+++ /dev/null
-// $Id$
-//
-// SuperTux
-// Copyright (C) 2000 Bill Kendrick <bill@newbreedsoftware.com>
-// Copyright (C) 2004 Tobias Glaesser <tobi.web@gmx.de>
-// Copyright (C) 2004 Matthias Braun <matze@braunis.de>
-//
-// This program is free software; you can redistribute it and/or
-// modify it under the terms of the GNU General Public License
-// as published by the Free Software Foundation; either version 2
-// of the License, or (at your option) any later version.
-//
-// This program is distributed in the hope that it will be useful,
-// but WITHOUT ANY WARRANTY; without even the implied warranty of
-// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-// GNU General Public License for more details.
-//
-// You should have received a copy of the GNU General Public License
-// along with this program; if not, write to the Free Software
-// Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
-// 02111-1307, USA.
-
-#include <config.h>
-
-#include <iostream>
-#include <cmath>
-
-#include "app/globals.h"
-#include "defines.h"
-#include "special/sprite_manager.h"
-#include "utils/lispwriter.h"
-#include "badguy.h"
-#include "tile.h"
-#include "resources.h"
-#include "camera.h"
-#include "level.h"
-#include "sector.h"
-#include "tilemap.h"
-#include "statistics.h"
-#include "badguy_specs.h"
-
-#define BADGUY_WALK_SPEED .8f
-#define WINGLING_FLY_SPEED 1.6f
-
-BadGuyKind badguykind_from_string(const std::string& str)
-{
- if (str == "jumpy" || str == "money") // was "money" in ancient versions
- return BAD_JUMPY;
- else if (str == "mriceblock" || str == "laptop") // was "laptop" in ancient versions
- return BAD_MRICEBLOCK;
- else if (str == "mrbomb")
- return BAD_MRBOMB;
- else if (str == "stalactite")
- return BAD_STALACTITE;
- else if (str == "flame")
- return BAD_FLAME;
- else if (str == "fish")
- return BAD_FISH;
- else if (str == "flamefish")
- return BAD_FLAMEFISH;
- else if (str == "bouncingsnowball")
- return BAD_BOUNCINGSNOWBALL;
- else if (str == "flyingsnowball")
- return BAD_FLYINGSNOWBALL;
- else if (str == "spiky")
- return BAD_SPIKY;
- else if (str == "snowball" || str == "bsod") // was "bsod" in ancient versions
- return BAD_SNOWBALL;
- else if (str == "wingling")
- return BAD_WINGLING;
- else if (str == "walkingtree")
- return BAD_WALKINGTREE;
- else if(str == "bomb") // not to be used as a real bad guys
- return BAD_BOMB;
- else
- {
- return BAD_INVALID;
- }
-}
-
-std::string badguykind_to_string(BadGuyKind kind)
-{
- switch(kind)
- {
- case BAD_JUMPY:
- return "jumpy";
- break;
- case BAD_MRICEBLOCK:
- return "mriceblock";
- break;
- case BAD_MRBOMB:
- return "mrbomb";
- break;
- case BAD_STALACTITE:
- return "stalactite";
- break;
- case BAD_FLAME:
- return "flame";
- break;
- case BAD_FISH:
- return "fish";
- break;
- case BAD_FLAMEFISH:
- return "flamefish";
- break;
- case BAD_BOUNCINGSNOWBALL:
- return "bouncingsnowball";
- break;
- case BAD_FLYINGSNOWBALL:
- return "flyingsnowball";
- break;
- case BAD_SPIKY:
- return "spiky";
- break;
- case BAD_SNOWBALL:
- return "snowball";
- break;
- case BAD_WINGLING:
- return "wingling";
- break;
- case BAD_WALKINGTREE:
- return "walkingtree";
- case BAD_BOMB: // not to be used as a real bad guys
- return "bomb";
- break;
- default:
- return "snowball";
- }
-}
-
-#if 0
-BadGuy::BadGuy(BadGuyKind kind_, LispReader& lispreader)
- : squishcount(0)
-{
- lispreader.read_float("x", start_position.x);
- lispreader.read_float("y", start_position.y);
-
- kind = kind_;
-
- stay_on_platform = false;
- lispreader.read_bool("stay-on-platform", stay_on_platform);
-
- init();
-}
-
-BadGuy::BadGuy(BadGuyKind kind_, float x, float y)
- : squishcount(0)
-{
- start_position.x = x;
- start_position.y = y;
- stay_on_platform = false;
-
- kind = kind_;
-
- init();
-}
-
-BadGuy::~BadGuy()
-{
-}
-
-void
-BadGuy::init()
-{
- bbox.set_pos(start_position);
- bbox.set_size(32, 32);
-
- state = NORMAL;
- old_base = base;
- dir = LEFT;
- seen = false;
- animation_offset = 0;
- target.x = target.y = -1;
- physic.reset();
- frozen_timer.init(true);
- timer.init(true);
-
- specs = badguyspecs_manager->load(badguykind_to_string(kind));
-}
-
-void
-BadGuy::write(LispWriter& writer)
-{
- writer.start_list(badguykind_to_string(kind));
-
- writer.write_float("x", base.x);
- writer.write_float("y", base.y);
- writer.write_bool("stay-on-platform", stay_on_platform);
-
- writer.end_list(badguykind_to_string(kind));
-}
-
-void
-BadGuy::activate(Direction activation_dir)
-{
- state = NORMAL;
- animation_offset = 0;
- target.x = target.y = -1;
- physic.reset();
- frozen_timer.start(0);
- timer.start(0);
-
- dying = DYING_NOT;
- seen = true;
-
- dir = activation_dir;
- float dirsign = activation_dir == LEFT ? -1 : 1;
-
- set_action("left", "right");
- if(kind == BAD_MRBOMB) {
- physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
- } else if (kind == BAD_MRICEBLOCK) {
- physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
- } else if(kind == BAD_JUMPY) {
- set_action("left-up", "right-up");
- } else if(kind == BAD_BOMB) {
- set_action("ticking-left", "ticking-right");
- // hack so that the bomb doesn't hurt until it explodes...
- dying = DYING_SQUISHED;
- } else if(kind == BAD_FLAME) {
- angle = 0;
- physic.enable_gravity(false);
- set_action("normal", "normal");
- } else if(kind == BAD_BOUNCINGSNOWBALL) {
- physic.set_velocity(dirsign * 1.3, 0);
- } else if(kind == BAD_STALACTITE) {
- physic.enable_gravity(false);
- set_action("normal", "normal");
- } else if(kind == BAD_FISH) {
- set_action("normal", "normal");
- physic.enable_gravity(true);
- } else if(kind == BAD_FLAMEFISH) {
- set_action("normal", "normal");
- physic.enable_gravity(true);
- } else if(kind == BAD_FLYINGSNOWBALL) {
- physic.enable_gravity(false);
- } else if(kind == BAD_SPIKY) {
- physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
- } else if(kind == BAD_SNOWBALL) {
- physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
- } else if(kind == BAD_WINGLING) {
- physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
- physic.enable_gravity(false);
- set_action("left", "left");
- } else if (kind == BAD_WALKINGTREE) {
- // TODO: why isn't the height/width being set properly in set_action?
