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dbf746a287
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3 changed files with 70 additions and 3 deletions
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@ -139,7 +139,7 @@ void CNpcGaryFriend::think( int _frames )
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// check vertical collision
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// check vertical collision
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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groundHeight = CGameScene::getCollision()->getHeightFromGroundNonSB( Pos.vx, Pos.vy, yMovement + 16 );
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switch ( CGameScene::getCollision()->getCollisionBlock( Pos.vx, Pos.vy ) & COLLISION_TYPE_MASK )
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switch ( CGameScene::getCollision()->getCollisionBlock( Pos.vx, Pos.vy ) & COLLISION_TYPE_MASK )
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{
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{
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@ -196,7 +196,7 @@ void CNpcGaryFriend::think( int _frames )
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// check horizontal collision
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// check horizontal collision
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if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( multiplier * _frames ), Pos.vy ) < -maxHeight )
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if ( CGameScene::getCollision()->getHeightFromGroundNonSB( Pos.vx + ( multiplier * _frames ), Pos.vy ) < -maxHeight )
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{
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{
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// reverse direction
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// reverse direction
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@ -233,7 +233,7 @@ void CNpcGaryFriend::think( int _frames )
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Pos.vy += groundHeight;
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Pos.vy += groundHeight;
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if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( multiplier * _frames ), Pos.vy ) < -maxHeight )
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if ( CGameScene::getCollision()->getHeightFromGroundNonSB( Pos.vx + ( multiplier * _frames ), Pos.vy ) < -maxHeight )
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{
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{
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// reverse direction
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// reverse direction
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@ -207,6 +207,72 @@ int CLayerCollision::getHeightFromCeiling(int _x,int _y,int _maxHeight)
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}
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}
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*/
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*/
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/*****************************************************************************/
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int CLayerCollision::getHeightFromGroundNonSB(int _x,int _y,int _maxHeight)
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{
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int mapX,mapY,xFraction,yFraction;
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int distanceFromGround;
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int colHeight;
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int maxHeightToCheck;
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mapX=_x>>4;
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mapY=(_y>>4)*MapWidth;
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xFraction=_x&0x0f;
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yFraction=16-(_y&0x0f);
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distanceFromGround=0;
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colHeight=s_collisionTable[((Map[mapX+mapY]&COLLISION_TILE_MASK)*16)+xFraction];
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if ( (Map[mapX+mapY] & COLLISION_TYPE_MASK) == COLLISION_TYPE_FLAG_SB_NOMOVE )
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{
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colHeight = 0;
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}
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if(colHeight)
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{
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// Inside a collision block.. find the nearest ground above this point
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maxHeightToCheck=-_maxHeight-16; // Need to check one block more incase we cross onto a new block
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while(colHeight==16)
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{
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mapY-=MapWidth;
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distanceFromGround-=16;
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if(distanceFromGround<=maxHeightToCheck)
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{
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return -_maxHeight;
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}
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colHeight=s_collisionTable[((Map[mapX+mapY]&COLLISION_TILE_MASK)*16)+xFraction];
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if ( (Map[mapX+mapY] & COLLISION_TYPE_MASK) == COLLISION_TYPE_FLAG_SB_NOMOVE )
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{
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colHeight = 0;
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}
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}
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distanceFromGround+=yFraction-colHeight;
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if(distanceFromGround<-_maxHeight)distanceFromGround=-_maxHeight;
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}
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else
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{
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// Not inside a collision block.. find the nearest ground below this point
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maxHeightToCheck=_maxHeight+16; // Need to check one block more incase we cross onto a new block
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while(colHeight==0)
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{
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mapY+=MapWidth;
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distanceFromGround+=16;
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if(distanceFromGround>=maxHeightToCheck)
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{
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return _maxHeight;
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}
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colHeight=s_collisionTable[((Map[mapX+mapY]&COLLISION_TILE_MASK)*16)+xFraction];
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if ( (Map[mapX+mapY] & COLLISION_TYPE_MASK) == COLLISION_TYPE_FLAG_SB_NOMOVE )
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{
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colHeight = 0;
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}
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}
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distanceFromGround+=yFraction-colHeight;
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if(distanceFromGround>_maxHeight)distanceFromGround=_maxHeight;
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}
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return distanceFromGround;
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}
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/*****************************************************************************/
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/*****************************************************************************/
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#ifdef __SHOW_COLLISION__
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#ifdef __SHOW_COLLISION__
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#include "gfx\prim.h"
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#include "gfx\prim.h"
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@ -24,6 +24,7 @@ virtual void shutdown();
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u8 Get(int X,int Y) {return(Map[X+(Y*MapWidth)]&COLLISION_TILE_MASK);}
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u8 Get(int X,int Y) {return(Map[X+(Y*MapWidth)]&COLLISION_TILE_MASK);}
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int getHeightFromGround(int _x,int _y,int _maxHeight=32);
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int getHeightFromGround(int _x,int _y,int _maxHeight=32);
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int getHeightFromGroundNonSB(int _x,int _y,int _maxHeight=32);
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int getCollisionBlock(int _x,int _y) {return Map[(_x>>4)+((_y>>4)*MapWidth)];}
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int getCollisionBlock(int _x,int _y) {return Map[(_x>>4)+((_y>>4)*MapWidth)];}
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u8 *getMapPtr(int _x,int _y) {return(&Map[(_x>>4)+((_y>>4)*MapWidth)]);}
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u8 *getMapPtr(int _x,int _y) {return(&Map[(_x>>4)+((_y>>4)*MapWidth)]);}
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