SBSPSS/source/fx/fxlaser.cpp
2001-07-23 19:26:37 +00:00

208 lines
5.1 KiB
C++

/*************/
/*** Laser ***/
/*************/
#include "system\global.h"
#include <DStructs.h>
#include "utils\utils.h"
#include "gfx\prim.h"
#include "gfx\sprbank.h"
#include <sprites.h>
#include "level\level.h"
#include "game\game.h"
#include "gfx\otpos.h"
#include "FX\FXLaser.h"
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
int LaserWidth=1;
/*****************************************************************************/
void CFXLaser::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;
}
/*****************************************************************************/
/*** Think *******************************************************************/
/*****************************************************************************/
void CFXLaser::think(int _frames)
{
CThing *Parent=getParent();
ASSERT(Parent);
Pos=Parent->getPos();
}
/*****************************************************************************/
/*** Render ******************************************************************/
/*****************************************************************************/
void CFXLaser::render()
{
DVECTOR renderPos0,renderPos1;
sOT *ThisOT=OtPtr+OtPos;
getFXRenderPos(renderPos0);
if (!canRender() || Flags & FX_FLAG_HIDDEN) return;
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;
DVECTOR const &pos=getCollisionCentre();
DVECTOR const &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;
CRECT const &thisRect=getCollisionArea();
CRECT const &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 )
{
// vertical line
// bounding boxes already colliding
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;
}
}
}
}
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;
}
}