- physic.set_velocity(dirsign * BADGUY_WALK_SPEED, 0);
- state = BGM_BIG;
- set_action("left", "left");
- bbox.set_size(66, 66);
- }
-}
-
-Surface*
-BadGuy::get_image()
-{
- // Set action as the "default" one.
- specs->sprite->set_action("left");
- if(BAD_JUMPY)
- specs->sprite->set_action("left-up");
- else if(kind == BAD_BOMB)
- specs->sprite->set_action("ticking-left");
- else if(kind == BAD_FLAME)
- specs->sprite->set_action("normal");
- else if(kind == BAD_STALACTITE)
- specs->sprite->set_action("normal");
- else if(kind == BAD_FISH)
- specs->sprite->set_action("normal");
- else if(kind == BAD_FLAMEFISH)
- specs->sprite->set_action("normal");
-
- return specs->sprite->get_frame(0);
-}
-
-#if 0
-void
-BadGuy::action_mriceblock(double elapsed_time)
-{
- Player& tux = *Sector::current()->player;
-
- if(state != HELD)
- fall();
-
- /* Move left/right: */
- if (state != HELD)
- {
- // move
- physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
- if (dying != DYING_FALLING)
- collision_swept_object_map(&old_base,&base);
- }
- else if (state == HELD)
- { /* FIXME: The pbad object shouldn't know about pplayer objects. */
- /* If we're holding the iceblock */
- dir = tux.dir;
- if(tux.size == SMALL)
- {
- if(dir == RIGHT)
- base.x = tux.base.x + 24;
- else // dir == LEFT
- base.x = tux.base.x - 12;
- base.y = tux.base.y + tux.base.height/1.5 - base.height;
- }
- else // TUX == BIG
- {
- if(dir == RIGHT)
- base.x = tux.base.x + 24;
- else // dir == LEFT
- base.x = tux.base.x - 4;
- base.y = tux.base.y + tux.base.height/1.5 - base.height;
- }
-
- if(collision_object_map(base))
- {
- base.x = tux.base.x;
- base.y = tux.base.y + tux.base.height/1.5 - base.height;
- }
-
- if(tux.input.fire != DOWN) /* SHOOT! */
- {
- if(dir == LEFT)
- base.x = tux.base.x - base.width;
- else
- base.x = tux.base.x + tux.base.width;
- old_base = base;
-
- state=KICK;
- tux.kick_timer.start(KICKING_TIME);
- set_action("flat-left", "flat-right");
- physic.set_velocity_x((dir == LEFT) ? -3.5 : 3.5);
- SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
- }
- }
-
- if (!dying)
- {
- int changed = dir;
- check_horizontal_bump();
- if(state == KICK && changed != dir)
- {
- SoundManager::get()->play_sound(IDToSound(SND_RICOCHET), get_pos(), Sector::current()->player->get_pos());
- }
- }
-
- /* Handle state timer: */
- if (state == FLAT)
- {
- if(!timer.check())
- {
- state = NORMAL;
- set_action("left", "right");
- physic.set_velocity( (dir == LEFT) ? -.8 : .8, 0);
- }
- }
-}
-
-void
-BadGuy::check_horizontal_bump(bool checkcliff)
-{
- float halfheight = base.height / 2;
- if (dir == LEFT && issolid( base.x, base.y + halfheight))
- {
- if (kind == BAD_MRICEBLOCK && state == KICK)
- {
- Sector::current()->trybreakbrick(Vector(base.x, base.y + halfheight), false);
- Sector::current()->tryemptybox(Vector(base.x, base.y + halfheight), dir);
- }
-
- dir = RIGHT;
- physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
- return;
- }
- if (dir == RIGHT && issolid( base.x + base.width, base.y + halfheight))
- {
- if (kind == BAD_MRICEBLOCK && state == KICK)
- {
- Sector::current()->trybreakbrick(
- Vector(base.x + base.width, base.y + halfheight), false);
- Sector::current()->tryemptybox(
- Vector(base.x + base.width, base.y + halfheight), dir);
- }
-
- dir = LEFT;
- physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
- return;
- }
-
- // don't check for cliffs when we're falling
- if(!checkcliff)
- return;
- if(!issolid(base.x + base.width/2, base.y + base.height))
- return;
-
- if(dir == LEFT && !issolid(base.x, (int) base.y + base.height + halfheight))
- {
- dir = RIGHT;
- physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
- return;
- }
- if(dir == RIGHT && !issolid(base.x + base.width,
- (int) base.y + base.height + halfheight))
- {
- dir = LEFT;
- physic.set_velocity(-physic.get_velocity_x(), physic.get_velocity_y());
- return;
- }
-}
-
-void
-BadGuy::fall()
-{
- /* Fall if we get off the ground: */
- if (dying != DYING_FALLING)
- {
- if (!issolid(base.x+base.width/2, base.y + base.height))
- {
- // not solid below us? enable gravity
- physic.enable_gravity(true);
- }
- else
- {
- /* Land: */
- if (physic.get_velocity_y() < 0)
- {
- base.y = int((base.y + base.height)/32) * 32 - base.height;
- physic.set_velocity_y(0);
- }
- // no gravity anymore please
- physic.enable_gravity(false);
-
- if (stay_on_platform && state == NORMAL)
- {
- if (!issolid(base.x + ((dir == LEFT) ? 0 : base.width),
- base.y + base.height))
- {
- if (dir == LEFT)
- {
- dir = RIGHT;
- physic.set_velocity_x(fabsf(physic.get_velocity_x()));
- }
- else
- {
- dir = LEFT;
- physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
- }
- }
- }
- }
- }
- else
- {
- physic.enable_gravity(true);
- }
-}
-#endif
-
-void
-BadGuy::action_jumpy(double elapsed_time)
-{
- if(frozen_timer.check()) {
- set_action("left-iced", "right-iced");
- return;
- }
-
- const float vy = physic.get_velocity_y();
-
- // XXX: These tests *should* use location from ground, not velocity
- if (fabsf(vy) > 560)
- set_action("left-down", "right-down");
- else if (fabsf(vy) > 530)
- set_action("left-middle", "right-middle");
- else
- set_action("left-up", "right-up");
-
- Player& tux = *Sector::current()->player;
-
- static const float JUMPV = 6;
-
- fall();
- // jump when on ground
- if(dying == DYING_NOT && issolid(base.x, base.y+32))
- {
- physic.set_velocity_y(JUMPV);
- physic.enable_gravity(true);
-
- state = JUMPY_JUMP;
