537 lines
17 KiB
C++
537 lines
17 KiB
C++
#include "actor.h"
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#include "jdraw.h"
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#include "jinput.h"
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#include "room.h"
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namespace actor
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{
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uint8_t anims[2][4] = {
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{0, 1, 0, 2},
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{0, 1, 2, 3}
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};
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static uint8_t anim_frame=0;
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actor_t *first = nullptr;
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actor_t *dirty = nullptr;
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actor_t *getFirst()
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{
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return first;
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}
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actor_t *create(vec3_t p, vec3_t s, SDL_Rect r, SDL_Point o)
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{
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actor_t *act = (actor_t*)malloc(sizeof(actor_t));
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act->pos = p;
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act->size = s;
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act->bmp_rect = r;
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act->bmp_offset = o;
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act->anim_cycle = 0;
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act->below = act->above = nullptr;
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act->prev = act->next = nullptr;
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return act;
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}
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const bool check_2d_collision(actor_t *obj1, actor_t *obj2)
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{
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return (obj1->pos.x < obj2->pos.x + obj2->size.x) &&
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(obj1->pos.x + obj1->size.x > obj2->pos.x ) &&
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(obj1->pos.y < obj2->pos.y + obj2->size.y) &&
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(obj1->pos.y + obj1->size.y > obj2->pos.y );
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}
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const bool is_above(actor_t *obj1, actor_t *obj2)
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{
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return check_2d_collision(obj1, obj2) && (obj1->pos.z==obj2->pos.z+obj2->size.z);
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}
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actor_t *any_above_me(actor_t *act)
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{
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actor_t *other = first;
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while (other)
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{
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if (is_above(other, act)) return other;
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other = other->next;
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if (other == act) other = other->next;
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}
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other = dirty;
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while (other)
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{
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if (is_above(other, act)) return other;
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other = other->next;
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if (other == act) other = other->next;
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}
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return nullptr;
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}
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actor_t *any_below_me(actor_t *act)
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{
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actor_t *other = first;
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while (other)
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{
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if (is_above(act, other)) return other;
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other = other->next;
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if (other == act) other = other->next;
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}
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other = dirty;
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while (other)
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{
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if (is_above(act, other)) return other;
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other = other->next;
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if (other == act) other = other->next;
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}
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return nullptr;
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}
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void setDirty(actor_t *act, const bool force)
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{
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if (act->prev==nullptr && act != first && !force) return;
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if (act->prev) act->prev->next = act->next;
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if (act->next) act->next->prev = act->prev;
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if (act == first) first = act->next;
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act->prev = nullptr;
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act->next = dirty;
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dirty = act;
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}
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const bool isInFront(actor_t *act1, actor_t *act2) {
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if (act1->pos.x >= act2->pos.x+act2->size.x) { return true; }
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else if (act2->pos.x >= act1->pos.x+act1->size.x) { return false; }
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else if (act1->pos.y >= act2->pos.y+act2->size.y) { return true; }
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else if (act2->pos.y >= act1->pos.y+act1->size.y) { return false; }
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else if (act1->pos.z >= act2->pos.z+act2->size.z) { return true; }
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else if (act2->pos.z >= act1->pos.z+act1->size.z) { return false; }
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else { return false; }
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}
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void reorder()
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{
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anim_frame=(anim_frame+1)%4;
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while (dirty)
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{
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if (first)
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{
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actor_t *current = first;
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while (true)
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{
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if (isInFront(current, dirty))
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{
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dirty->prev = current->prev;
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current->prev = dirty;
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if (dirty->prev) dirty->prev->next = dirty;
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dirty = dirty->next;
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current->prev->next = current;
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if (current==first) first=current->prev;
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break;
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}
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else
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{
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if (current->next)
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{
