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ObjManager.cpp
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ObjManager.cpp
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#include "nx.h"
#include "common/llist.h"
#include "ObjManager.h"
#include "ObjManager.fdh"
static Object ZERO_OBJECT;
static Player ZERO_PLAYER;
Object *firstobject = NULL, *lastobject = NULL;
Object *lowestobject = NULL, *highestobject = NULL;
/*
void c------------------------------() {}
*/
Object *CreateObject(int x, int y, int type, int xinertia, int yinertia,
int dir, Object *linkedobject, uint32_t createflags)
{
Object *o;
// create the structure
if (type != OBJ_PLAYER)
{
o = new Object;
*o = ZERO_OBJECT; // safely clears all members
}
else
{
Player *p = new Player;
*p = ZERO_PLAYER;
o = (Object *)p;
}
// initialize
o->SetType(type);
o->flags = objprop[type].defaultflags;
o->DamageText = new FloatText(SPR_REDNUMBERS);
o->x = x - (sprites[o->sprite].spawn_point.x << CSF);
o->y = y - (sprites[o->sprite].spawn_point.y << CSF);
o->dir = dir;
o->xinertia = xinertia;
o->yinertia = yinertia;
o->linkedobject = linkedobject;
// add into list
LL_ADD_END(o, prev, next, firstobject, lastobject);
LL_ADD_END(o, lower, higher, lowestobject, highestobject);
// set it's initial blocked states, but do not update blockedstates on objects starting
// with nullsprite-- the reason is for objects whose sprite is set after being spawned
if (o->sprite != SPR_NULL)
o->UpdateBlockStates(ALLDIRMASK);
if (!(createflags & CF_NO_SPAWN_EVENT))
o->OnSpawn();
return o;
}
Object *CreateObject(int x, int y, int type)
{
return CreateObject(x, y, type, 0, 0, RIGHT, NULL, CF_DEFAULT);
}
/*
void c------------------------------() {}
*/
// update the blocked states of all objects
void Objects::UpdateBlockStates(void)
{
Object *o = firstobject;
while(o)
{
o->lastblockl = o->blockl;
o->lastblockr = o->blockr;
o->lastblocku = o->blocku;
o->lastblockd = o->blockd;
o->UpdateBlockStates(ALLDIRMASK);
o = o->next;
}
}
// returns true if the bounding boxes of the two given objects are touching
bool hitdetect(Object *o1, Object *o2)
{
SIFSprite *s1, *s2;
int32_t rect1x1, rect1y1, rect1x2, rect1y2;
int32_t rect2x1, rect2y1, rect2x2, rect2y2;
// get the sprites used by the two objects
s1 = o1->Sprite();
s2 = o2->Sprite();
// get the bounding rectangle of the first object
rect1x1 = o1->x + (s1->bbox.x1 << CSF);
rect1x2 = o1->x + (s1->bbox.x2 << CSF);
rect1y1 = o1->y + (s1->bbox.y1 << CSF);
rect1y2 = o1->y + (s1->bbox.y2 << CSF);
// get the bounding rectangle of the second object
rect2x1 = o2->x + (s2->bbox.x1 << CSF);
rect2x2 = o2->x + (s2->bbox.x2 << CSF);
rect2y1 = o2->y + (s2->bbox.y1 << CSF);
rect2y2 = o2->y + (s2->bbox.y2 << CSF);
// find out if the rectangles overlap
if ((rect1x1 < rect2x1) && (rect1x2 < rect2x1)) return false;
if ((rect1x1 > rect2x2) && (rect1x2 > rect2x2)) return false;
if ((rect1y1 < rect2y1) && (rect1y2 < rect2y1)) return false;
if ((rect1y1 > rect2y2) && (rect1y2 > rect2y2)) return false;
return true;
}
// returns true if the solidity boxes of the two given objects are touching
bool solidhitdetect(Object *o1, Object *o2)
{
SIFSprite *s1, *s2;
int32_t rect1x1, rect1y1, rect1x2, rect1y2;
int32_t rect2x1, rect2y1, rect2x2, rect2y2;
// get the sprites used by the two objects
s1 = o1->Sprite();
s2 = o2->Sprite();
