xrick2gs/src/util.c

210 lines
5.3 KiB
C

/*
* xrick/src/util.c
*
* Copyright (C) 1998-2002 BigOrno (bigorno@bigorno.net). All rights reserved.
*
* The use and distribution terms for this software are contained in the file
* named README, which can be found in the root of this distribution. By
* using this software in any fashion, you are agreeing to be bound by the
* terms of this license.
*
* You must not remove this notice, or any other, from this software.
*/
#include <stdlib.h> /* NULL */
#include "system.h"
#include "config.h"
#include "game.h"
#include "util.h"
#include "ents.h"
#include "e_rick.h"
#include "maps.h"
/*
* Full box test.
*
* ASM 1199
*
* e: entity to test against.
* x,y: coordinates to test.
* ret: TRUE/(x,y) is within e's space, FALSE/not.
*/
U8
u_fboxtest(U8 e, S16 x, S16 y)
{
if (ent_ents[e].x >= x ||
ent_ents[e].x + ent_ents[e].w < x ||
ent_ents[e].y >= y ||
ent_ents[e].y + ent_ents[e].h < y)
return FALSE;
else
return TRUE;
}
/*
* Box test (then whole e2 is checked agains the center of e1).
*
* ASM 113E
*
* e1: entity to test against (corresponds to DI in asm code).
* e2: entity to test (corresponds to SI in asm code).
* ret: TRUE/intersect, FALSE/not.
*/
U8
u_boxtest(U8 e1, U8 e2)
{
/* rick is special (may be crawling) */
if (e1 == E_RICK_NO)
return e_rick_boxtest(e2);
/*
* entity 1: x+0x05 to x+0x011, y to y+0x14
* entity 2: x to x+ .w, y to y+ .h
*/
if (ent_ents[e1].x + 0x11 < ent_ents[e2].x ||
ent_ents[e1].x + 0x05 > ent_ents[e2].x + ent_ents[e2].w ||
ent_ents[e1].y + 0x14 < ent_ents[e2].y ||
ent_ents[e1].y > ent_ents[e2].y + ent_ents[e2].h - 1)
return FALSE;
else
return TRUE;
}
/*
* Compute the environment flag.
*
* ASM 0FBC if !crawl, else 103E
*
* x, y: coordinates where to compute the environment flag
* crawl: is rick crawling?
* rc0: anything CHANGED to the environment flag for crawling (6DBA)
* rc1: anything CHANGED to the environment flag (6DAD)
*/
void
u_envtest(S16 x, S16 y, U8 crawl, U8 *rc0, U8 *rc1)
{
U8 i, xx;
/* prepare for ent #0 test */
ent_ents[ENT_ENTSNUM].x = x;
ent_ents[ENT_ENTSNUM].y = y;
i = 1;
if (!crawl) i++;
if (y & 0x0004) i++;
x += 4;
xx = (U8)x; /* FIXME? */
x = x >> 3; /* from pixels to tiles */
y = y >> 3; /* from pixels to tiles */
*rc0 = *rc1 = 0;
if (xx & 0x07) { /* tiles columns alignment */
if (crawl) {
*rc0 |= (map_eflg[map_map[y][x]] &
(MAP_EFLG_VERT|MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP));
*rc0 |= (map_eflg[map_map[y][x + 1]] &
(MAP_EFLG_VERT|MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP));
*rc0 |= (map_eflg[map_map[y][x + 2]] &
(MAP_EFLG_VERT|MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP));
y++;
}
do {
*rc1 |= (map_eflg[map_map[y][x]] &
(MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_FGND|
MAP_EFLG_LETHAL|MAP_EFLG_01));
*rc1 |= (map_eflg[map_map[y][x + 1]] &
(MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_FGND|
MAP_EFLG_LETHAL|MAP_EFLG_CLIMB|MAP_EFLG_01));
*rc1 |= (map_eflg[map_map[y][x + 2]] &
(MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_FGND|
MAP_EFLG_LETHAL|MAP_EFLG_01));
y++;
} while (--i > 0);
*rc1 |= (map_eflg[map_map[y][x]] &
(MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP|MAP_EFLG_FGND|
MAP_EFLG_LETHAL|MAP_EFLG_01));
*rc1 |= (map_eflg[map_map[y][x + 1]]);
*rc1 |= (map_eflg[map_map[y][x + 2]] &
(MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP|MAP_EFLG_FGND|
MAP_EFLG_LETHAL|MAP_EFLG_01));
}
else {
if (crawl) {
*rc0 |= (map_eflg[map_map[y][x]] &
(MAP_EFLG_VERT|MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP));
*rc0 |= (map_eflg[map_map[y][x + 1]] &
(MAP_EFLG_VERT|MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_WAYUP));
y++;
}
do {
*rc1 |= (map_eflg[map_map[y][x]] &
(MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_FGND|
MAP_EFLG_LETHAL|MAP_EFLG_CLIMB|MAP_EFLG_01));
*rc1 |= (map_eflg[map_map[y][x + 1]] &
(MAP_EFLG_SOLID|MAP_EFLG_SPAD|MAP_EFLG_FGND|
MAP_EFLG_LETHAL|MAP_EFLG_CLIMB|MAP_EFLG_01));
y++;
} while (--i > 0);
*rc1 |= (map_eflg[map_map[y][x]]);
*rc1 |= (map_eflg[map_map[y][x + 1]]);
}
/*
* If not lethal yet, and there's an entity on slot zero, and (x,y)
* boxtests this entity, then raise SOLID flag. This is how we make
* sure that no entity can move over the entity that is on slot zero.
*
* Beware! When game_cheat2 is set, this means that a block can
* move over rick without killing him -- but then rick is trapped
* because the block is solid.
*/
if (!(*rc1 & MAP_EFLG_LETHAL)
&& ent_ents[0].n
&& u_boxtest(ENT_ENTSNUM, 0)) {
*rc1 |= MAP_EFLG_SOLID;
}
/* When game_cheat2 is set, the environment can not be lethal. */
#ifdef ENABLE_CHEATS
if (game_cheat2) *rc1 &= ~MAP_EFLG_LETHAL;
#endif
}
/*
* Check if x,y is within e trigger box.
*
* ASM 126F
* return: FALSE if not in box, TRUE if in box.
*/
U8
u_trigbox(U8 e, S16 x, S16 y)
{
U16 xmax, ymax;
xmax = ent_ents[e].trig_x + (ent_entdata[ent_ents[e].n & 0x7F].trig_w << 3);
ymax = ent_ents[e].trig_y + (ent_entdata[ent_ents[e].n & 0x7F].trig_h << 3);
if (xmax > 0xFF) xmax = 0xFF;
if (x <= ent_ents[e].trig_x || x > xmax ||
y <= ent_ents[e].trig_y || y > ymax)
return FALSE;
else
return TRUE;
}
/* eof */