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current = current->next;
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}
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else
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{
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current->next = dirty;
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dirty = dirty->next;
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current->next->prev = current;
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current->next->next = nullptr;
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break;
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}
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}
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}
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}
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else
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{
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first = dirty;
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dirty = dirty->next;
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first->prev=first->next=nullptr;
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}
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}
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}
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void updateUserInput(actor_t *act)
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{
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vec3_t min = room::getMin();
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vec3_t max = room::getMax();
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bool moving = false;
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if (input::keyDown(SDL_SCANCODE_LEFT) && act->pos.x>min.x) { act->push |= PUSH_XN; act->orient=PUSH_XN; moving = true; }
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if (input::keyDown(SDL_SCANCODE_RIGHT) && act->pos.x<max.x) { act->push |= PUSH_XP; act->orient=PUSH_XP; moving = true; }
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if (input::keyDown(SDL_SCANCODE_UP) && act->pos.y>min.y) { act->push |= PUSH_YN; act->orient=PUSH_YN; moving = true; }
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if (input::keyDown(SDL_SCANCODE_DOWN) && act->pos.y<max.y) { act->push |= PUSH_YP; act->orient=PUSH_YP; moving = true; }
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if (input::keyDown(SDL_SCANCODE_SPACE) && act->react_mask==0 && (act->pos.z==0 || act->below)) {
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act->react_mask=1;
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act->react_push=0;
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act->flags &= uint8_t(~FLAG_GRAVITY);
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if (act->below) {
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act->below->above = nullptr;
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act->below = nullptr;
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}
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}
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if (input::keyDown(SDL_SCANCODE_Z) && act->pos.z>0) { act->push |= PUSH_ZN; moving = true; }
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if (input::keyDown(SDL_SCANCODE_A) && act->pos.z<max.z) { act->push |= PUSH_ZP; moving = true; }
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if (act->react_mask)
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{
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if (act->react_push<8)
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{
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act->pos.z++;
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act->react_push++;
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}
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else
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{
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act->react_mask=0;
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act->flags |= FLAG_GRAVITY;
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}
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}
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if (moving)
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{
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act->flags |= FLAG_ANIMATED;
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}
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else
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{
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act->flags &= uint8_t(~FLAG_ANIMATED);
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}
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}
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void updateMoving(actor_t *act)
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{
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act->push |= act->mov_push;
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}
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void changeMoving(actor_t *act)
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{
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switch(act->movement)
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{
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case MOV_X:
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act->mov_push = act->mov_push==PUSH_XP ? PUSH_XN : PUSH_XP;
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break;
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case MOV_Y:
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act->mov_push = act->mov_push==PUSH_YP ? PUSH_YN : PUSH_YP;
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break;
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case MOV_Z:
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act->mov_push = act->mov_push==PUSH_ZP ? PUSH_ZN : PUSH_ZP;
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break;
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case MOV_CW:
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switch (act->mov_push)
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{
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case PUSH_XP: act->mov_push=PUSH_YN; break;
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case PUSH_YN: act->mov_push=PUSH_XN; break;
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case PUSH_XN: act->mov_push=PUSH_YP; break;
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case PUSH_YP: act->mov_push=PUSH_XP; break;
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}
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break;
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case MOV_CCW:
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switch (act->mov_push)
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{
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case PUSH_XP: act->mov_push=PUSH_YP; break;
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case PUSH_YP: act->mov_push=PUSH_XN; break;
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case PUSH_XN: act->mov_push=PUSH_YN; break;
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case PUSH_YN: act->mov_push=PUSH_XP; break;
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}
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break;
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case MOV_RAND:
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switch (rand()%4)
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{
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case 0: act->mov_push=PUSH_YP; break;
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case 1: act->mov_push=PUSH_XN; break;
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case 2: act->mov_push=PUSH_YN; break;
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case 3: act->mov_push=PUSH_XP; break;
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}
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break;
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case MOV_HUNT:
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// TODO
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break;
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}
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act->orient = act->mov_push;
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}
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void updatePushable(actor_t *act)
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{
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vec3_t min = room::getMin();
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vec3_t max = room::getMax();
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if (act->push & PUSH_ZP) {
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if (act->pos.z>=max.z)
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{