- }
- else if(state == JUMPY_JUMP)
- {
- state = NORMAL;
- }
-
- // set direction based on tux
- if(dying == DYING_NOT) {
- if(tux.base.x > base.x)
- dir = RIGHT;
- else
- dir = LEFT;
- }
-
- // move
- physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
- if(dying == DYING_NOT)
- collision_swept_object_map(&old_base, &base);
-}
-
-void
-BadGuy::action_mrbomb(double elapsed_time)
-{
- if(frozen_timer.check())
- {
- set_action("iced-left", "iced-right");
- return;
- }
-
- if (dying == DYING_NOT)
- check_horizontal_bump(true);
-
- fall();
-
- physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
- if (dying != DYING_FALLING)
- collision_swept_object_map(&old_base,&base);
-}
-
-void
-BadGuy::action_bomb(double elapsed_time)
-{
- static const int TICKINGTIME = 1000;
- static const int EXPLODETIME = 1000;
-
- fall();
-
- if(state == NORMAL) {
- state = BOMB_TICKING;
- timer.start(TICKINGTIME);
- } else if(!timer.check()) {
- if(state == BOMB_TICKING) {
- state = BOMB_EXPLODE;
- set_action("explosion", "explosion");
- dying = DYING_NOT; // now the bomb hurts
- timer.start(EXPLODETIME);
-
- SoundManager::get()->play_sound(IDToSound(SND_EXPLODE), this, Sector::current()->player->get_pos());
- } else if(state == BOMB_EXPLODE) {
- remove_me();
- return;
- }
- }
-
- // move
- physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
- collision_swept_object_map(&old_base,&base);
-}
-
-void
-BadGuy::action_stalactite(double elapsed_time)
-{
- Player& tux = *Sector::current()->player;
-
- static const int SHAKETIME = 800;
- static const int RANGE = 40;
-
- if(state == NORMAL) {
- // start shaking when tux is below the stalactite and at least 40 pixels
- // near
- if(tux.base.x + 32 > base.x - RANGE && tux.base.x < base.x + 32 + RANGE
- && tux.base.y + tux.base.height > base.y
- && tux.dying == DYING_NOT) {
- timer.start(SHAKETIME);
- state = STALACTITE_SHAKING;
- }
- } if(state == STALACTITE_SHAKING) {
- base.x = old_base.x + (rand() % 6) - 3; // TODO this could be done nicer...
- if(!timer.check()) {
- state = STALACTITE_FALL;
- }
- } else if(state == STALACTITE_FALL) {
- fall();
- /* Destroy if we collides with land */
- if(issolid(base.x+base.width/2, base.y+base.height))
- {
- timer.start(2000);
- dying = DYING_SQUISHED;
- state = FLAT;
- set_action("broken", "broken");
- }
- } else if(state == FLAT) {
- fall();
- }
-
- // move
- physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
-
- if(dying == DYING_SQUISHED && !timer.check())
- remove_me();
-}
-
-void
-BadGuy::action_flame(double elapsed_time)
-{
- static const float radius = 100;
- static const float speed = 0.02;
- base.x = old_base.x + cos(angle) * radius;
- base.y = old_base.y + sin(angle) * radius;
-
- angle = fmodf(angle + elapsed_time * speed, 2*M_PI);
-}
-
-void
-BadGuy::action_fish(double elapsed_time)
-{
- if(frozen_timer.check())
- {
- if(physic.get_velocity_y() < 0)
- set_action("iced-down", "iced-down");
- else
- set_action("iced", "iced");
-
- return;
- }
-
- static const float JUMPV = 6;
- static const int WAITTIME = 1000;
-
- // go in wait state when back in water
- if(dying == DYING_NOT
- && gettile(base.x, base.y + base.height)
- && gettile(base.x, base.y + base.height)->attributes & Tile::WATER
- && physic.get_velocity_y() <= 0 && state == NORMAL)
- {
- state = FISH_WAIT;
- set_action("hide", "hide");
- physic.set_velocity(0, 0);
- physic.enable_gravity(false);
- timer.start(WAITTIME);
- }
- else if(state == FISH_WAIT && !timer.check())
- {
- // jump again
- set_action("normal", "normal");
- state = NORMAL;
- physic.set_velocity(0, JUMPV);
- physic.enable_gravity(true);
- }
-
- physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
- if(dying == DYING_NOT)
- collision_swept_object_map(&old_base, &base);
-
- if(physic.get_velocity_y() < 0)
- {
- set_action("down", "down");
- }
-}
-
-void
-BadGuy::action_bouncingsnowball(double elapsed_time)
-{
- static const float JUMPV = 4.5;
-
- fall();
-
- // jump when on ground
- if(dying == DYING_NOT && issolid(base.x, base.y+32))
- {
- physic.set_velocity_y(JUMPV);
- physic.enable_gravity(true);
- }
- else
- {
- state = NORMAL;
- }
-
- // check for right/left collisions
- check_horizontal_bump();
-
- physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
- if(dying == DYING_NOT)
- collision_swept_object_map(&old_base, &base);
-
- // Handle dying timer:
- if (dying == DYING_SQUISHED && !timer.check())
- remove_me();
-}
-
-void
-BadGuy::action_flyingsnowball(double elapsed_time)
-{
- static const float FLYINGSPEED = 1;
- static const int DIRCHANGETIME = 1000;
-
- // go into flyup state if none specified yet
- if(dying == DYING_NOT && state == NORMAL) {
- state = FLY_UP;
- physic.set_velocity_y(FLYINGSPEED);
- timer.start(DIRCHANGETIME/2);
- }
-
- if(dying == DYING_NOT && !timer.check()) {
- if(state == FLY_UP) {
- state = FLY_DOWN;
- physic.set_velocity_y(-FLYINGSPEED);
- } else if(state == FLY_DOWN) {
- state = FLY_UP;
- physic.set_velocity_y(FLYINGSPEED);
- }
- timer.start(DIRCHANGETIME);
- }
-
- if(dying != DYING_NOT)
- physic.enable_gravity(true);
-
- physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
- if(dying == DYING_NOT || dying == DYING_SQUISHED)
- collision_swept_object_map(&old_base, &base);
-
- if(dying == DYING_NOT)
- {
- // set direction based on tux
- if(Sector::current()->player->base.x > base.x)
- dir = RIGHT;
- else
- dir = LEFT;
- }
-
- // Handle dying timer:
- if (dying == DYING_SQUISHED && !timer.check())
