SBSPSS/source/level/layercollision.cpp
2001-02-22 15:24:38 +00:00

273 lines
5.8 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
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
CLayerCollision::CLayerCollision(sLayerHdr *Hdr)
{
LayerHdr=Hdr;
Map=(u8*)MakePtr(Hdr,sizeof(sLayerHdr));
MapWidth=LayerHdr->Width;
MapHeight=LayerHdr->Height;
printf("COLLISION LAYER = %i %i\n",MapWidth,MapHeight);
m_collisionTable=CFileIO::loadFile(COLLISION_COLLTAB_DAT);
}
/*****************************************************************************/
CLayerCollision::~CLayerCollision()
{
}
/*****************************************************************************/
void CLayerCollision::shutdown()
{
MemFree(m_collisionTable);
}
/*****************************************************************************/
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=m_collisionTable[((Map[mapX+mapY]&COLLISION_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)
{
_y-=16;
mapY-=MapWidth;
distanceFromGround-=16;
if(distanceFromGround<=maxHeightToCheck)
{
return -_maxHeight;
}
colHeight=m_collisionTable[((Map[mapX+mapY]&COLLISION_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)
{
_y+=16;
mapY+=MapWidth;
distanceFromGround+=16;
if(distanceFromGround>=maxHeightToCheck)
{
return _maxHeight;
}
colHeight=m_collisionTable[((Map[mapX+mapY]&COLLISION_MASK)*16)+xFraction];
}
distanceFromGround+=yFraction-colHeight;
if(distanceFromGround>_maxHeight)distanceFromGround=_maxHeight;
}
return distanceFromGround;
}
/*****************************************************************************/
int CLayerCollision::getCollisionType(int _x,int _y)
{
int mapX,mapY,xFraction,yFraction;
int distanceFromGround;
int block,colHeight;
int ret;
mapX=_x>>4;
mapY=(_y>>4)*MapWidth;
xFraction=_x&0x0f;
yFraction=16-(_y&0x0f);
block=Map[mapX+mapY];
colHeight=m_collisionTable[((block&COLLISION_MASK)*16)+xFraction];
if(colHeight==yFraction)
{
ret=block;
}
else
{
PAUL_DBGMSG("not on ground in getCollisionType()");
ret=0;
}
return ret;
}
/*****************************************************************************/
#ifdef __SHOW_COLLISION__
#include "gfx\prim.h"
#include "pad\pads.h"
#if defined (__USER_paul__) || (__USER_art__)
int showCollision=true;
#else
int showCollision=false;
#endif
void CLayerCollision::render(DVECTOR &MapPos)
{
if(PadGetDown(0)&PAD_TRIANGLE)
{
showCollision=!showCollision;
}
if(showCollision)
{
int x,y;
int mapx,mapy;
int xoff,yoff;
u8 *coll;
POLY_F4 *f4;
POLY_F3 *f3;
xoff=MapPos.vx&15;
yoff=MapPos.vy&15;
mapx=MapPos.vx/16;
mapy=MapPos.vy/16+4; // (pkg)
for(y=-yoff;y<(20*16)-yoff;y+=16)
{
coll=&Map[mapx+(mapy*MapWidth)];
for(x=-xoff;x<(33*16)-xoff;x+=16)
{
switch((*coll)&COLLISION_MASK)
{
case 0:
break;
case 1:
case 2:
case 3:
case 4:
f4=GetPrimF4();
setXYWH(f4,x,y,16,16);
setRGB0(f4,0,0,90);
setSemiTrans(f4,true);
AddPrimToList(f4,0);
break;
case 5:
f3=GetPrimF3();
setXY3(f3,x+16,y+16,
x,y+16,
x+16,y+8);
setRGB0(f3,0,0,90);
setSemiTrans(f3,true);
AddPrimToList(f3,0);
break;
case 6:
f3=GetPrimF3();
setXY3(f3,x,y+16,
x+16,y+16,
x,y+8);
setRGB0(f3,0,0,90);
setSemiTrans(f3,true);
AddPrimToList(f3,0);
break;
case 9:
f4=GetPrimF4();
setXY4(f4,x+16,y,
x,y+8,
x+16,y+16,
x,y+16);
setRGB0(f4,0,0,90);
setSemiTrans(f4,true);
AddPrimToList(f4,0);
break;
case 10:
f4=GetPrimF4();
setXY4(f4,x,y,
x+16,y+8,
x,y+16,
x+16,y+16);
setRGB0(f4,0,0,90);
setSemiTrans(f4,true);
AddPrimToList(f4,0);
break;
case 13:
f3=GetPrimF3();
setXY3(f3,x+16,y+16,
x,y+16,
x+16,y);
setRGB0(f3,0,0,90);
setSemiTrans(f3,true);
AddPrimToList(f3,0);
break;
case 14:
f3=GetPrimF3();
setXY3(f3,x,y+16,
x+16,y+16,
x,y);
setRGB0(f3,0,0,90);
setSemiTrans(f3,true);
AddPrimToList(f3,0);
break;
case 15:
f3=GetPrimF3();
setXY3(f3,x+16,y,
x,y,
x+16,y+16);
setRGB0(f3,0,0,90);
setSemiTrans(f3,true);
AddPrimToList(f3,0);
break;
case 16:
f3=GetPrimF3();
setXY3(f3,x,y,
x+16,y,
x,y+16);
setRGB0(f3,0,0,90);
setSemiTrans(f3,true);
AddPrimToList(f3,0);
break;
default:
f4=GetPrimF4();
setXYWH(f4,x,y,16,16);
setRGB0(f4,200,0,0);
setSemiTrans(f4,true);
AddPrimToList(f4,0);
break;
}
coll++;
}
mapy++;
}
}
}
#endif