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if (act->flags & FLAG_MOVING) changeMoving(act);
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}
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else
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{
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actor_t *now = act;
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do {
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actor::actor_t *other = actor::any_above_me(now);
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now->pos.z++;
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//if (other) other->pos.z++;
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now = other;
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} while (now);
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actor::setDirty(act);
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}
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}
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if (act->push & PUSH_XN) {
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act->pos.x--;
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actor::actor_t *other = actor::get_collision(act);
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if (act->pos.x<min.x || other)
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{
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if (other && other->flags & FLAG_PUSHABLE) other->push |= PUSH_XN;
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act->pos.x++;
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if (act->flags & FLAG_MOVING) changeMoving(act);
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}
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else
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{
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if (act->above && act->above->flags & FLAG_PUSHABLE) {
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if (act->above->push != 0) {
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updatePushable(act->above);
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act->above->push = PUSH_XN;
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} else {
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act->above->push = PUSH_XN;
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updatePushable(act->above);
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act->above->push = 0;
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}
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}
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actor::setDirty(act);
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}
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}
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if (act->push & PUSH_XP) {
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act->pos.x++;
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actor::actor_t *other = actor::get_collision(act);
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if (act->pos.x>max.x || other)
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{
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if (other && other->flags & FLAG_PUSHABLE) other->push |= PUSH_XP;
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act->pos.x--;
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if (act->flags & FLAG_MOVING) changeMoving(act);
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}
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else
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{
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if (act->above && act->above->flags & FLAG_PUSHABLE) {
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if (act->above->push != 0) {
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updatePushable(act->above);
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act->above->push = PUSH_XP;
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} else {
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act->above->push = PUSH_XP;
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updatePushable(act->above);
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act->above->push = 0;
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}
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}
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actor::setDirty(act);
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}
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}
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if (act->push & PUSH_YN) {
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act->pos.y--;
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actor::actor_t *other = actor::get_collision(act);
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if (act->pos.y<min.y || other)
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{
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if (other && other->flags & FLAG_PUSHABLE) other->push |= PUSH_YN;
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act->pos.y++;
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if (act->flags & FLAG_MOVING) changeMoving(act);
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}
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else
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{
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if (act->above && act->above->flags & FLAG_PUSHABLE) {
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if (act->above->push != 0) {
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updatePushable(act->above);
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act->above->push = PUSH_YN;
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} else {
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act->above->push = PUSH_YN;
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updatePushable(act->above);
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act->above->push = 0;
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}
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}
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actor::setDirty(act);
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}
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}
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if (act->push & PUSH_YP) {
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act->pos.y++;
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actor::actor_t *other = actor::get_collision(act);
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if (act->pos.y>max.y ||other)
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{
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if (other && other->flags & FLAG_PUSHABLE) other->push |= PUSH_YP;
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act->pos.y--;
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if (act->flags & FLAG_MOVING) changeMoving(act);
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}
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else
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{
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if (act->above && act->above->flags & FLAG_PUSHABLE) {
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if (act->above->push != 0) {
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updatePushable(act->above);
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act->above->push = PUSH_YP;
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} else {
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act->above->push = PUSH_YP;
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updatePushable(act->above);
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act->above->push = 0;
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}
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}
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actor::setDirty(act);
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}
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}
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if (act->push & PUSH_ZN) {
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act->pos.z--;
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actor::actor_t *other = actor::get_collision(act);
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if (act->pos.z<0 || other)
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{
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//if (other && other->flags & FLAG_PUSHABLE) other->push |= PUSH_ZN;
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act->pos.z++;
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if (act->flags & FLAG_MOVING) changeMoving(act);
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}
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else
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{
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actor::setDirty(act);
