SBSPSS/source/level/layercollision.cpp
2001-05-30 17:09:56 +00:00

372 lines
8.3 KiB
C++

/******************************/
/*** Collision Layer Class ***/
/******************************/
#include "system\global.h"
#include <DStructs.h>
#include "utils\utils.h"
#include "LayerCollision.h"
#ifndef _FILEIO_HEADER_
#include "fileio\fileio.h"
#endif
// Manual collision height table (pkg)
u8 CLayerCollision::s_collisionTable[]=
{
0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0, 0,
16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,16,
1, 1, 2, 2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7, 8, 8,
8, 8, 7, 7, 6, 6, 5, 5, 4, 4, 3, 3, 2, 2, 1, 1,
9, 9,10,10,11,11,12,12,13,13,14,14,15,15,16,16,
16,16,15,15,14,14,13,13,12,12,11,11,10,10, 9, 9,
1, 2, 3, 4, 5, 6, 7, 8, 9,10,11,12,13,14,15,16,
16,15,14,13,12,11,10, 9, 8, 7, 6, 5, 4, 3, 2, 1,
};
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
CLayerCollision::CLayerCollision(sLayerHdr *Hdr)
{
LayerHdr=Hdr;
Map=(u8*)MakePtr(Hdr,sizeof(sLayerHdr));
MapWidth=LayerHdr->Width;
MapHeight=LayerHdr->Height;
}
/*****************************************************************************/
CLayerCollision::~CLayerCollision()
{
}
/*****************************************************************************/
void CLayerCollision::shutdown()
{
}
/*****************************************************************************/
int CLayerCollision::getHeightFromGround(int _x,int _y,int _maxHeight)
{
int mapX,mapY,xFraction,yFraction;
int distanceFromGround;
int colHeight;
int maxHeightToCheck;
mapX=_x>>4;
mapY=(_y>>4)*MapWidth;
xFraction=_x&0x0f;
yFraction=16-(_y&0x0f);
distanceFromGround=0;
colHeight=s_collisionTable[((Map[mapX+mapY]&COLLISION_TILE_MASK)*16)+xFraction];
if(colHeight)
{
// Inside a collision block.. find the nearest ground above this point
maxHeightToCheck=-_maxHeight-16; // Need to check one block more incase we cross onto a new block
while(colHeight==16)
{
mapY-=MapWidth;
distanceFromGround-=16;
if(distanceFromGround<=maxHeightToCheck)
{
return -_maxHeight;
}
colHeight=s_collisionTable[((Map[mapX+mapY]&COLLISION_TILE_MASK)*16)+xFraction];
}
distanceFromGround+=yFraction-colHeight;
if(distanceFromGround<-_maxHeight)distanceFromGround=-_maxHeight;
}
else
{
// Not inside a collision block.. find the nearest ground below this point
maxHeightToCheck=_maxHeight+16; // Need to check one block more incase we cross onto a new block
while(colHeight==0)
{
mapY+=MapWidth;
distanceFromGround+=16;
if(distanceFromGround>=maxHeightToCheck)
{
return _maxHeight;
}
colHeight=s_collisionTable[((Map[mapX+mapY]&COLLISION_TILE_MASK)*16)+xFraction];
}
distanceFromGround+=yFraction-colHeight;
if(distanceFromGround>_maxHeight)distanceFromGround=_maxHeight;
}
return distanceFromGround;
}
/*
int CLayerCollision::getHeightFromGround(int X,int Y,int _MaxHeight)
{
int MapX,MapY,XOfs,YOfs;
int Dist,MaxIt;
u8 *MapPtr,ColTile;
int MapOfs,DistOfs;
int MaxHeight=128;
MapX=X>>4;
MapY=Y>>4;
XOfs=X&0x0f;
YOfs=16-(Y&0x0f);
Dist=0;
MapPtr=&Map[MapX+(MapY*MapWidth)];
MaxIt=MaxHeight>>4;
ColTile=*MapPtr;
MaxIt=8;
if(ColTile)
{ // In collision, search up
MapPtr-=MapWidth;
while (*MapPtr!=0 && MaxIt--)
{
ColTile=*MapPtr;
MapPtr-=MapWidth;
Dist-=16;
}
}
else
{ // No collision, search down
MapPtr+=MapWidth;
while (*MapPtr==0 && MaxIt--)
{
ColTile=*MapPtr;
MapPtr+=MapWidth;
Dist+=16;
}
}
// ColTile=*MapPtr;
if (ColTile)
{
int Tile=ColTile & COLLISION_TYPE_MASK;
Dist-=s_collisionTable[(Tile*16)+XOfs];
}
return Dist;
}
*/
/*****************************************************************************/
/*
int CLayerCollision::getHeightFromCeiling(int _x,int _y,int _maxHeight)
{
int mapX,mapY,xFraction,yFraction;
int distanceFromCeiling;
