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14 changed files with 215 additions and 88 deletions
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@ -36,6 +36,13 @@ void CNpcCartPlatform::postInit()
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m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
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m_carSpeed = m_speed << 8;
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m_isActivated = false;
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sBBox boundingBox = m_modelGfx->GetBBox();
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boundingBox.YMin = boundingBox.YMax - 32;
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setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) );
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setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 );
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calculateNonRotatedCollisionData();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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@ -51,95 +58,120 @@ void CNpcCartPlatform::processMovement( int _frames )
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bool pathComplete;
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m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &heading );
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if ( !pathComplete )
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if ( m_isActivated )
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{
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moveX = ( m_carSpeed >> 8 ) * _frames;
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m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &heading );
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if ( heading == 2048 )
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if ( !pathComplete )
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{
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moveX = -moveX;
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moveX = ( m_carSpeed >> 8 ) * _frames;
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if ( heading == 2048 )
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{
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moveX = -moveX;
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}
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}
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}
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// check for vertical movement
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// check for vertical movement
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s32 checkDist = yMovement + 50;
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s32 checkDist = yMovement + 50;
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx + moveX, Pos.vy, checkDist );
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx + moveX, Pos.vy, checkDist );
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if ( groundHeight < checkDist )
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{
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// groundHeight <= yMovement indicates either just above ground or on or below ground
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if ( groundHeight < checkDist )
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{
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// groundHeight <= yMovement indicates either just above ground or on or below ground
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moveY = groundHeight;
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moveY = groundHeight;
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}
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else
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{
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// fall
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moveY = yMovement;
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}
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if ( moveY < 0 )
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{
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m_carSpeed -= 20;
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if ( m_carSpeed < ( 2 << 8 ) )
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{
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m_carSpeed = ( 2 << 8 );
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}
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}
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else if ( moveY > 0 )
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{
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m_carSpeed += 20;
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if ( m_carSpeed > ( 6 << 8 ) )
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{
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m_carSpeed = ( 6 << 8 );
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}
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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// sort out draw rotation
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DVECTOR testPos1, testPos2;
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testPos1 = testPos2 = Pos;
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testPos1.vx -= 10;
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testPos2.vx += 10;
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u8 sensorDist = 16;
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s32 yDiff;
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yDiff = CGameScene::getCollision()->getHeightFromGround( testPos1.vx, testPos1.vy, sensorDist + 1 );
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if ( yDiff <= sensorDist )
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{
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// only use if there is ground present
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testPos1.vy += yDiff;
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}
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yDiff = CGameScene::getCollision()->getHeightFromGround( testPos2.vx, testPos2.vy, sensorDist + 1 );
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if ( yDiff <= sensorDist )
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{
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// only use if there is ground present
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testPos2.vy += yDiff;
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}
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s32 xDist = testPos2.vx - testPos1.vx;
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s32 yDist = testPos2.vy - testPos1.vy;
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heading = ratan2( yDist, xDist );
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setCollisionAngle( heading );
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}
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else
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{
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// fall
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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moveY = yMovement;
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}
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if ( moveY < 0 )
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{
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m_carSpeed -= 20;
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if ( m_carSpeed < ( 2 << 8 ) )
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if ( groundHeight <= yMovement )
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{
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m_carSpeed = ( 2 << 8 );
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moveY = groundHeight;
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}
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else
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{
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// fall
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moveY = yMovement;
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}
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Pos.vy += moveY;
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if ( m_contact )
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{
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m_isActivated = true;
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}
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}
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else if ( moveY > 0 )
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{
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m_carSpeed += 20;
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if ( m_carSpeed > ( 6 << 8 ) )
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{
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m_carSpeed = ( 6 << 8 );
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}
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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// sort out draw rotation
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DVECTOR testPos1, testPos2;
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testPos1 = testPos2 = Pos;
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testPos1.vx -= 10;
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testPos2.vx += 10;
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u8 sensorDist = 16;
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s32 yDiff;
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yDiff = CGameScene::getCollision()->getHeightFromGround( testPos1.vx, testPos1.vy, sensorDist + 1 );
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if ( yDiff <= sensorDist )
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{
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// only use if there is ground present
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testPos1.vy += yDiff;
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}
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yDiff = CGameScene::getCollision()->getHeightFromGround( testPos2.vx, testPos2.vy, sensorDist + 1 );
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if ( yDiff <= sensorDist )
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{
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// only use if there is ground present
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testPos2.vy += yDiff;
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}
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s32 xDist = testPos2.vx - testPos1.vx;
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s32 yDist = testPos2.vy - testPos1.vy;
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heading = ratan2( yDist, xDist );
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setCollisionAngle( heading );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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