- remove_me();
-}
-
-void
-BadGuy::action_spiky(double elapsed_time)
-{
- if(frozen_timer.check())
- {
- set_action("iced-left", "iced-right");
- return;
- }
-
- if (dying == DYING_NOT)
- check_horizontal_bump();
-
- fall();
-
- physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
- if (dying != DYING_FALLING)
- collision_swept_object_map(&old_base,&base);
-}
-
-void
-BadGuy::action_snowball(double elapsed_time)
-{
- if (dying == DYING_NOT)
- check_horizontal_bump();
-
- fall();
-
- // jump when we're about to fall
- if (physic.get_velocity_y() == 0 &&
- !issolid(base.x+base.width/2, base.y + base.height)) {
- physic.enable_gravity(true);
- physic.set_velocity_y(2);
- }
-
- physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
- if (dying != DYING_FALLING)
- collision_swept_object_map(&old_base,&base);
-
- // Handle dying timer:
- if (dying == DYING_SQUISHED && !timer.check())
- remove_me();
-}
-
-void
-BadGuy::action_wingling(double elapsed_time)
-{
- if (dying != DYING_NOT)
- physic.enable_gravity(true);
- else
- {
- Player& tux = *Sector::current()->player;
- int dirsign = physic.get_velocity_x() < 0 ? -1 : 1;
-
- if (fabsf(tux.base.x - base.x) < 150 && base.y < tux.base.y && tux.dying == DYING_NOT)
- {
- if (target.x < 0 && target.y < 0)
- {
- target.x = tux.base.x;
- target.y = tux.base.y;
- physic.set_velocity(dirsign * 1.5f, -2.25f);
- }
- }
- else if (base.y >= target.y - 16)
- physic.set_velocity(dirsign * WINGLING_FLY_SPEED, 0);
- }
-
- physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
-
-
- // Handle dying timer:
- if (dying == DYING_SQUISHED && !timer.check())
- remove_me();
-
- // TODO: Winglings should be removed after flying off the screen
-}
-
-void
-BadGuy::action_walkingtree(double elapsed_time)
-{
- if (dying == DYING_NOT)
- check_horizontal_bump();
-
- fall();
-
- physic.apply(elapsed_time, base.x, base.y, Sector::current()->gravity);
- if (dying != DYING_FALLING)
- collision_swept_object_map(&old_base,&base);
-
- // Handle dying timer:
- if (dying == DYING_SQUISHED && !timer.check())
- remove_me();
-}
-
-void
-BadGuy::action(float elapsed_time)
-{
- float scroll_x = Sector::current()->camera->get_translation().x;
- float scroll_y = Sector::current()->camera->get_translation().y;
-
- // BadGuy fall below the ground
- if (base.y > Sector::current()->solids->get_height() * 32) {
- remove_me();
- return;
- }
-
- // Kill us if we landed on spikes
- if (dying == DYING_NOT
- && (kind != BAD_STALACTITE && kind != BAD_FLAME && kind != BAD_BOMB)
- && (isspike(base.x, base.y) || isspike(base.x + base.width, base.y)
- || isspike(base.x, base.y + base.height)
- || isspike(base.x + base.width, base.y + base.height)))
- {
- physic.set_velocity_y(3);
- kill_me(0);
- }
-
- if(!seen)
- {
- /* Activate badguys if they're just around the screen to avoid
- * the effect of having badguys suddenly popping up from nowhere.
- */
- if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x - base.width &&
- start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
- activate(RIGHT);
- else if (start_position.x > scroll_x + screen->w &&
- start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE &&
- start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE)
- activate(LEFT);
- else if (start_position.x > scroll_x - X_OFFSCREEN_DISTANCE &&
- start_position.x < scroll_x + screen->w + X_OFFSCREEN_DISTANCE &&
- ((start_position.y > scroll_y + screen->h &&
- start_position.y < scroll_y + screen->h + Y_OFFSCREEN_DISTANCE) ||
- (start_position.y > scroll_y - Y_OFFSCREEN_DISTANCE &&
- start_position.y < scroll_y)))
- {
- if(start_position.x < scroll_x - screen->w/2)
- activate(RIGHT);
- else
- activate(LEFT);
- }
- /* Special case for badguys on start of the level.
- * If in the future, it's possible to set Tux start pos, this case
- * should contemplate that. */
- else if (start_position.x > 0 && start_position.x < screen->w &&
- start_position.y > 0 && start_position.y < screen->h)
- activate(LEFT);
- }
- else
- {
- if(base.x + base.width < scroll_x - X_OFFSCREEN_DISTANCE*4
- || base.x > scroll_x + screen->w + X_OFFSCREEN_DISTANCE*4
- || base.y + base.height < scroll_y - Y_OFFSCREEN_DISTANCE*4
- || base.y > scroll_y + screen->h + Y_OFFSCREEN_DISTANCE*4)
- {
- seen = false;
- if(dying != DYING_NOT)
- remove_me();
- }
- }
-
- if(!seen)
- return;
-
- switch (kind)
- {
- case BAD_MRICEBLOCK:
- action_mriceblock(elapsed_time);
- break;
-
- case BAD_JUMPY:
- action_jumpy(elapsed_time);
- break;
-
- case BAD_MRBOMB:
- action_mrbomb(elapsed_time);
- break;
-
- case BAD_BOMB:
- action_bomb(elapsed_time);
- break;
-
- case BAD_STALACTITE:
- action_stalactite(elapsed_time);
- break;
-
- case BAD_FLAME:
- action_flame(elapsed_time);
- break;
-
- case BAD_FISH:
- case BAD_FLAMEFISH:
- action_fish(elapsed_time);
- break;
-
- case BAD_BOUNCINGSNOWBALL:
- action_bouncingsnowball(elapsed_time);
- break;
-
- case BAD_FLYINGSNOWBALL:
- action_flyingsnowball(elapsed_time);
- break;
-
- case BAD_SPIKY:
- action_spiky(elapsed_time);
- break;
-
- case BAD_SNOWBALL:
- action_snowball(elapsed_time);
- break;
-
- case BAD_WINGLING:
- action_wingling(elapsed_time);
- break;
-
- case BAD_WALKINGTREE:
- action_walkingtree(elapsed_time);
- break;
-
- default:
- break;
- }
-}
-
-void
-BadGuy::draw(DrawingContext& context)
-{
- if(!seen)
- return;
-
- if((dir == LEFT && action_left == "hide") ||
- (dir == RIGHT && action_right == "hide"))
- return;
-
- if(dir == LEFT)
