/*========================================================================= thing.h Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ #ifndef __THING_THING_H__ #define __THING_THING_H__ /*---------------------------------------------------------------------- Includes -------- */ #ifndef _GLOBAL_HEADER_ #include "system\global.h" #endif #ifndef __GAME_EVENT_H__ #include "game\event.h" #endif #include /* Std Lib ------- */ /*---------------------------------------------------------------------- Tyepdefs && Defines ------------------- */ /*---------------------------------------------------------------------- Structure defintions -------------------- */ // Collision rectangle definition struct CRECT { int x1,y1,x2,y2; }; /*----------------------------------------------------------------------*/ // Thing manager class class CThing; class CThingManager { public: static void init(); static void shutdown(); static void killAllThingsForRespawn(); static void initAllThings(); static void thinkAllThings(int _frames); static void renderAllThings(); static void processEventAllThings(GAME_EVENT _event,CThing *_sourceThing); static CThing *checkCollisionAreaAgainstThings(CRECT *_area,int _type,int _continue); static void initCollision(); static void matchWheelsAndWeights(); static void matchPressureSwitches(); static void matchGaryTriggers(); static sBBox &getRenderBBox() {return(m_RenderBBox);} static sBBox &getThinkBBox() {return(m_ThinkBBox);} protected: static void initList(CThing **List); static void addToThingList(CThing *_this); static void removeFromThingList(CThing *_this); static void addToCollisionList(CThing *_this); friend class CThing; private: static CThing *s_thingLists[]; static int s_initialised; static CThing *s_CollisionLists[]; static sBBox m_RenderBBox; static sBBox m_ThinkBBox; public: // FreeList Stuff static void initFreeList(); static void resetFreeList(); static void shutdownFreeList(); static CThing *GetThing(int Type,int SubType); static void DeleteThing(CThing *Thing); private: static CThing **s_FreeList[]; }; /*----------------------------------------------------------------------*/ // Base thing class class CThing { public: enum TYPE { TYPE_PICKUP, TYPE_PLATFORM, TYPE_PLAYER, TYPE_PLAYERPROJECTILE, TYPE_NPC, TYPE_ENEMY, TYPE_ENEMYPROJECTILE, TYPE_TRIGGER, TYPE_HAZARD, TYPE_FX, MAX_TYPE, }; // TYPE; CThing() { initDef(); m_SubType=255; } virtual ~CThing() {;} /*virtual*/ void initDef() { Pos.vx=0; Pos.vy=0; PosDelta=Pos; PosLast=Pos; m_isShuttingDown=false; NextFreeThing=0; } virtual TYPE getThingType()=0; /*virtual */void setThingSubType(int T) {m_SubType=T;} /*virtual */int getThingSubType() {return(m_SubType);} //virtual void create() {;} // Once only init (for mem alloc) virtual void init(); // re-usable init virtual void shutdown(); // re-usable shutdown //virtual void destroy() {;} // memory clean up when totally killing the poor things virtual void think(int _frames); virtual void render(); void setToShutdown(bool f=true) {m_isShuttingDown = f;} u8 isSetToShutdown() {return( m_isShuttingDown);} virtual int dontKillDuringLevelRespawn() {return false;} void calcRenderPos(DVECTOR const &Pos,DVECTOR &renderPos); // Linkage void addChild(CThing *Child); void removeChild(CThing *Child); void removeAllChild(); void deleteAllChild(); int getNumChildren() {return( m_numChildren );} DVECTOR const &getPos() {return Pos;} void setPos(DVECTOR newPos) {Pos=newPos;} DVECTOR getPosDelta() {return PosDelta;} CThing *getParent() {return ParentThing;} CThing *getNext() {return NextThing;} virtual void processEvent(GAME_EVENT _event,CThing *_sourceThing); protected: // Pos DVECTOR Pos, PosLast, PosDelta; // Parent Child Linkage CThing *ParentThing,*NextThing; u8 m_numChildren; public: // Collision/List Link List CThing *m_nextCollisionThing; CThing *m_nextListThing; public: CThing *m_NextFreeThing; // -- Collision -- public: virtual CRECT const *getRenderBBox() {return &m_collisionArea;} virtual CRECT const *getThinkBBox() {return &m_collisionArea;} virtual bool alwaysThink() {return(false);} virtual void leftThinkZone(int _frames) {} //virtual void enterThinkZone(int _frames) {} void ShowBBox(); DVECTOR const &getCollisionCentre() {return m_collisionCentre;} DVECTOR const &getCollisionCentreOffset() {return m_collisionCentreOffset;} int getCollisionRadius() {return m_collisionRadius;} /*virtual */CRECT const &getCollisionArea() {return m_collisionArea;} DVECTOR const &getCollisionSize() {return m_collisionSize;} virtual int canCollide() {return true;} virtual int checkCollisionAgainst(CThing *_thisThing, int _frames); int checkCollisionAgainstArea(CRECT *_rect); void updateCollisionArea(); virtual void collidedWith(CThing *_thisThing) {;} //virtual s32 getNewYPos( CThing *_thisThing ); public: // Thing states void setRenderFlag(bool f) {m_renderFlag=f;} void setThinkFlag(bool f) {m_thinkFlag=f;} bool getThinkFlag() {return(m_thinkFlag);} bool canRender() {return (m_renderFlag);} DVECTOR &getRenderPos() {return(m_RenderPos);} bool canThink() {return (m_thinkFlag);} protected: DVECTOR m_RenderPos; u8 m_renderFlag,m_thinkFlag; u8 m_isShuttingDown; u8 m_SubType; protected: /*virtual */void setCollisionSize(int _w,int _h); /*virtual */void setCollisionCentreOffset(int _x,int _y) {m_collisionCentreOffset.vx=_x;m_collisionCentreOffset.vy=_y;} /*virtual */void setCollisionCentreOffset(DVECTOR xy) {m_collisionCentreOffset=xy;} private: DVECTOR m_collisionSize; DVECTOR m_collisionCentreOffset; s16 m_collisionRadius; CRECT m_collisionArea; DVECTOR m_collisionCentre; // Free List Stuff public: CThing *NextFreeThing; }; /*---------------------------------------------------------------------- */ /* These are the individual base classes for each of the seperate thing types */ class CPickupThing : public CThing { public: virtual TYPE getThingType() {return TYPE_PICKUP;} }; class CPlayerThing : public CThing { public: enum { // For Dynamic ThingCache MAX_SUBTYPE =1, }; virtual TYPE getThingType() {return TYPE_PLAYER;} virtual bool alwaysThink() {return(true);} }; class CPlayerProjectileThing : public CThing { public: virtual TYPE getThingType() {return TYPE_PLAYERPROJECTILE;} }; class CNpcThing : public CThing { public: virtual TYPE getThingType() {return TYPE_NPC;} }; class CEnemyThing : public CThing { public: virtual TYPE getThingType() {return TYPE_ENEMY;} }; class CEnemyProjectileThing : public CThing { public: virtual TYPE getThingType() {return TYPE_ENEMYPROJECTILE;} }; class CPlatformThing : public CThing { public: virtual TYPE getThingType() {return TYPE_PLATFORM;} }; class CTriggerThing : public CThing { public: virtual TYPE getThingType() {return TYPE_TRIGGER;} }; class CHazardThing : public CThing { public: virtual TYPE getThingType() {return TYPE_HAZARD;} }; class CFXThing : public CThing { public: virtual TYPE getThingType() {return TYPE_FX;} }; #endif /* __THING_THING_H__ */ /*=========================================================================== end */