx,ThisPos.vy,0,0,OtPos,128+HLife);
setShadeTex(Ft4,0);
setSemiTrans(Ft4,1);
Ft4->tpage|=1<<5;
setRGB0(Ft4,HLife,HLife,HLife);
}
}
}
}
return collided;
}
/*****************************************************************************/
/*** CollidedWith ************************************************************/
/*****************************************************************************/
void CFXLaser::collidedWith(CThing *_thisThing)
{
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
{
CPlayer *player = (CPlayer *) _thisThing;
if ( !player->isRecoveringFromHit() )
{
player->takeDamage( DAMAGE__HIT_ENEMY );
}
break;
}
default:
break;
}
}

View File

@ -1,31 +1,37 @@
/*************/
/*** Laser ***/
/*************/
/**********************/
/*** ZZZZ (for FMA) ***/
/**********************/
#ifndef __FX_FX_LASER_HEADER__
#define __FX_FX_LASER_HEADER__
#ifndef __FX_FX_ZZZZ_HEADER__
#define __FX_FX_ZZZZ_HEADER__
#include "fx/fx.h"
/*****************************************************************************/
class CFXLaser : public CFX
class CFXZZZZ : public CFX
{
public:
enum
{
Z_COUNT=8,
};
struct sZ
{
DVECTOR Ofs;
s16 TablePos;
s16 Life;
};
void init(DVECTOR const &Pos);
void think(int _frames);
void render();
/*virtual */int canCollide() {return true;}
/*virtual */int checkCollisionAgainst(CThing *_thisThing, int _frames);
void setOffset(DVECTOR &Pos);
void setTarget(DVECTOR &Pos);
void setRGB(u8 r,u8 g,u8 b) {R=r; G=g; B=g;}
void killFX() {DieFlag=1;}
protected:
/*virtual */void collidedWith(CThing *_thisThing);
DVECTOR Offset,Target;
u8 R,G,B;
sZ Z[Z_COUNT];
s16 Count;
u8 DieFlag;
};
#endif