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#ifndef _object_h
#define _object_h
/* The screen object class */
class Object {
public:
Object(int X, int Y, int Xvec, int Yvec, Blit *blit, int PhaseTime);
virtual ~Object();
/* Flags */
virtual int IsPlayer(void) {
return(0);
}
virtual int Alive(void) {
return(1);
}
/* Settings */
void Set_Blit(Blit *blit) {
myblit = blit;
if ( myblit->isSmall )
xsize = ysize = 16;
else
xsize = ysize = 32;
}
virtual void Set_Points(int points) {
Points = points;
}
virtual void Set_HitPoints(int hp) {
HitPoints = hp;
}
virtual void Set_TTL(int ttl) {
/* We use ttl+1 because of the way Move() checks TTL */
TTL = ttl+1;
}
virtual void IncrScore(int pts) {
return;
}
virtual void IncrFrags(void) {
return;
}
/* Shot and hit detection */
virtual Shot *ShotHit(Rect *hitRect) {
/* This function is called to see if we shot something */
return(NULL);
}
virtual int Collide(Object *object) {
/* Set up the location rectangles */
Rect *R1=&HitRect, *R2=&object->HitRect;
/* No collision if no overlap */
if ( ! Overlap(R1, R2) )
return(0);
/* Check the bitmasks to see if the sprites really intersect */
int xoff1, xoff2;
int roff;
unsigned char *mask1, *mask2;
int checkwidth, checkheight, w;
/* -- Load the ptrs to the sprite masks */
mask1 = myblit->mask[phase];
mask2 = (object->myblit)->mask[object->phase];
/* See where the sprites are relative to eachother, x-Axis */
if ( R2->left < R1->left ) {
/* The second sprite is left of the first one */
checkwidth = (R2->right-R1->left);
xoff2 = R1->left-R2->left;
xoff1 = 0;
} else {
/* The first sprite is left of the second one */
checkwidth = (R1->right-R2->left);
xoff1 = R2->left-R1->left;
xoff2 = 0;
}
/* See where the sprites are relative to eachother, y-Axis */
if ( R2->top < R1->top ) {
/* The second sprite is above of the first one */
checkheight = (R2->bottom-R1->top);
mask2 += (R1->top-R2->top)*object->xsize;
} else {
/* The first sprite is on top of the second one */
checkheight = (R1->bottom-R2->top);
mask1 += (R2->top-R1->top)*xsize;
}
/* Do the actual mask hit detection */
while ( checkheight-- ) {
for ( roff=0, w=checkwidth; w; --w, ++roff ) {
if ( mask1[xoff1+roff] && mask2[xoff2+roff] )
return(1);
}
mask1 += xsize;
mask2 += object->xsize;
}
return(0);
}
/* Should be called in main loop -- return (-1) if dead */
virtual int HitBy(Object *ship) {
Shot *shot;
while ( shootable && (shot=ship->ShotHit(&HitRect)) ) {
if ( BeenShot(ship, shot) > 0 )
return(-1);
}
if ( (solid && ship->solid) &&
Collide(ship) && (BeenRunOver(ship) > 0) )
return(-1);
return(0);
}
/* We've been shot! (returns 1 if we are dead) */
virtual int BeenShot(Object *ship, Shot *shot) {
if ( (HitPoints -= shot->damage) <= 0 ) {
ship->IncrScore(Points);
if ( IsPlayer() )
ship->IncrFrags();
return(Explode());
} else {
HitSound();
Accelerate(shot->xvel/2, shot->yvel/2);
}
return(0);
}
/* We've been run over! (returns 1 if we are dead) */
virtual int BeenRunOver(Object *ship) {
if ( ship->IsPlayer() )
ship->BeenDamaged(PLAYER_HITS);
if ( (HitPoints -= 1) <= 0 ) {
ship->IncrScore(Points);
return(Explode());
} else {
HitSound();
ship->Accelerate(xvec/2, yvec/2);
}
return(0);
}
/* We've been globally damaged! (returns 1 if we are dead) */
virtual int BeenDamaged(int damage) {
if ( (HitPoints -= damage) <= 0 ) {
return(Explode());
} else
HitSound();
return(0);
}
