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@ -1363,7 +1363,7 @@ if(drawlastpos)
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DVECTOR sbPos=
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{
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Pos.vx-m_cameraPos.vx,
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Pos.vy-m_cameraPos.vy,
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Pos.vy-m_cameraPos.vy+1, // Odd.. source sprites were moved up by one pixel at some stage
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};
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renderSb(&sbPos,m_animNo,m_animFrame>>sbanimspeed);
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m_currentPlayerModeClass->render(&sbPos);
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@ -2320,6 +2320,7 @@ void CPlayer::dieYouPorousFreak(DEATH_TYPE _deathType)
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m_deathType=_deathType;
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CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_DEFEATED_JINGLE);
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setMode(PLAYER_MODE_DEAD);
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m_lockCamera=true;
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}
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@ -2590,126 +2591,83 @@ int CPlayer::moveVertical(int _moveDistance)
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// Are we falling?
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if(_moveDistance>0)
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{
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int colHeight;
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colHeight=getHeightFromGround(pos.vx,pos.vy+_moveDistance,16);
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if(colHeight<=0)
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//////////
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int colHeightBefore[3],colHeightAfter[3],moveRequired[3];
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int i,xoff;
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int safe;
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for(i=0;i<3;i++)
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{
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pos.vy+=colHeight+_moveDistance;
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_moveDistance=0;
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int x=pos.vx+((i-1)*checkx);
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colHeightBefore[i]=getHeightFromGround(x,pos.vy,16);
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colHeightAfter[i]=getHeightFromGround(x,pos.vy+_moveDistance,16);
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moveRequired[i]=0;
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}
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safe=true;
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for(i=0;i<3;i++)
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{
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if(colHeightBefore[i]>=0)
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{
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if(colHeightAfter[i]<0)
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{
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moveRequired[i]=colHeightAfter[i];
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hitGround=true;
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}
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else
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else if(colHeightAfter[i]==0)
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{
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hitGround=true;
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}
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}
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}
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int move=0;
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for(i=0;i<3;i++)
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{
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if(moveRequired[i]<move)
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{
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moveRequired[i]=move;
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}
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}
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_moveDistance+=move;
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/*
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int colHeightLeft,colHeightRight;
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int blockLeft,blockRight;
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colHeightLeft=getHeightFromGround(pos.vx-checkx,pos.vy+_moveDistance,16);
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blockLeft=CGameScene::getCollision()->getCollisionBlock(pos.vx-checkx,pos.vy+colHeightLeft)&COLLISION_TILE_MASK<=1;
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colHeightRight=getHeightFromGround(pos.vx+checkx,pos.vy+_moveDistance,16);
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blockRight=CGameScene::getCollision()->getCollisionBlock(pos.vx+checkx,pos.vy+colHeightRight)&COLLISION_TILE_MASK<=1;
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PAUL_DBGMSG("%d,%d %d,%d",colHeightRight,blockRight,colHeightLeft,blockLeft);
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do
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{
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for(i=0;i<3;i++)
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{
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int x=pos.vx+((i-1)*checkx);
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colHeightBefore[i]=getHeightFromGround(x,pos.vy,16);
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colHeightAfter[i]=getHeightFromGround(x,pos.vy+_moveDistance,16);
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}
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safe=true;
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for(i=0;i<3;i++)
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{
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if(colHeightBefore[i]>=0)
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{
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if(colHeightAfter[i]<0)
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{
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_moveDistance+=colHeightAfter[i];
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safe=false;
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hitGround=true;
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break;
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}
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else if(colHeightAfter[i]==0)
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{
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hitGround=true;
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}
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}
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}
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}
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while(!safe);
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*/
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colHeight=getHeightFromGround(pos.vx-checkx,pos.vy+_moveDistance,16);
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if(colHeight<=0/*&&
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CGameScene::getCollision()->getCollisionBlock(pos.vx-checkx,pos.vy+colHeight)&COLLISION_TILE_MASK<=1*/)
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{
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pos.vy+=colHeight+_moveDistance;
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_moveDistance=0;
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hitGround=true;
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}
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else
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{
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colHeight=getHeightFromGround(pos.vx+checkx,pos.vy+_moveDistance,16);
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if(colHeight<=0/*&&
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CGameScene::getCollision()->getCollisionBlock(pos.vx+checkx,pos.vy+colHeight)&COLLISION_TILE_MASK<=1*/)
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{
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pos.vy+=colHeight+_moveDistance;
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_moveDistance=0;
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hitGround=true;
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}
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}
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}
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#if 0
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// Yes - Check to see if players feet have hit anything
