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6b8d4291c2
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979a8ca669
4 changed files with 162 additions and 125 deletions
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@ -37,6 +37,10 @@
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#include "player\pmodes.h"
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#endif
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#ifndef __UTILS_HEADER__
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#include "utils\utils.h"
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#endif
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// to be removed
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#include "gfx\tpage.h"
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@ -219,9 +223,6 @@ m_animFrame=0;
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m_lives=CGameSlotManager::getSlotData().m_lives;
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xHighRes = 0;
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yHighRes = 0;
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m_cameraOffset.vx=0;
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m_cameraOffset.vy=0;
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m_cameraScrollDir=0;
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@ -1464,15 +1465,6 @@ void CPlayer::shove( DVECTOR move )
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{
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DVECTOR newPos;
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/*xHighRes += move.vx % 4096;
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yHighRes += move.vy % 4096;
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newPos.vx = Pos.vx + ( move.vx >> 12 ) + ( xHighRes >> 12 );
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newPos.vy = Pos.vy + ( move.vy >> 12 ) + ( yHighRes >> 12 );
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xHighRes %= 4096;
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yHighRes %= 4096;*/
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newPos.vx = Pos.vx + move.vx;
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newPos.vy = Pos.vy + move.vy;
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@ -326,8 +326,6 @@ private:
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public:
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void setPlatform( CThing *newPlatform );
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void clearPlatform();
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int xHighRes;
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int yHighRes;
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private:
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CThing *m_platform;
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bool m_onPlatform;
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@ -129,14 +129,27 @@ void CThingManager::thinkAllThings(int _frames)
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thing1=s_thingLists[CThing::TYPE_PLATFORM];
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thing2=s_thingLists[CThing::TYPE_PLAYER];
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while(thing1&&thing2)
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{
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//if ( !thing1->hasChild( thing2 ) )
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{
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thing1->removeAllChild();
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if(thing1->canCollide()&&
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thing1->checkCollisionAgainst(thing2))
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{
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thing1->addChild( thing2 );
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thing1->collidedWith(thing2);
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}
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}
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/*else
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{
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DVECTOR thatPos = thing2->getPos();
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thatPos.vy = thing1->getNewYPos( thing2 );
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thing2->setNewCollidedPos( thatPos );
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thing1->collidedWith(thing2);
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}*/
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thing1=thing1->m_nextThing;
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}
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@ -297,7 +310,6 @@ void CThing::init()
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setCollisionSize(20,20); // Some temporary defaults.. (pkg)
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setCollisionCentreOffset(0,0);
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m_collisionAngle = 0;
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m_collisionStickyBoundary = 0;
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m_centreCollision = false;
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}
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@ -510,6 +522,29 @@ CThing *List=Next;
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Next=NULL;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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bool CThing::hasChild(CThing *Child)
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{
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CThing *nextChild = Next;
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while( nextChild )
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{
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if ( nextChild == Child )
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{
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return( true );
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}
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nextChild = nextChild->Next;
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}
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return( false );
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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@ -552,89 +587,13 @@ void CThing::updateCollisionArea()
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CThing::checkCollisionAgainst(CThing *_thisThing)
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s32 CThing::getNewYPos(CThing *_thisThing)
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{
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DVECTOR pos,thisThingPos;
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int radius;
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int collided;
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MATRIX mtx;
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pos=getCollisionCentre();
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thisThingPos=_thisThing->getCollisionCentre();
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radius=getCollisionRadius()+_thisThing->getCollisionRadius();
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collided=false;
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if(abs(pos.vx-thisThingPos.vx)<radius&&
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abs(pos.vy-thisThingPos.vy)<radius)
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{
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CRECT thisRect,thatRect;
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thisRect=getCollisionArea();
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// ensure user 'sticks' to platform whilst it is moving along
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thisRect.x1 -= m_collisionStickyBoundary;
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thisRect.y1 -= m_collisionStickyBoundary;
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thisRect.x2 += m_collisionStickyBoundary;
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thisRect.y2 += m_collisionStickyBoundary;
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thatRect=_thisThing->getCollisionArea();
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// rotate thatPos opposite way to this CThing's collision angle, so that we can regard them both as being at 0 rotation
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// get target thing's position
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CRECT thisRect;
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DVECTOR thatPos = _thisThing->getPos();
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// get target thing's position relative to this thing's position
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SVECTOR relativePos;
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relativePos.vx = thatPos.vx - Pos.vx;
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relativePos.vy = thatPos.vy - Pos.vy;
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VECTOR newPos;
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// get target thing's collision area relative to 0
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thatRect.x1 -= thatPos.vx;
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thatRect.y1 -= thatPos.vy;
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thatRect.x2 -= thatPos.vx;
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thatRect.y2 -= thatPos.vy;
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SetIdentNoTrans(&mtx );
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RotMatrixZ( -m_collisionAngle, &mtx );
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// rotation target relative position back to 0 by this thing's collision angle
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ApplyMatrix( &mtx, &relativePos, &newPos );
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// add on this thing's position to get new target thing's position after rotation around this thing
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newPos.vx += Pos.vx;
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newPos.vy += Pos.vy;