- specs->sprite->set_action(action_left);
- else // if(dir == RIGHT)
- specs->sprite->set_action(action_right);
-
- if(dying == DYING_FALLING && physic.get_velocity_y() < 0)
- specs->sprite->draw(context, Vector(base.x, base.y), LAYER_FOREGROUNDTILES+1, VERTICAL_FLIP);
- else
- specs->sprite->draw(context, Vector(base.x, base.y), LAYER_OBJECTS);
-
- if(debug_state)
- context.draw_filled_rect(Vector(base.x, base.y),
- Vector(base.width, base.height), Color(75,0,75, 150), LAYER_OBJECTS+1);
-}
-
-void
-BadGuy::set_action(std::string left, std::string right)
-{
- base.width = 32;
- base.height = 32;
-
- action_left = left;
- action_right = right;
-
-#if 0
- if (1)
- {
- base.width = 32;
- base.height = 32;
- }
- else
- {
- // FIXME: Using the image size for the physics and collision is
- // a bad idea, since images should always overlap their physical
- // representation
- if(left != 0) {
- if(base.width == 0 && base.height == 0) {
- base.width = left->get_width();
- base.height = left->get_height();
- } else if(base.width != left->get_width() || base.height != left->get_height()) {
- base.x -= (left->get_width() - base.width) / 2;
- base.y -= left->get_height() - base.height;
- base.width = left->get_width();
- base.height = left->get_height();
- old_base = base;
- }
- } else {
- base.width = base.height = 0;
- }
- }
-
- animation_offset = 0;
- sprite_left = left;
- sprite_right = right;
-#endif
-}
-
-void
-BadGuy::bump()
-{
- // these can't be bumped
- if(kind == BAD_FLAME || kind == BAD_BOMB || kind == BAD_FISH
- || kind == BAD_FLAMEFISH || kind == BAD_FLYINGSNOWBALL)
- return;
-
- physic.set_velocity_y(3);
- kill_me(25);
-}
-
-void
-BadGuy::squish_me(Player* player)
-{
- player->bounce(this);
-
- Sector::current()->add_score(Vector(base.x, base.y),
- 25 * player_status.score_multiplier);
-
- SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
- player_status.score_multiplier++;
-
- dying = DYING_SQUISHED;
- timer.start(2000);
- physic.set_velocity(0, 0);
-}
-
-void
-BadGuy::squish(Player* player)
-{
- static const int MAX_ICEBLOCK_SQUICHES = 10;
-
- if(kind == BAD_MRBOMB) {
- // mrbomb transforms into a bomb now
- explode(false);
-
- player->bounce(this);
- Sector::current()->add_score(Vector(base.x, base.y),
- 25 * player_status.score_multiplier);
- SoundManager::get()->play_sound(IDToSound(SND_SQUISH), get_pos(), Sector::current()->player->get_pos());
-
- player_status.score_multiplier++;
- return;
-
- } else if (kind == BAD_MRICEBLOCK) {
- if (state == NORMAL || state == KICK)
- {
- /* Flatten! */
- SoundManager::get()->play_sound(IDToSound(SND_STOMP), get_pos(), Sector::current()->player->get_pos());
- state = FLAT;
- set_action("flat-left", "flat-right");
- physic.set_velocity_x(0);
-
- timer.start(4000);
- } else if (state == FLAT) {
- /* Kick! */
- SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
-
- if (player->base.x < base.x + (base.width/2)) {
- physic.set_velocity_x(5);
- dir = RIGHT;
- } else {
- physic.set_velocity_x(-5);
- dir = LEFT;
- }
-
- state = KICK;
- player->kick_timer.start(KICKING_TIME);
- set_action("flat-left", "flat-right");
- }
-
- player->bounce(this);
-
- player_status.score_multiplier++;
-
- // check for maximum number of squishes
- squishcount++;
- if(squishcount >= MAX_ICEBLOCK_SQUICHES) {
- kill_me(50);
- return;
- }
-
- return;
- } else if(kind == BAD_FISH || kind == BAD_FLAMEFISH) {
- // fish can only be killed when falling down
- if(physic.get_velocity_y() >= 0)
- return;
-
- player->bounce(this);
-
- Sector::current()->add_score(Vector(base.x, base.y),
- 25 * player_status.score_multiplier);
-
- player_status.score_multiplier++;
-
- // simply remove the fish...
- remove_me();
- return;
- } else if(kind == BAD_BOUNCINGSNOWBALL) {
- squish_me(player);
- set_action("squished", "squished");
- return;
- } else if(kind == BAD_FLYINGSNOWBALL) {
- squish_me(player);
- set_action("squished-left", "squished-right");
- return;
- } else if(kind == BAD_SNOWBALL) {
- squish_me(player);
- set_action("squished-left", "squished-right");
- return;
- } else if(kind == BAD_WINGLING) {
- squish_me(player);
- set_action("left", "right");
- } else if(kind == BAD_WALKINGTREE) {
- if (state == BGM_BIG)
- {
- set_action("left-small", "left-small");
- physic.set_velocity_x(physic.get_velocity_x() * 2.0f);
-
- /* Move to the player's direction */
- if(dir != Sector::current()->player->dir)
- physic.set_velocity_x(-physic.get_velocity_x());
- dir = Sector::current()->player->dir;
-
- // XXX magic number: 66 is BGM_BIG height
-
- player->bounce(this);
- base.y += 66 - base.height;
-
- Sector::current()->add_score(Vector(base.x, base.y),
- 25 * player_status.score_multiplier);
- player_status.score_multiplier++;
-
- state = BGM_SMALL;
- }
- else
- squish_me(player);
- }
-}
-
-void
-BadGuy::kill_me(int score)
-{
- if(kind == BAD_BOMB)
- return;
-
- if(state != HELD)
- global_stats.add_points(BADGUYS_KILLED_STAT, 1);
-
- dying = DYING_FALLING;
- if(kind == BAD_MRICEBLOCK) {
- set_action("falling-left", "falling-right");
- if(state == HELD) {
- state = NORMAL;
- Player& tux = *Sector::current()->player;
- tux.holding_something = false;
- }
- }
-
- physic.enable_gravity(true);
-
- /* Gain some points: */
- if (score != 0)
- Sector::current()->add_score(Vector(base.x, base.y),
- score * player_status.score_multiplier);
-
- /* Play death sound: */
- SoundManager::get()->play_sound(IDToSound(SND_FALL), this, Sector::current()->player->get_pos());
