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