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int colHeightBefore,colHeightAfter;
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// middle
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colHeightBefore=getHeightFromGround(pos.vx,pos.vy,16);
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colHeightAfter=getHeightFromGround(pos.vx,pos.vy+_moveDistance,16);
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if(colHeightBefore>=0&&colHeightAfter<=0)
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{
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pos.vy+=colHeightAfter+_moveDistance;
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_moveDistance=0;
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hitGround=true;
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}
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else// if(colHeightBefore>=0&&colHeightAfter>=15)
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{
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// left
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colHeightBefore=getHeightFromGround(pos.vx-checkx,pos.vy,16);
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colHeightAfter=getHeightFromGround(pos.vx-checkx,pos.vy+_moveDistance,16);
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if(colHeightBefore>=0&&colHeightAfter<=0/*&&
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CGameScene::getCollision()->getCollisionBlock(pos.vx-checkx,pos.vy+_moveDistance)&COLLISION_TILE_MASK<=1*/)
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{
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pos.vy+=colHeightAfter+_moveDistance;
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_moveDistance=0;
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hitGround=true;
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}
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else
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{
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// right
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colHeightBefore=getHeightFromGround(pos.vx+checkx,pos.vy,16);
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colHeightAfter=getHeightFromGround(pos.vx+checkx,pos.vy+_moveDistance,16);
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if(colHeightBefore>=0&&colHeightAfter<=0/*&&
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CGameScene::getCollision()->getCollisionBlock(pos.vx+checkx,pos.vy+_moveDistance)&COLLISION_TILE_MASK<=1*/)
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{
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pos.vy+=colHeightAfter+_moveDistance;
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_moveDistance=0;
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hitGround=true;
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}
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}
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}
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#endif
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int colHeightBefore,colHeightAfter;
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// Yes.. Check to see if we're about to hit/go through the ground/platform
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colHeightBefore=getHeightFromGround(pos.vx,pos.vy,16);
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colHeightAfter=getHeightFromGround(pos.vx,pos.vy+_moveDistance,16);
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if(isOnPlatform()&&
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!(colHeightBefore>=0&&colHeightAfter<=0))
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{
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colHeightBefore=getHeightFromPlatformNoGround(pos.vx,pos.vy,16);
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colHeightAfter=getHeightFromPlatformNoGround(pos.vx,pos.vy+_moveDistance,16);
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}
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if(colHeightBefore>=0&&colHeightAfter<=0)
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{
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// About to hit a 'fall to death' block?
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if((CGameScene::getCollision()->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_DEATH_FALL)
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{
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// No
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// Stick at ground level
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pos.vy+=colHeightAfter+_moveDistance;
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_moveDistance=0;
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hitGround=true;
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}
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else
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{
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// Yeah!
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if(m_currentMode!=PLAYER_MODE_DEAD)
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{
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// Lock the camera, kill the player and let him fall to his death..
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dieYouPorousFreak(DEATHTYPE__FALL_TO_DEATH);
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m_lockCamera=true;
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}
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}
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}
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//////////
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}
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else if(_moveDistance<0)
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{
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// NEEDS HEAD COLLISION ON THREE POINTS ALSO
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// Are we jumping into an impassable block?
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if((CGameScene::getCollision()->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_NORMAL&&
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getHeightFromGround(pos.vx,pos.vy+_moveDistance)<=0)
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@ -2879,9 +2837,11 @@ int CPlayer::moveVertical(int _moveDistance)
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Returns:
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---------------------------------------------------------------------- */
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#ifdef SHITE_COLLISION
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int blah;
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int CPlayer::moveHorizontal(int _moveDistance)
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{
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int hitWall;
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blah=999;
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hitWall=false;
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if(_moveDistance)
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@ -2891,8 +2851,13 @@ int CPlayer::moveHorizontal(int _moveDistance)
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int colHeight;
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pos=getPlayerPos();
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colHeight=getHeightFromGround(pos.vx,pos.vy,5);
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int init=0;
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colHeight=getHeightFromGround(pos.vx-checkx,pos.vy,5);
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if(colHeight==0)init=-checkx;
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colHeight=getHeightFromGround(pos.vx+checkx,pos.vy,5);
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if(colHeight==0)init=+checkx;
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// if(colHeight==0)
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blah=init;
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{
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int vx,targetX,checkOfs,moved,x;
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@ -2900,8 +2865,7 @@ int CPlayer::moveHorizontal(int _moveDistance)
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targetX=pos.vx+_moveDistance;
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checkOfs=vx*checkx;
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moved=0;
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int init=checkx*vx;
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for(x=pos.vx+init;x!=targetX+init;x+=vx)
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for(x=pos.vx+checkx;x!=targetX+checkx;x+=vx)
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{
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// Wall?
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colHeight=getHeightFromGround(x+checkOfs,pos.vy);
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