-}
-
-void
-BadGuy::explode(bool right_way)
-{
- BadGuy *badguy = Sector::current()->add_bad_guy(base.x, base.y, BAD_BOMB, true);
- if(right_way)
- {
- badguy->timer.start(0);
- badguy->state = BOMB_TICKING;
- }
- badguy->dir = dir;
-
- remove_me();
-}
-
-void
-BadGuy::collision(const MovingObject&, int)
-{
- // later
-}
-
-void
-BadGuy::collision(void *p_c_object, int c_object, CollisionType type)
-{
- BadGuy* pbad_c = NULL;
- Bullet* pbullet_c = NULL;
-
- if(type == COLLISION_BUMP) {
- bump();
- return;
- }
-
- if(type == COLLISION_SQUISH) {
- Player* player = static_cast<Player*>(p_c_object);
- squish(player);
- return;
- }
-
- /* COLLISION_NORMAL */
- switch (c_object)
- {
- case CO_BULLET:
- pbullet_c = (Bullet*) p_c_object;
-
- if(pbullet_c->kind == FIRE_BULLET)
- {
- if (kind != BAD_BOMB && kind != BAD_STALACTITE && kind != BAD_FLAME
- && kind != BAD_FLAMEFISH)
- kill_me(10);
- }
- else if(pbullet_c->kind == ICE_BULLET)
- {
- if(kind == BAD_FLAME || kind == BAD_FLAMEFISH)
- kill_me(10);
- else
- frozen_timer.start(FROZEN_TIME);
- }
- break;
-
- case CO_BADGUY:
- pbad_c = (BadGuy*) p_c_object;
-
-
- /* If we're a kicked mriceblock, kill [almost] any badguys we hit */
- if(kind == BAD_MRICEBLOCK && state == KICK &&
- kind != BAD_FLAME && kind != BAD_BOMB && kind != BAD_STALACTITE)
- {
- pbad_c->kill_me(25);
- }
-
- // a held mriceblock kills the enemy too but falls to ground then
- else if(kind == BAD_MRICEBLOCK && state == HELD)
- {
- pbad_c->kill_me(25);
- kill_me(0);
- }
-
- /* Kill badguys that run into exploding bomb */
- else if (kind == BAD_BOMB && dying == DYING_NOT)
- {
- if (pbad_c->kind == BAD_MRBOMB)
- {
- // mrbomb transforms into a bomb now
- pbad_c->explode(true);
- return;
- }
- else
- {
- pbad_c->kill_me(50);
- }
- }
-
- /* Kill any badguys that get hit by stalactite */
- else if (kind == BAD_STALACTITE && dying == DYING_NOT)
- {
- if (pbad_c->kind == BAD_MRBOMB)
- {
- // mrbomb transforms into a bomb now
- pbad_c->explode(false);
- return;
- }
- else
- pbad_c->kill_me(50);
- }
-
- /* When enemies run into eachother, make them change directions */
- else
- {
- // Wingling doesn't interact with other badguys
- if (pbad_c->kind == BAD_WINGLING || kind == BAD_WINGLING)
- break;
-
- // Jumpy, fish, flame, stalactites, wingling are exceptions
- if (pbad_c->kind == BAD_JUMPY || pbad_c->kind == BAD_FLAME
- || pbad_c->kind == BAD_STALACTITE || pbad_c->kind == BAD_FISH
- || pbad_c->kind == BAD_FLAMEFISH)
- break;
-
- // Bounce off of other badguy if we land on top of him
- if (base.y + base.height < pbad_c->base.y + pbad_c->base.height)
- {
- if (pbad_c->dir == LEFT)
- {
- dir = RIGHT;
- physic.set_velocity(fabsf(physic.get_velocity_x()), 2);
- }
- else if (pbad_c->dir == RIGHT)
- {
- dir = LEFT;
- physic.set_velocity(-fabsf(physic.get_velocity_x()), 2);
- }
-
- break;
- }
- else if (base.y + base.height > pbad_c->base.y + pbad_c->base.height)
- break;
-
- if (pbad_c->kind != BAD_FLAME)
- {
- if (dir == LEFT)
- {
- dir = RIGHT;
- physic.set_velocity_x(fabsf(physic.get_velocity_x()));
-
- // Put bad guys a part (or they get jammed)
- // only needed to do to one of them
- if (physic.get_velocity_x() != 0)
- base.x = pbad_c->base.x + pbad_c->base.width + 1;
- }
- else if (dir == RIGHT)
- {
- dir = LEFT;
- physic.set_velocity_x(-fabsf(physic.get_velocity_x()));
- }
-
- }
- }
-
- break;
-
- case CO_PLAYER:
- Player* player = static_cast<Player*>(p_c_object);
- /* Get kicked if were flat */
- if (state == FLAT && !dying)
- {
- SoundManager::get()->play_sound(IDToSound(SND_KICK), this, Sector::current()->player->get_pos());
-
- // Hit from left side
- if (player->base.x < base.x) {
- physic.set_velocity_x(5);
- dir = RIGHT;
- }
- // Hit from right side
- else {
- physic.set_velocity_x(-5);
- dir = LEFT;
- }
-
- state = KICK;
- player->kick_timer.start(KICKING_TIME);
- set_action("flat-left", "flat-right");
- }
- break;
-
- }
-}
-
-#endif
+++ /dev/null
-/*
- * bitmask.c 1.0
- * -------------
- * Simple and efficient bitmask collision detection routines
- * Copyright (C) 2002 Ulf Ekstrom except for the bitcount function.
- *
- * > See the header file for more info. <
- *
- * Please email bugs and comments to Ulf Ekstrom, ulfek@ifm.liu.se
- *
- * This program is free software; you can redistribute it and/or
- * modify it under the terms of the GNU General Public License
- * as published by the Free Software Foundation; either version 2
- * of the License, or (at your option) any later version.
- *
- * This program is distributed in the hope that it will be useful,
- * but WITHOUT ANY WARRANTY; without even the implied warranty of
- * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- * GNU General Public License for more details.
- *
- * You should have received a copy of the GNU General Public License
- * along with this program; if not, write to the Free Software
- * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
- */
-
-#include <config.h>
-
-#include <cstdlib>
-#include <cstdio>
-#include <cstring>
-#include "bitmask.h"
-
-#define MIN(a,b) ((a) < (b) ? (a) : (b))
-
-bitmask *bitmask_create(int w, int h)
-{
- bitmask *temp = (bitmask*) malloc(sizeof(bitmask));
- if (! temp)
- return 0;
- temp->w = w;
- temp->h = h;
- temp->bits = (long unsigned int*) calloc(h*((w - 1)/BITW_LEN + 1),sizeof(BITW));
- if (! temp->bits)
- {
- free(temp);
- return 0;
- }
- else
- return temp;
-}
-
-/* (C) Tobias Glaesser <tobi.web@gmx.de>, 2004.