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}
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}
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}
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void updateReactive(actor_t *act)
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{
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if (act->push & act->react_mask)
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{
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actor_t *other = nullptr;
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if (act->push == PUSH_XP) { act->pos.x--; other = get_collision(act); act->pos.x++; }
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else if (act->push == PUSH_XN) { act->pos.x++; other = get_collision(act); act->pos.x--; }
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else if (act->push == PUSH_YP) { act->pos.y--; other = get_collision(act); act->pos.y++; }
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else if (act->push == PUSH_YN) { act->pos.y++; other = get_collision(act); act->pos.y--; }
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if (other) other->push |= act->react_push;
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}
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}
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void updateGravity(actor_t *act)
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{
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if (act->pos.z == 0) return;
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if (act->below)
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{
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if (is_above(act, act->below)) return;
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act->below->above = nullptr;
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act->below = nullptr;
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}
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actor_t *below = any_below_me(act);
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if (below)
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{
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act->below = below;
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below->above = act;
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return;
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}
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act->pos.z--;
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}
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void update(actor_t *act, const bool update_all)
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{
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actor_t *next = act->next;
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if (act->flags & FLAG_HERO) updateUserInput(act);
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if (act->flags & FLAG_MOVING) updateMoving(act);
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//if (act->flags & FLAG_PUSHABLE)
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updatePushable(act);
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if (act->flags & FLAG_GRAVITY) updateGravity(act);
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if (act->flags & FLAG_REACTIVE) updateReactive(act);
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act->push = PUSH_NONE;
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if (update_all && next) update(next);
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}
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void print(int x, int y, int num)
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{
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int digits=0;
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int n = num;
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while (n>0) {n=n/10;digits++;}
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x=x+digits*4;
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while (num>0)
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{
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draw::draw(x,y,5,7,(num%10)*5,120);
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num=num/10;
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x=x-4;
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}
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}
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//int order=0;
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void draw(actor_t *act, const bool draw_all)
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{
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if (!act) return;
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//if (act==first)order=0;
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//order++;
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const int x = 148-act->bmp_offset.x + act->pos.x*2 - act->pos.y*2;
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const int y = 91-act->bmp_offset.y + act->pos.x + act->pos.y - act->pos.z*2;
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const bool flip = ( (act->flags & FLAG_ORIENTABLE) && (act->orient==PUSH_XN || act->orient==PUSH_YP) ) ? DRAW_FLIP_HORIZONTAL : DRAW_FLIP_NONE;
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const int oo = ( (act->flags & FLAG_ORIENTABLE) && (act->orient==PUSH_XN || act->orient==PUSH_YN) ) ? act->bmp_rect.h : 0;
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const int ao = (act->flags & FLAG_ANIMATED) ? anims[act->anim_cycle][anim_frame]*act->bmp_rect.w : 0;
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draw::draw(x, y, act->bmp_rect.w, act->bmp_rect.h, act->bmp_rect.x+ao, act->bmp_rect.y+oo, flip);
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//print(x+5,y,act->pos.x);
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//print(x+5,y+6,act->pos.y);
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//print(x+5,y+12,order);
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print(x+5,y,act->flags);
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if (draw_all && act->next) draw(act->next);
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}
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actor_t *find_at(const int x, const int y, const int z)
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{
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actor_t *act = first;
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while (act)
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{
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if (act->pos.x==x && act->pos.y==y && act->pos.z==z)
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{
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return act;
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}
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}
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return nullptr;
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}
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actor_t *get_collision(actor_t *act)
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{
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actor_t *other = first;
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while (other)
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{
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if (other != act)
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{
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if (check_collision(act, other))
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{
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return other;
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}
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}
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other = other->next;
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}
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other = dirty;
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while (other)
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{
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if (other != act)
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{
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if (check_collision(act, other))
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{
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|
return other;
|
|
}
|
|
}
|
|
other = other->next;
|
|
}
|
|
|
|
return nullptr;
|
|
}
|
|
|
|
const bool check_collision(actor_t *obj1, actor_t *obj2)
|
|
{
|
|
return (obj1->pos.x < obj2->pos.x + obj2->size.x) &&
|
|
(obj1->pos.x + obj1->size.x > obj2->pos.x ) &&
|
|
(obj1->pos.y < obj2->pos.y + obj2->size.y) &&
|
|
(obj1->pos.y + obj1->size.y > obj2->pos.y ) &&
|
|
(obj1->pos.z < obj2->pos.z + obj2->size.z) &&
|
|
(obj1->pos.z + obj1->size.z > obj2->pos.z );
|
|
}
|
|
} |