This commit is contained in:
Paul 2001-04-27 02:05:05 +00:00
parent 530aaad695
commit f0dfe1ac95
6 changed files with 123 additions and 130 deletions

View file

@ -73,8 +73,13 @@
#include "gfx\sprbank.h"
#endif
#ifndef __PLATFORM_PLATFORM_H__
#include "platform\platform.h"
#endif
// to be removed
#include "gfx\tpage.h"
//#include "gfx\tpage.h"
/* Std Lib
@ -338,16 +343,23 @@ if(newmode!=-1)
newmode=-1;
}
if(isOnPlatform())
CThing *platform;
platform=isOnPlatform();
if(platform)
{
shove(m_platform->getPosDelta());
DVECTOR posDelta;
posDelta=platform->getPosDelta();
if(((CNpcPlatform*)platform)->getHeightFromPlatformAtPosition(Pos.vx+posDelta.vx,Pos.vy+posDelta.vy)==0)
{
shove(posDelta);
}
}
for(i=0;i<_frames;i++)
{
// Think
updatePadInput();
// s_modes[m_currentMode].m_modeControl->think();
// m_currentStateClass->think(this);
m_currentPlayerModeClass->think();
// Powerups
@ -647,6 +659,8 @@ for(int i=0;i<NUM_LASTPOS;i++)
frames=s_fullHealthFrames;
}
int ygap;
ygap=m_spriteBank->getFrameHeader(*frames)->H;
for(i=5;i>0;i--)
{
ft4=m_spriteBank->printFT4(*frames++,x,y,0,0,5);
@ -654,7 +668,7 @@ for(int i=0;i<NUM_LASTPOS;i++)
{
setRGB0(ft4,healthr,healthg,healthb);
}
y+=9;
y+=ygap;
}
}
@ -688,25 +702,24 @@ void CPlayer::setMapSize(DVECTOR _mapSize)
int CPlayer::getHeightFromGround(int _x,int _y,int _maxHeight)
{
int height;
DVECTOR platformPos;
DVECTOR newPos;
if(isOnPlatform())
CThing *platform;
height=height=m_layerCollision->getHeightFromGround(_x,_y,_maxHeight);
platform=isOnPlatform();
if(platform)
{
CThing *platform = isOnPlatform();
height = platform->getNewYPos( this ) - Pos.vy;
int platformHeight;
platformHeight=((CNpcPlatform*)platform)->getHeightFromPlatformAtPosition(_x,_y);
if(platformHeight>_maxHeight)platformHeight=_maxHeight;
else if(platformHeight<-_maxHeight)platformHeight=-_maxHeight;
int groundHeight = m_layerCollision->getHeightFromGround(_x,_y,_maxHeight);
if ( groundHeight < height )
if(height>platformHeight)
{
height = groundHeight;
clearPlatform();
height=platformHeight;
}
}
else
{
height=m_layerCollision->getHeightFromGround(_x,_y,_maxHeight);
}
return height;
}
@ -935,7 +948,7 @@ void CPlayer::respawn()
---------------------------------------------------------------------- */
void CPlayer::renderSb(DVECTOR *_pos,int _animNo,int _animFrame)
{
m_actorGfx->Render(*_pos,_animNo,_animFrame,m_facing==FACING_RIGHT?0:1);
//pkg m_actorGfx->Render(*_pos,_animNo,_animFrame,m_facing==FACING_RIGHT?0:1);
}
@ -1212,7 +1225,6 @@ int CPlayer::moveVertical(int _moveDistance)
{
DVECTOR pos;
int hitGround;
// int colHeight;
pos=Pos;
hitGround=false;
@ -1233,81 +1245,23 @@ int CPlayer::moveVertical(int _moveDistance)
hitGround=true;
}
}
/*
}
else// if(getHeightFromGround(pos.vx,pos.vy+_moveDistance,1))
{
// Must be below ground
// Are we jumping into an impassable block?
if(_moveDistance>0&&
(m_layerCollision->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_NORMAL)
if(_moveDistance<0&&
(m_layerCollision->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_NORMAL&&
getHeightFromGround(pos.vx,pos.vy+_moveDistance)<=0)
{
pos.vy=(pos.vy&0xfff0);
_moveDistance=0;
hitGround=true;
}
else if(isOnPlatform()&&_moveDistance>=0)
{
pos.vy+=colHeight;
hitGround=true;
}
}
*/
pos.vy+=_moveDistance;
setPlayerPos(&pos);
return hitGround;
/*
DVECTOR pos;
int hitGround;
int colHeight;
pos=Pos;
hitGround=false;
colHeight=getHeightFromGround(pos.vx,pos.vy,1);
if(colHeight>=0)
{
// Above or on the ground
// Are we falling?
if(_moveDistance>0)
{
// Yes.. Check to see if we're about to hit/go through the ground
colHeight=getHeightFromGround(pos.vx,pos.vy+_moveDistance,16);
if(colHeight<=0)
{
// Stick at ground level
pos.vy+=colHeight+_moveDistance;
_moveDistance=0;
hitGround=true;
}
}
}
else// if(getHeightFromGround(pos.vx,pos.vy+_moveDistance,1))
{
// Must be below ground
// Are we jumping into an impassable block?
if(_moveDistance>0&&
(m_layerCollision->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_NORMAL)
{
pos.vy=(pos.vy&0xfff0);
_moveDistance=0;
hitGround=true;
}
else if(isOnPlatform()&&_moveDistance>=0)
{
pos.vy+=colHeight;
hitGround=true;
}
}
pos.vy+=_moveDistance;
setPlayerPos(&pos);
return hitGround;
*/
}
/*----------------------------------------------------------------------
@ -1373,51 +1327,37 @@ int CPlayer::moveHorizontal(int _moveDistance)
pos.vy+=colHeight;
}
}
else
else if(colHeight>0) // Lets you jump through platforms from below
{
// In the air
/*
if((getLayerCollision()->getCollisionBlock(pos.vx+_moveDistance,pos.vy)&COLLISION_TYPE_MASK)==(6<<COLLISION_TYPE_FLAG_SHIFT))
if((m_layerCollision->getCollisionBlock(pos.vx+_moveDistance,pos.vy)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_NORMAL&&
getHeightFromGround(pos.vx+_moveDistance,pos.vy,5)<0)
{
// Hit an impassable block
pos.vx&=0xfff0;
if(_moveDistance>0)
// Stop at the edge of the obstruction
int dir,vx,cx,i;
if(_moveDistance<0)
{
pos.vx+=15;
dir=-1;
vx=-_moveDistance;
}
else
{
dir=+1;
vx=_moveDistance;
}
cx=pos.vx;
for(i=0;i<vx;i++)
{
if(getHeightFromGround(cx,pos.vy)<0)
{
break;
}
cx+=dir;
}
if(i)
cx-=dir;
pos.vx=cx;
_moveDistance=0;
}
else */if(colHeight>=0) // Lets you jump through platforms from below
{
colHeight=getHeightFromGround(pos.vx+_moveDistance,pos.vy,5);
if(colHeight<0)
{
// Stop at the edge of the obstruction
int dir,vx,cx,i;
if(_moveDistance<0)
{
dir=-1;
vx=_moveDistance;
}
else
{
dir=+1;
vx=_moveDistance;
}
cx=pos.vx;
for(i=0;i<vx;i++)
{
if(getHeightFromGround(cx,pos.vy)<0)
{
break;
}
cx+=dir;
}
if(i)
pos.vx=cx-dir;
_moveDistance=0;
}
}
}
pos.vx+=_moveDistance;
setPlayerPos(&pos);