- This function isn't available in the original bitmask library. */
-bitmask *bitmask_create_SDL(SDL_Surface* surf)
-{
- bitmask* pbitmask = bitmask_create(surf->w, surf->h);
- int w,h;
- SDL_PixelFormat* fmt;
- Uint32 temp, pixel;
- Uint8 alpha;
-
- if(surf->format->BytesPerPixel != 4) //This function only works for true-color surfaces with an alpha channel
- return 0;
-
- fmt = surf->format;
- for(h = 0; h <= surf->h; ++h)
- {
- for(w = 0; w <= surf->w; ++w)
- {
-
- pixel = *((Uint32*)((Uint8 *)surf->pixels + h * surf->pitch + w * 4));
- /* Get Alpha component */
- temp=pixel&fmt->Amask; /* Isolate alpha component */
- temp=temp>>fmt->Ashift;/* Shift it down to 8-bit */
- temp=temp<<fmt->Aloss; /* Expand to a full 8-bit number */
- alpha=(Uint8)temp;
- if (fmt->Amask == 0 || alpha != 0)
- bitmask_setbit(pbitmask,w,h);
- }
- }
- return pbitmask;
-}
-void bitmask_free(bitmask *m)
-{
- free(m->bits);
- free(m);
-}
-
-void bitmask_clear(bitmask *m)
-{
- memset(m->bits,0,m->h*((m->w - 1)/BITW_LEN + 1)*sizeof(BITW));
-}
-
-void bitmask_fill(bitmask *m)
-{
- memset(m->bits,255,m->h*((m->w - 1)/BITW_LEN + 1)*sizeof(BITW));
-}
-
-int bitmask_overlap(const bitmask *a,const bitmask *b,int xoffset, int yoffset)
-{
- BITW *a_entry,*a_end;
- BITW *b_entry;
- BITW *ap,*bp;
- int shift,rshift,i,astripes,bstripes;
-
- if ((xoffset >= a->w) || (yoffset >= a->h) || (yoffset <= - b->h))
- return 0;
-
- if (xoffset >= 0)
- {
- if (yoffset >= 0)
- {
- a_entry = a->bits + a->h*(xoffset/BITW_LEN) + yoffset;
- a_end = a_entry + MIN(b->h,a->h - yoffset);
- b_entry = b->bits;
- }
- else
- {
- a_entry = a->bits + a->h*(xoffset/BITW_LEN);
- a_end = a_entry + MIN(b->h + yoffset,a->h);
- b_entry = b->bits - yoffset;
- }
- shift = xoffset & BITW_MASK;
- if (shift)
- {
- rshift = BITW_LEN - shift;
- astripes = (a->w - 1)/BITW_LEN - xoffset/BITW_LEN;
- bstripes = (b->w - 1)/BITW_LEN + 1;
- if (bstripes > astripes) /* zig-zag .. zig*/
- {
- for (i=0;i<astripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;) /* Join these two to one loop */
- if ((*ap++ >> shift) & *bp++)
- return 1;
- a_entry += a->h;
- a_end += a->h;
- for (ap = a_entry,bp = b_entry;ap < a_end;)
- if ((*ap++ << rshift) & *bp++)
- return 1;
- b_entry += b->h;
- }
- for (ap = a_entry,bp = b_entry;ap < a_end;)
- if ((*ap++ >> shift) & *bp++)
- return 1;
- return 0;
- }
- else /* zig-zag */
- {
- for (i=0;i<bstripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;)
- if ((*ap++ >> shift) & *bp++)
- return 1;
- a_entry += a->h;
- a_end += a->h;
- for (ap = a_entry,bp = b_entry;ap < a_end;)
- if ((*ap++ << rshift) & *bp++)
- return 1;
- b_entry += b->h;
- }
- return 0;
- }
- }
- else /* xoffset is a multiple of the stripe width, and the above routines wont work */
- {
- astripes = (MIN(b->w,a->w - xoffset) - 1)/BITW_LEN + 1;
- for (i=0;i<astripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;)
- if (*ap++ & *bp++)
- return 1;
- a_entry += a->h;
- a_end += a->h;
- b_entry += b->h;
- }
- return 0;
- }
- }
- else
- return bitmask_overlap(b,a,-xoffset,-yoffset);
-}
-
-/* Will hang if there are no bits set in w! */
-static INLINE int firstsetbit(BITW w)
-{
- int i = 0;
- while ((w & 1) == 0)
- {
- i++;
- w/=2;
- }
- return i;
-}
-
-/* x and y are given in the coordinates of mask a, and are untouched if the is no overlap */
-int bitmask_overlap_pos(const bitmask *a,const bitmask *b,int xoffset, int yoffset, int *x, int *y)
-{
- BITW *a_entry,*a_end;
- BITW *b_entry;
- BITW *ap,*bp;
- int shift,rshift,i,astripes,bstripes,xbase;
-
- if ((xoffset >= a->w) || (yoffset >= a->h) || (yoffset <= - b->h))
- return 0;
-
- if (xoffset >= 0)
- {
- xbase = xoffset/BITW_LEN; /* first stripe from mask a */
- if (yoffset >= 0)
- {
- a_entry = a->bits + a->h*xbase + yoffset;
- a_end = a_entry + MIN(b->h,a->h - yoffset);
- b_entry = b->bits;
- }
- else
- {
- a_entry = a->bits + a->h*xbase;
- a_end = a_entry + MIN(b->h + yoffset,a->h);
- b_entry = b->bits - yoffset;
- yoffset = 0; /* relied on below */
- }
- shift = xoffset & BITW_MASK;
- if (shift)
- {
- rshift = BITW_LEN - shift;
- astripes = (a->w - 1)/BITW_LEN - xoffset/BITW_LEN;
- bstripes = (b->w - 1)/BITW_LEN + 1;
- if (bstripes > astripes) /* zig-zag .. zig*/
- {
- for (i=0;i<astripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- if (*ap & (*bp << shift))
- {
- *y = ap - a_entry + yoffset;
- *x = (xbase + i)*BITW_LEN + firstsetbit(*ap & (*bp << shift));
- return 1;
- }
- a_entry += a->h;
- a_end += a->h;
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- if (*ap & (*bp >> rshift))
- {
- *y = ap - a_entry + yoffset;
- *x = (xbase + i + 1)*BITW_LEN + firstsetbit(*ap & (*bp >> rshift));
- return 1;
- }
- b_entry += b->h;
- }
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- if (*ap & (*bp << shift))
- {
- *y = ap - a_entry + yoffset;
- *x = (xbase + astripes)*BITW_LEN + firstsetbit(*ap & (*bp << shift));
- return 1;
- }
- return 0;
- }
- else /* zig-zag */
- {
- for (i=0;i<bstripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- if (*ap & (*bp << shift))
- {
- *y = ap - a_entry + yoffset;
- *x = (xbase + i)*BITW_LEN + firstsetbit(*ap & (*bp << shift));
- return 1;
- }
- a_entry += a->h;
- a_end += a->h;
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- if (*ap & (*bp >> rshift))
- {
- *y = ap - a_entry + yoffset;
- *x = (xbase + i + 1)*BITW_LEN + firstsetbit(*ap & (*bp >> rshift));
- return 1;
- }
- b_entry += b->h;
- }
- return 0;
- }
- }
- else /* xoffset is a multiple of the stripe width, and the above routines
- won't work. This way is also slightly faster. */
- {
- astripes = (MIN(b->w,a->w - xoffset) - 1)/BITW_LEN + 1;
- for (i=0;i<astripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- {
- if (*ap & *bp)
- {
- *y = ap - a_entry + yoffset;
- *x = (xbase + i)*BITW_LEN + firstsetbit(*ap & *bp);
- return 1;
- }
- }
- a_entry += a->h;
- a_end += a->h;
- b_entry += b->h;
- }
- return 0;
- }
- }
- else
- {
- if (bitmask_overlap_pos(b,a,-xoffset,-yoffset,x,y))
- {
- *x += xoffset;