int colHeight;
int maxHeightToCheck;
mapX=_x>>4;
mapY=(_y>>4)*MapWidth;
xFraction=_x&0x0f;
yFraction=16-(_y&0x0f);
distanceFromCeiling=0;
colHeight=s_collisionTable[((Map[mapX+mapY]&COLLISION_TILE_MASK)*16)+xFraction];
if(yFraction<colHeight)
{
// Inside a collision block and under the floor
distanceFromCeiling=colHeight-yFraction;
}
else
{
// Above the floor or not inside a collision block.. find the nearest ground above this point
distanceFromCeiling=_y&0x0f;
maxHeightToCheck=_maxHeight+16;
colHeight=0;
while(colHeight==0)
{
mapY-=MapWidth;
distanceFromCeiling+=16;
if(distanceFromCeiling>=maxHeightToCheck)
{
return _maxHeight;
}
colHeight=s_collisionTable[((Map[mapX+mapY]&COLLISION_TILE_MASK)*16)+xFraction];
}
distanceFromCeiling+=colHeight-16;
}
return distanceFromCeiling;
}
*/
/*****************************************************************************/
#ifdef __SHOW_COLLISION__
#include "gfx\prim.h"
#include "pad\pads.h"
typedef struct{int r,g,b;} colrgb;
const colrgb s_typeColours[]={
{90,90,90},
{90,0,0}, // damage
{0,90,0}, // slippery
{90,0,90}, // electric
{0,90,90}, // sticky
{0,0,90}, // water
{45,45,90}, // solid
{90,45,45}, // death
};
typedef enum {SHOW_NONE,SHOW_OPAQUE,SHOW_SEMITRANS}ColShowType;
#if defined (__USER_paul__)
ColShowType showCollision=SHOW_OPAQUE;
#elif defined (__USER_art__) || defined (__USER_sbart__)
ColShowType showCollision=SHOW_SEMITRANS;
#else
ColShowType showCollision=SHOW_NONE;
#endif
void CLayerCollision::render(DVECTOR &MapPos)
{
if(PadGetDown(0)&PAD_L2)
{
showCollision=(ColShowType)(showCollision+1);
if(showCollision>SHOW_SEMITRANS)showCollision=SHOW_NONE;
}
if(showCollision!=SHOW_NONE)
{
int semiTrans;
int x,y;
int mapx,mapy;
int xoff,yoff;
u8 *coll;
POLY_F4 *f4;
POLY_F3 *f3;
const colrgb *colour;
semiTrans=showCollision==SHOW_SEMITRANS;
xoff=MapPos.vx&15;
yoff=MapPos.vy&15;
mapx=MapPos.vx/16;
mapy=MapPos.vy/16;
for(y=-yoff;y<(20*16)-yoff;y+=16)
{
coll=&Map[mapx+(mapy*MapWidth)];
for(x=-xoff;x<(33*16)-xoff;x+=16)
{
colour=&s_typeColours[((*coll)&COLLISION_TYPE_MASK)>>COLLISION_TYPE_FLAG_SHIFT];
switch((*coll)&COLLISION_TILE_MASK)
{
case 0:
break;
case 1:
f4=GetPrimF4();
setXYWH(f4,x,y,16,16);
setRGB0(f4,colour->r,colour->g,colour->b);
setSemiTrans(f4,semiTrans);
AddPrimToList(f4,0);
break;
case 2:
f3=GetPrimF3();
setXY3(f3,x+16,y+16,
x,y+16,
x+16,y+8);
setRGB0(f3,colour->r,colour->g,colour->b);
setSemiTrans(f3,semiTrans);
AddPrimToList(f3,0);
break;
case 3:
f3=GetPrimF3();
setXY3(f3,x,y+16,
x+16,y+16,
x,y+8);
setRGB0(f3,colour->r,colour->g,colour->b);
setSemiTrans(f3,semiTrans);
AddPrimToList(f3,0);
break;
case 4:
f4=GetPrimF4();
setXY4(f4,x+16,y,
x,y+8,
x+16,y+16,
x,y+16);
setRGB0(f4,colour->r,colour->g,colour->b);
setSemiTrans(f4,semiTrans);
AddPrimToList(f4,0);
break;
case 5:
f4=GetPrimF4();
setXY4(f4,x,y,
x+16,y+8,
x,y+16,
x+16,y+16);
setRGB0(f4,colour->r,colour->g,colour->b);
setSemiTrans(f4,semiTrans);
AddPrimToList(f4,0);
break;
case 6:
f3=GetPrimF3();
setXY3(f3,x+16,y+16,
x,y+16,
x+16,y);
setRGB0(f3,colour->r,colour->g,colour->b);
setSemiTrans(f3,semiTrans);
AddPrimToList(f3,0);
break;
case 7:
f3=GetPrimF3();
setXY3(f3,x,y+16,
x+16,y+16,
x,y);
setRGB0(f3,colour->r,colour->g,colour->b);
setSemiTrans(f3,semiTrans);
AddPrimToList(f3,0);
break;
/*
case 15:
f3=GetPrimF3();
setXY3(f3,x+16,y,
x,y,
x+16,y+16);
setRGB0(f3,colour->r,colour->g,colour->b);
setSemiTrans(f3,semiTrans);
AddPrimToList(f3,0);
break;
case 16:
f3=GetPrimF3();
setXY3(f3,x,y,
x+16,y,
x,y+16);
setRGB0(f3,colour->r,colour->g,colour->b);
setSemiTrans(f3,semiTrans);
AddPrimToList(f3,0);
break;
*/
default:
f4=GetPrimF4();
setXYWH(f4,x,y,16,16);
setRGB0(f4,255,0,0);
setSemiTrans(f4,semiTrans);
AddPrimToList(f4,0);
break;
}
coll++;
}
mapy++;
}
}
}
#endif