// get the bounding rectangle of the first object
rect1x1 = o1->x + (s1->solidbox.x1 << CSF);
rect1x2 = o1->x + (s1->solidbox.x2 << CSF);
rect1y1 = o1->y + (s1->solidbox.y1 << CSF);
rect1y2 = o1->y + (s1->solidbox.y2 << CSF);
// get the bounding rectangle of the second object
rect2x1 = o2->x + (s2->solidbox.x1 << CSF);
rect2x2 = o2->x + (s2->solidbox.x2 << CSF);
rect2y1 = o2->y + (s2->solidbox.y1 << CSF);
rect2y2 = o2->y + (s2->solidbox.y2 << CSF);
// find out if the rectangles overlap
if ((rect1x1 < rect2x1) && (rect1x2 < rect2x1)) return false;
if ((rect1x1 > rect2x2) && (rect1x2 > rect2x2)) return false;
if ((rect1y1 < rect2y1) && (rect1y2 < rect2y1)) return false;
if ((rect1y1 > rect2y2) && (rect1y2 > rect2y2)) return false;
return true;
}
/*
void c------------------------------() {}
*/
// runs all entity AI routines
void Objects::RunAI(void)
{
Object *o;
// because we handle objects in order of their creation and have a separate list
// for display order, we can't ever run AI twice in a frame because of z-order
// rearrangement, and 2) objects created by other objects are added to the end of
// the list and given a chance to run their AI routine before being displayed.
FOREACH_OBJECT(o)
{
if (!o->deleted)
o->RunAI();
}
}
// the most important thing it does is apply x/y inertia to the objects.
void Objects::PhysicsSim(void)
{
Object *o;
int xinertia, yinertia;
FOREACH_OBJECT(o)
{
if (o != player && !o->deleted) // player is moved in PDoPhysics
{
if (!(o->flags & FLAG_IGNORE_SOLID) && \
!(o->nxflags & NXFLAG_NO_RESET_YINERTIA))
{
if (o->blockd && o->yinertia > 0) o->yinertia = 0;
if (o->blocku && o->yinertia < 0) o->yinertia = 0;
}
// apply inertia to X,Y position
xinertia = o->xinertia;
yinertia = o->yinertia;
if (o->shaketime)
{
if (o->nxflags & NXFLAG_SLOW_X_WHEN_HURT) xinertia >>= 1;
if (o->nxflags & NXFLAG_SLOW_Y_WHEN_HURT) yinertia >>= 1;
}
o->apply_xinertia(xinertia);
o->apply_yinertia(yinertia);
// flag_solid_brick objects push player as they move
if (o->flags & FLAG_SOLID_BRICK)
{
o->PushPlayerOutOfWay(xinertia, yinertia);
}
else if (o->damage > 0)
{
// have enemies hurt you when you touch them
// (solid-brick objects do this in PHandleSolidBrickObjects)
if (hitdetect(o, player))
o->DealContactDamage();
}
}
}
}
/*
void c------------------------------() {}
*/
// returns how many objects exist of the given type
int Objects::CountType(int objtype)
{
int count = 0;
Object *o;
FOREACH_OBJECT(o)
{
if (o->type == objtype)
count++;
}
return count;
}
// returns the first object of type objtype or NULL
Object *Objects::FindByType(int objtype)
{
Object *o;
FOREACH_OBJECT(o)
{
if (o->type == objtype)
return o;
}
return NULL;
}
/*
void c------------------------------() {}
*/
// free objects deleted earlier via ObjDel
void Objects::CullDeleted(void)
{
Object *o, *next;
o = firstobject;
while(o)
{
next = o->next;
if (o->deleted)
{
o->Destroy();
}
o = next;
}
}
// deletes all objects. if delete_player is true, also deletes the player.
// used by load_pxe to reset the game in preperation for loading a new maplayer->
void Objects::DestroyAll(bool delete_player)
{
Object *o, *next;
o = firstobject;
while(o)
{
next = o->next;
if (o != player)
{
o->Destroy();
}
o = next;
}
// must do this last to avoid crashes as player ptr gets invalidated
if (delete_player)
{
player->Destroy();
}
memset(ID2Lookup, 0, sizeof(ID2Lookup));
}