- *y += yoffset;
- return 1;
- }
- else
- return 0;
- }
-}
-
-static INLINE int bitcount(unsigned long n)
-{
- if (BITW_LEN == 32)
- {
- /* (C) Donald W. Gillies, 1992. All rights reserved. You may reuse
- this bitcount() function anywhere you please as long as you retain
- this Copyright Notice. */
- register unsigned long tmp;
- return (tmp = (n) - (((n) >> 1) & 033333333333) -
- (((n) >> 2) & 011111111111),
- tmp = ((tmp + (tmp >> 3)) & 030707070707),
- tmp = (tmp + (tmp >> 6)),
- tmp = (tmp + (tmp >> 12) + (tmp >> 24)) & 077);
- /* End of Donald W. Gillies bitcount code */
- }
- else
- {
- /* Handle non-32 bit case the slow way */
- int nbits = 0;
- while (n)
- {
- if (n & 1)
- nbits++;
- n = n >> 1;
- }
- return nbits;
- }
-}
-
-
-int bitmask_overlap_area(const bitmask *a,const bitmask *b,int xoffset, int yoffset)
-{
- BITW *a_entry,*a_end;
- BITW *b_entry;
- BITW *ap,*bp;
- int shift,rshift,i,astripes,bstripes;
- int count = 0;
-
- if ((xoffset >= a->w) || (yoffset >= a->h) || (yoffset <= - b->h))
- return 0;
-
- if (xoffset >= 0)
- {
- if (yoffset >= 0)
- {
- a_entry = a->bits + a->h*(xoffset/BITW_LEN) + yoffset;
- a_end = a_entry + MIN(b->h,a->h - yoffset);
- b_entry = b->bits;
- }
- else
- {
- a_entry = a->bits + a->h*(xoffset/BITW_LEN);
- a_end = a_entry + MIN(b->h + yoffset,a->h);
- b_entry = b->bits - yoffset;
- }
- shift = xoffset & BITW_MASK;
- if (shift)
- {
- rshift = BITW_LEN - shift;
- astripes = (a->w - 1)/BITW_LEN - xoffset/BITW_LEN;
- bstripes = (b->w - 1)/BITW_LEN + 1;
- if (bstripes > astripes) /* zig-zag .. zig*/
- {
- for (i=0;i<astripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- count += bitcount(((*ap >> shift) | (*(ap + a->h) << rshift)) & *bp);
- a_entry += a->h;
- a_end += a->h;
- b_entry += b->h;
- }
- for (ap = a_entry,bp = b_entry;ap < a_end;)
- count += bitcount((*ap++ >> shift) & *bp++);
- return count;
- }
- else /* zig-zag */
- {
- for (i=0;i<bstripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- count += bitcount(((*ap >> shift) | (*(ap + a->h) << rshift)) & *bp);
- a_entry += a->h;
- a_end += a->h;
- b_entry += b->h;
- }
- return count;
- }
- }
- else /* xoffset is a multiple of the stripe width, and the above routines wont work */
- {
- astripes = (MIN(b->w,a->w - xoffset) - 1)/BITW_LEN + 1;
- for (i=0;i<astripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;)
- count += bitcount(*ap++ & *bp++);
-
- a_entry += a->h;
- a_end += a->h;
- b_entry += b->h;
- }
- return count;
- }
- }
- else
- return bitmask_overlap_area(b,a,-xoffset,-yoffset);
-}
-
-
-/* Draws mask b onto mask a (bitwise OR) */
-void bitmask_draw(bitmask *a,bitmask *b,int xoffset, int yoffset)
-{
- BITW *a_entry,*a_end;
- BITW *b_entry;
- BITW *ap,*bp;
- bitmask *swap;
- int shift,rshift,i,astripes,bstripes;
-
- if ((xoffset >= a->w) || (yoffset >= a->h) || (yoffset <= - b->h))
- return;
-
- if (xoffset >= 0)
- {
- if (yoffset >= 0)
- {
- a_entry = a->bits + a->h*(xoffset/BITW_LEN) + yoffset;
- a_end = a_entry + MIN(b->h,a->h - yoffset);
- b_entry = b->bits;
- }
- else
- {
- a_entry = a->bits + a->h*(xoffset/BITW_LEN);
- a_end = a_entry + MIN(b->h + yoffset,a->h);
- b_entry = b->bits - yoffset;
- }
- shift = xoffset & BITW_MASK;
- if (shift)
- {
- rshift = BITW_LEN - shift;
- astripes = (a->w - 1)/BITW_LEN - xoffset/BITW_LEN;
- bstripes = (b->w - 1)/BITW_LEN + 1;
- if (bstripes > astripes) /* zig-zag .. zig*/
- {
- for (i=0;i<astripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- *ap |= (*bp << shift);
- a_entry += a->h;
- a_end += a->h;
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- *ap |= (*bp >> rshift);
- b_entry += b->h;
- }
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- *ap |= (*bp << shift);
- return;
- }
- else /* zig-zag */
- {
- for (i=0;i<bstripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- *ap |= (*bp << shift);
- a_entry += a->h;
- a_end += a->h;
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- *ap |= (*bp >> rshift);
- b_entry += b->h;
- }
- return;
- }
- }
- else /* xoffset is a multiple of the stripe width, and the above routines won't work. */
- {
- astripes = (MIN(b->w,a->w - xoffset) - 1)/BITW_LEN + 1;
- for (i=0;i<astripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- {
- *ap |= *bp;
- }
- a_entry += a->h;
- a_end += a->h;
- b_entry += b->h;
- }
- return;
- }
- }
- else
- {
- /* 'Swapping' arguments to be able to almost reuse the code above,
- should be taken care of by the compiler efficiently. */
- swap = a;
- a = b;
- b = swap;
- xoffset *= -1;
- yoffset *= -1;
-
- if (yoffset >= 0)
- {
- a_entry = a->bits + a->h*(xoffset/BITW_LEN) + yoffset;
- a_end = a_entry + MIN(b->h,a->h - yoffset);
- b_entry = b->bits;
- }
- else
- {
- a_entry = a->bits + a->h*(xoffset/BITW_LEN);
- a_end = a_entry + MIN(b->h + yoffset,a->h);
- b_entry = b->bits - yoffset;
- }
- shift = xoffset & BITW_MASK;
- if (shift)
- {
- rshift = BITW_LEN - shift;
- astripes = (a->w - 1)/BITW_LEN - xoffset/BITW_LEN;
- bstripes = (b->w - 1)/BITW_LEN + 1;
- if (bstripes > astripes) /* zig-zag .. zig*/
- {
- for (i=0;i<astripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- *bp |= (*ap >> shift);
- a_entry += a->h;
- a_end += a->h;
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- *bp |= (*ap <<rshift);
- b_entry += b->h;
- }
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- *bp |= (*ap >> shift);
- return;
- }
- else /* zig-zag */
- {
- for (i=0;i<bstripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- *bp |= (*ap >> shift);
- a_entry += a->h;
- a_end += a->h;
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- *bp |= (*ap << rshift);
- b_entry += b->h;
- }
- return;
- }
- }
- else /* xoffset is a multiple of the stripe width, and the above routines won't work. */
- {
- astripes = (MIN(b->w,a->w - xoffset) - 1)/BITW_LEN + 1;
- for (i=0;i<astripes;i++)
- {
- for (ap = a_entry,bp = b_entry;ap < a_end;ap++,bp++)
- {
- *bp |= *ap;
- }
- a_entry += a->h;
- a_end += a->h;
- b_entry += b->h;
- }
- return;
- }
- }
-}