/* We expired (returns -1 if we are dead) */
virtual int BeenTimedOut(void) {
return(-1);
}
/* What happens when we have been shot up or crashed into */
/* Returns 1 if we die here, instead of go into explosion */
virtual int Explode(void);
/* Movement */
void GetPos(int *X, int *Y) {
*X = x;
*Y = y;
}
virtual void SetPos(int X, int Y) {
/* Set new X position */
x = X;
if ( x > playground.right )
x = playground.left + (x-playground.right);
else if ( x < playground.left )
x = playground.right - (playground.left-x);
/* Set new Y position */
y = Y;
if ( y > playground.bottom )
y = playground.top + (y-playground.bottom);
else if ( y < playground.top )
y = playground.bottom - (playground.top-y);
/* Set the new HitRect */
HitRect.left = myblit->hitRect.left+(x>>SPRITE_PRECISION);
HitRect.right = myblit->hitRect.right+(x>>SPRITE_PRECISION);
HitRect.top = myblit->hitRect.top+(y>>SPRITE_PRECISION);
HitRect.bottom = myblit->hitRect.bottom+(y>>SPRITE_PRECISION);
}
virtual void Shake(int shakiness) {
int Xvec = ((xvec < 0) ? shakiness : -shakiness);
int Yvec = ((yvec < 0) ? shakiness : -shakiness);
Accelerate(Xvec, Yvec);
}
void Accelerate(int Xvec, int Yvec) {
if ( Exploding )
return;
xvec += Xvec;
if ( abs(xvec) > VEL_MAX )
xvec = ((xvec > 0) ? VEL_MAX : -VEL_MAX);
yvec += Yvec;
if ( abs(yvec) > VEL_MAX )
yvec = ((yvec > 0) ? VEL_MAX : -VEL_MAX);
}
virtual void Phase(void) {
if ( phasetime != NO_PHASE_CHANGE ) {
if ( nextphase++ >= phasetime ) {
nextphase = 0;
if ( ++phase >= myblit->numFrames )
phase = 0;
}
}
}
/* This function returns 0, or -1 if the sprite died */
virtual int Move(int Frozen);
virtual void BlitSprite(void);
virtual void UnBlitSprite(void);
/* Sound functions */
virtual void HitSound(void);
virtual void ExplodeSound(void);
/* Player access functions (not used here) */
virtual void SetSpecial(unsigned char Spec) {
}
virtual void IncrShieldLevel(int level) {
}
virtual void Multiplier(int multiplier) {
}
virtual void IncrBonus(int bonus) {
}
virtual void IncrLives(int lives) {
}
protected:
int Points;
int x, y;
int xvec, yvec;
int xsize, ysize;
int solid;
int shootable;
int HitPoints;
int TTL;
int onscreen;
int phase;
int phasetime;
int nextphase;
Blit *myblit;
Rect HitRect;
Rect playground;
int Exploding;
/* See if two rectangles overlap */
int Overlap(Rect *R1, Rect *R2) {
/* If the top of R1 is below the bottom of R2, they can't overlap */
if ( (R1->top > R2->bottom) ||
/* If the bottom R1 is above the top of R2, they can't overlap */
(R1->bottom < R2->top) ||
/* If the left of R1 is greater than the right of R2, no overlap */
(R1->left > R2->right) ||
/* If the right of R1 is less than the left of R2, no overlap */
(R1->right < R2->left) )
return(0);
/* They must overlap */
return(1);
}
};
/* These macros are useful for manipulating the high speed object arrays
in use for dynamically keeping track of objects on the screen.
*/
#define OBJ_LOOP(index, range) for ( index=(range-1); index >= 0; --index )
/* Free a slot in the middle of the array, fill the slot with the object
at the end of the array, and shrink the size of the array.
*/
#define OBJ_KILL(array, index, numobj, type) \
if ( index != --numobj ) { \
type *tmp = array[index]; \
array[index] = array[numobj]; \
array[numobj] = tmp; \
}
/* The Objects!! */
extern Object *gSprites[MAX_SPRITES];
#endif /* _object_h */
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