This commit is contained in:
Charles 2001-03-08 20:12:47 +00:00
parent 11410feeb4
commit 7ad4ef60f4
11 changed files with 344 additions and 70 deletions

View file

@ -25,6 +25,8 @@
#include "game\game.h"
#endif
#include "utils\utils.h"
/* Std Lib
------- */
@ -123,6 +125,21 @@ void CThingManager::thinkAllThings(int _frames)
player->clearPlatform();
}
// Player -> Platform collision
thing1=s_thingLists[CThing::TYPE_PLATFORM];
thing2=s_thingLists[CThing::TYPE_PLAYER];
while(thing1&&thing2)
{
thing1->removeAllChild();
if(thing1->canCollide()&&
thing1->checkCollisionAgainst(thing2))
{
thing1->addChild( thing2 );
thing1->collidedWith(thing2);
}
thing1=thing1->m_nextThing;
}
// Player -> Pickup collision
thing1=s_thingLists[CThing::TYPE_PICKUP];
thing2=s_thingLists[CThing::TYPE_PLAYER];
@ -277,8 +294,11 @@ void CThing::init()
// Add to thing list
CThingManager::addToThingList(this);
setCollisionSize(20,20); // Some temporary defaults.. (pkg)
setCollisionSize(200,20); // Some temporary defaults.. (pkg)
setCollisionCentreOffset(0,0);
m_collisionAngle = 0;
m_collisionStickyBoundary = 0;
m_centreCollision = false;
}
/*----------------------------------------------------------------------
@ -313,6 +333,9 @@ void CThing::think(int _frames)
DVECTOR PosLast=Pos;
PosDelta.vx=Pos.vx-PosLast.vx;
PosDelta.vy=Pos.vy-PosLast.vy;
m_collisionAngle++;
m_collisionAngle %= 4096;
}
/*----------------------------------------------------------------------
@ -343,10 +366,54 @@ void CThing::render()
if(area.x1<=511&&area.x2>=0&&
area.y1<=255&&area.y2>=0)
{
DrawLine(area.x1,area.y1,area.x1,area.y2,255,255,255,0);
DrawLine(area.x1,area.y2,area.x2,area.y2,255,255,255,0);
DrawLine(area.x2,area.y2,area.x2,area.y1,255,255,255,0);
DrawLine(area.x2,area.y1,area.x1,area.y1,255,255,255,0);
area=getCollisionArea();
SVECTOR points[4];
VECTOR vecPoints[4];
points[0].vx = area.x1 - Pos.vx;
points[0].vy = area.y1 - Pos.vy;
points[1].vx = area.x1 - Pos.vx;
points[1].vy = area.y2 - Pos.vy;
points[2].vx = area.x2 - Pos.vx;
points[2].vy = area.y2 - Pos.vy;
points[3].vx = area.x2 - Pos.vx;
points[3].vy = area.y1 - Pos.vy;
MATRIX mtx;
SetIdentNoTrans(&mtx );
RotMatrixZ( m_collisionAngle, &mtx );
ApplyMatrix( &mtx, &points[0], &vecPoints[0] );
ApplyMatrix( &mtx, &points[1], &vecPoints[1] );
ApplyMatrix( &mtx, &points[2], &vecPoints[2] );
ApplyMatrix( &mtx, &points[3], &vecPoints[3] );
vecPoints[0].vx += Pos.vx - ofs.vx;
vecPoints[0].vy += Pos.vy - ofs.vy;
vecPoints[1].vx += Pos.vx - ofs.vx;
vecPoints[1].vy += Pos.vy - ofs.vy;
vecPoints[2].vx += Pos.vx - ofs.vx;
vecPoints[2].vy += Pos.vy - ofs.vy;
vecPoints[3].vx += Pos.vx - ofs.vx;
vecPoints[3].vy += Pos.vy - ofs.vy;
//DrawLine(area.x1,area.y1,area.x1,area.y2,255,255,255,0);
//DrawLine(area.x1,area.y2,area.x2,area.y2,255,255,255,0);
//DrawLine(area.x2,area.y2,area.x2,area.y1,255,255,255,0);
//DrawLine(area.x2,area.y1,area.x1,area.y1,255,255,255,0);
DrawLine( vecPoints[0].vx, vecPoints[0].vy, vecPoints[1].vx, vecPoints[1].vy,255,255,255,0);
DrawLine( vecPoints[1].vx, vecPoints[1].vy, vecPoints[2].vx, vecPoints[2].vy,255,255,255,0);
DrawLine( vecPoints[2].vx, vecPoints[2].vy, vecPoints[3].vx, vecPoints[3].vy,255,255,255,0);
DrawLine( vecPoints[3].vx, vecPoints[3].vy, vecPoints[0].vx, vecPoints[0].vy,255,255,255,0);
area.x1=Pos.vx-10-ofs.vx;
area.y1=Pos.vy-10-ofs.vy;
@ -494,6 +561,8 @@ int CThing::checkCollisionAgainst(CThing *_thisThing)
int radius;
int collided;
MATRIX mtx;
pos=getCollisionCentre();
thisThingPos=_thisThing->getCollisionCentre();
@ -505,12 +574,174 @@ int CThing::checkCollisionAgainst(CThing *_thisThing)
CRECT thisRect,thatRect;
thisRect=getCollisionArea();
// ensure user 'sticks' to platform whilst it is moving along