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// reposition target thing's collision area
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thatRect.x1 += newPos.vx;
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thatRect.y1 += newPos.vy;
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thatRect.x2 += newPos.vx;
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thatRect.y2 += newPos.vy;
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// check to see if bounding boxes collide
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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))&&
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((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
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{
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collided=true;
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// check to see if centre point (i.e. where the object is standing) collides too
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if ( ( newPos.vx >= thisRect.x1 && newPos.vx <= thisRect.x2 ) &&
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( newPos.vy >= thisRect.y1 && newPos.vy <= thisRect.y2 ) )
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{
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thisRect=getCollisionArea();
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_thisThing->setCentreCollision( true );
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thisRect = getCollisionArea();
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// 'render' collision box at correct angle
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@ -653,6 +612,7 @@ int CThing::checkCollisionAgainst(CThing *_thisThing)
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testPointsNonRel[3].vx = thisRect.x1 - Pos.vx;
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testPointsNonRel[3].vy = thisRect.y2 - Pos.vy;
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MATRIX mtx;
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SetIdentNoTrans(&mtx );
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RotMatrixZ( m_collisionAngle, &mtx );
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@ -731,7 +691,94 @@ int CThing::checkCollisionAgainst(CThing *_thisThing)
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}
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}
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thatPos.vy = highestY;
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return( highestY );
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CThing::checkCollisionAgainst(CThing *_thisThing)
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{
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DVECTOR pos,thisThingPos;
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int radius;
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int collided;
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MATRIX mtx;
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pos=getCollisionCentre();
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thisThingPos=_thisThing->getCollisionCentre();
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radius=getCollisionRadius()+_thisThing->getCollisionRadius();
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collided=false;
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if(abs(pos.vx-thisThingPos.vx)<radius&&
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abs(pos.vy-thisThingPos.vy)<radius)
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{
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CRECT thisRect,thatRect;
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thisRect=getCollisionArea();
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// ensure user 'sticks' to platform whilst it is moving along
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thatRect=_thisThing->getCollisionArea();
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// rotate thatPos opposite way to this CThing's collision angle, so that we can regard them both as being at 0 rotation
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// get target thing's position
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DVECTOR thatPos = _thisThing->getPos();
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// get target thing's position relative to this thing's position
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SVECTOR relativePos;
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relativePos.vx = thatPos.vx - Pos.vx;
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relativePos.vy = thatPos.vy - Pos.vy;
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VECTOR newPos;
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// get target thing's collision area relative to 0
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thatRect.x1 -= thatPos.vx;
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thatRect.y1 -= thatPos.vy;
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thatRect.x2 -= thatPos.vx;
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thatRect.y2 -= thatPos.vy;
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SetIdentNoTrans(&mtx );
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RotMatrixZ( -m_collisionAngle, &mtx );
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// rotation target relative position back to 0 by this thing's collision angle
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ApplyMatrix( &mtx, &relativePos, &newPos );
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// add on this thing's position to get new target thing's position after rotation around this thing
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newPos.vx += Pos.vx;
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newPos.vy += Pos.vy;
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// reposition target thing's collision area
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thatRect.x1 += newPos.vx;
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thatRect.y1 += newPos.vy;
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thatRect.x2 += newPos.vx;
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thatRect.y2 += newPos.vy;
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// check to see if bounding boxes collide
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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))&&
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((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
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{
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collided=true;
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// check to see if centre point (i.e. where the object is standing) collides too
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if ( ( newPos.vx >= thisRect.x1 && newPos.vx <= thisRect.x2 ) &&
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( newPos.vy >= thisRect.y1 && newPos.vy <= thisRect.y2 ) )
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{
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_thisThing->setCentreCollision( true );
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thatPos.vy = getNewYPos( _thisThing );
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_thisThing->setNewCollidedPos( thatPos );
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}
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@ -95,6 +95,7 @@ public:
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void addChild(CThing *Child);
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void removeChild(CThing *Child);
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void removeAllChild();
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bool hasChild(CThing *Child);
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DVECTOR getPos() {return Pos;}
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@ -127,6 +128,8 @@ public:
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virtual int checkCollisionAgainst(CThing *_thisThing);
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void updateCollisionArea();
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virtual void collidedWith(CThing *_thisThing) {;}
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s32 getNewYPos( CThing *_thisThing );
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void setNewCollidedPos(DVECTOR newPos) {m_newCollidedPos = newPos;}
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protected:
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typedef struct
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{
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void setCollisionCentreOffset(int _x,int _y) {m_collisionCentreOffset.vx=_x;m_collisionCentreOffset.vy=_y;}
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void setCollisionCentreOffset(DVECTOR xy) {m_collisionCentreOffset=xy;}
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void setCentreCollision(bool newCentreCollision) {m_centreCollision = newCentreCollision;}
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void setNewCollidedPos(DVECTOR newPos) {m_newCollidedPos = newPos;}
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void setCollisionStickyBoundary(int boundary) {m_collisionStickyBoundary = boundary;}
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void setCollisionAngle(int newAngle) {m_collisionAngle = newAngle;}
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int getCollisionRadius() {return m_collisionRadius;}
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CRECT getCollisionArea() {return m_collisionArea;}
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DVECTOR m_collisionSize;
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DVECTOR m_collisionCentreOffset;
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int m_collisionRadius;
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int m_collisionStickyBoundary; // for platforms
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CRECT m_collisionArea;
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DVECTOR m_collisionCentre;
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s16 m_collisionAngle;
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