thisRect.x1 -= m_collisionStickyBoundary;
thisRect.y1 -= m_collisionStickyBoundary;
thisRect.x2 += m_collisionStickyBoundary;
thisRect.y2 += m_collisionStickyBoundary;
thatRect=_thisThing->getCollisionArea();
// rotate thatPos opposite way to this CThing's collision angle, so that we can regard them both as being at 0 rotation
// get target thing's position
DVECTOR thatPos = _thisThing->getPos();
// get target thing's position relative to this thing's position
SVECTOR relativePos;
relativePos.vx = thatPos.vx - Pos.vx;
relativePos.vy = thatPos.vy - Pos.vy;
VECTOR newPos;
// get target thing's collision area relative to 0
thatRect.x1 -= thatPos.vx;
thatRect.y1 -= thatPos.vy;
thatRect.x2 -= thatPos.vx;
thatRect.y2 -= thatPos.vy;
SetIdentNoTrans(&mtx );
RotMatrixZ( -m_collisionAngle, &mtx );
// rotation target relative position back to 0 by this thing's collision angle
ApplyMatrix( &mtx, &relativePos, &newPos );
// add on this thing's position to get new target thing's position after rotation around this thing
newPos.vx += Pos.vx;
newPos.vy += Pos.vy;
// reposition target thing's collision area
thatRect.x1 += newPos.vx;
thatRect.y1 += newPos.vy;
thatRect.x2 += newPos.vx;
thatRect.y2 += newPos.vy;
// check to see if bounding boxes collide
if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
{
collided=true;
// check to see if centre point (i.e. where the object is standing) collides too
if ( ( newPos.vx >= thisRect.x1 && newPos.vx <= thisRect.x2 ) &&
( newPos.vy >= thisRect.y1 && newPos.vy <= thisRect.y2 ) )
{
thisRect=getCollisionArea();
_thisThing->setCentreCollision( true );
// 'render' collision box at correct angle
SVECTOR testPointsNonRel[4];
VECTOR testPoints[4];
testPointsNonRel[0].vx = thisRect.x1 - Pos.vx;
testPointsNonRel[0].vy = thisRect.y1 - Pos.vy;
testPointsNonRel[1].vx = thisRect.x2 - Pos.vx;
testPointsNonRel[1].vy = thisRect.y1 - Pos.vy;
testPointsNonRel[2].vx = thisRect.x2 - Pos.vx;
testPointsNonRel[2].vy = thisRect.y2 - Pos.vy;
testPointsNonRel[3].vx = thisRect.x1 - Pos.vx;
testPointsNonRel[3].vy = thisRect.y2 - Pos.vy;
SetIdentNoTrans(&mtx );
RotMatrixZ( m_collisionAngle, &mtx );
int i;
for ( i = 0 ; i < 4 ; i++ )
{
ApplyMatrix( &mtx, &testPointsNonRel[i], &testPoints[i] );
testPoints[i].vx += Pos.vx;
testPoints[i].vy += Pos.vy;
}
// now find the highest y pos
// first set highestY to lowest of the four points
s16 highestY = testPoints[0].vy;
for ( i = 1 ; i < 4 ; i++ )
{
if ( testPoints[i].vy > highestY ) // remember y is inverted
{
highestY = testPoints[i].vy;
}
}
for ( i = 0 ; i < 4 ; i++ )
{
int j = i + 1;
j %= 4;
VECTOR highestX, lowestX;
if ( testPoints[i].vx < testPoints[j].vx )
{
lowestX = testPoints[i];
highestX = testPoints[j];
}
else
{
lowestX = testPoints[j];
highestX = testPoints[i];
}
if ( highestX.vx == lowestX.vx )
{
// have to compare heights of both points to get highest
if ( lowestX.vy < highestY )
{
highestY = lowestX.vy;
}
if ( highestX.vy < highestY )
{
highestY = highestX.vy;
}
}
else
{
if ( thatPos.vx >= lowestX.vx && thatPos.vx <= highestX.vx )
{
// current position is above or below this line
s16 testY;
testY = lowestX.vy + ( ( thatPos.vx - lowestX.vx ) * ( highestX.vy - lowestX.vy ) ) /
( highestX.vx - lowestX.vx );
if ( testY < highestY )
{
highestY = testY;
}
}
}
}
thatPos.vy = highestY;
_thisThing->setNewCollidedPos( thatPos );
}
else
{
_thisThing->setCentreCollision( false );
}
}
}
@ -528,5 +759,17 @@ void CThing::processEvent(GAME_EVENT _event,CThing *_sourceThing)
// do nothing by default - ignore event
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CThing::shove( DVECTOR move )
{
Pos.vx += move.vx;
Pos.vy += move.vy;
}
/*===========================================================================
end */