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Refactored Some Function Names
Signed-off-by: GreYFoXGTi <GreYFoXGTi@GMaiL.CoM>
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b1ff25da4c
commit
6fe9daf1b6
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@ -97,6 +97,14 @@ void CCollision::Init(class CLayers *pLayers)
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}
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}
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}
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}
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int CCollision::GetPureMapIndex(vec2 Pos)
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{
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int nx = clamp((int)Pos.x/32, 0, m_Width-1);
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int ny = clamp((int)Pos.y/32, 0, m_Height-1);
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return ny*m_Width+nx;
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}
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int CCollision::GetMapIndex(vec2 PrevPos, vec2 Pos)
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int CCollision::GetMapIndex(vec2 PrevPos, vec2 Pos)
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{
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{
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float d = distance(PrevPos, Pos);
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float d = distance(PrevPos, Pos);
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@ -156,16 +164,16 @@ vec2 CCollision::GetPos(int Index)
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return vec2(16+x*32, 16+y*32);
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return vec2(16+x*32, 16+y*32);
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}
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}
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int CCollision::GetCollisionDDRace(int Index)
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int CCollision::GetTileIndex(int Index)
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{
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{
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/*dbg_msg("GetCollisionDDRace","m_pTiles[%d].m_Index = %d",Index,m_pTiles[Index].m_Index);//Remove*/
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/*dbg_msg("GetTileIndex","m_pTiles[%d].m_Index = %d",Index,m_pTiles[Index].m_Index);//Remove*/
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if(Index < 0)
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if(Index < 0)
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return 0;
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return 0;
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return m_pTiles[Index].m_Index;
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return m_pTiles[Index].m_Index;
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}
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}
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int CCollision::GetFCollisionDDRace(int Index)
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int CCollision::GetFTileIndex(int Index)
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{
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{
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/*dbg_msg("GetFCollisionDDRace","m_pFront[%d].m_Index = %d",Index,m_pFront[Index].m_Index);//Remove*/
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/*dbg_msg("GetFTileIndex","m_pFront[%d].m_Index = %d",Index,m_pFront[Index].m_Index);//Remove*/
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if(Index < 0 || !m_pFront)
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if(Index < 0 || !m_pFront)
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return 0;
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return 0;
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@ -43,10 +43,11 @@ public:
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int GetFTile(int x, int y);
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int GetFTile(int x, int y);
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int Entity(int x, int y, bool Front);
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int Entity(int x, int y, bool Front);
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//DDRace
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//DDRace
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int GetPureMapIndex(vec2 Pos);
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int GetMapIndex(vec2 PrevPos, vec2 Pos);
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int GetMapIndex(vec2 PrevPos, vec2 Pos);
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vec2 GetPos(int Index);
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vec2 GetPos(int Index);
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int GetCollisionDDRace(int Index);
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int GetTileIndex(int Index);
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int GetFCollisionDDRace(int Index);
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int GetFTileIndex(int Index);
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int IsTeleport(int Index);
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int IsTeleport(int Index);
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int IsEvilTeleport(int Index);
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int IsEvilTeleport(int Index);
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//int IsCheckpoint(int Index);
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//int IsCheckpoint(int Index);
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@ -672,21 +672,21 @@ void CCharacter::Tick()
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{
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{
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CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
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CGameControllerDDRace* Controller = (CGameControllerDDRace*)GameServer()->m_pController;
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int MapIndex = GameServer()->Collision()->GetMapIndex(m_PrevPos, m_Pos);
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int MapIndex = GameServer()->Collision()->GetMapIndex(m_PrevPos, m_Pos);
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int MapIndexL = GameServer()->Collision()->GetMapIndex(vec2(m_Pos.x + (m_ProximityRadius/2)+4,m_Pos.y), vec2(m_Pos.x + (m_ProximityRadius/2)+4,m_Pos.y));
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int MapIndexL = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x + (m_ProximityRadius/2)+4,m_Pos.y));
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int MapIndexR = GameServer()->Collision()->GetMapIndex(vec2(m_Pos.x - (m_ProximityRadius/2)-4,m_Pos.y), vec2(m_Pos.x - (m_ProximityRadius/2)-4,m_Pos.y));
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int MapIndexR = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x - (m_ProximityRadius/2)-4,m_Pos.y));
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int MapIndexT = GameServer()->Collision()->GetMapIndex(vec2(m_Pos.x,m_Pos.y + (m_ProximityRadius/2)+4), vec2(m_Pos.x,m_Pos.y + (m_ProximityRadius/2)+4));
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int MapIndexT = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x,m_Pos.y + (m_ProximityRadius/2)+4));
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int MapIndexB = GameServer()->Collision()->GetMapIndex(vec2(m_Pos.x,m_Pos.y - (m_ProximityRadius/2)-4), vec2(m_Pos.x,m_Pos.y - (m_ProximityRadius/2)-4));
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int MapIndexB = GameServer()->Collision()->GetPureMapIndex(vec2(m_Pos.x,m_Pos.y - (m_ProximityRadius/2)-4));
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//dbg_msg("","N%d L%d R%d B%d T%d",MapIndex,MapIndexL,MapIndexR,MapIndexB,MapIndexT);
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//dbg_msg("","N%d L%d R%d B%d T%d",MapIndex,MapIndexL,MapIndexR,MapIndexB,MapIndexT);
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m_TileIndex = GameServer()->Collision()->GetCollisionDDRace(MapIndex);
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m_TileIndex = GameServer()->Collision()->GetTileIndex(MapIndex);
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m_TileFIndex = GameServer()->Collision()->GetFCollisionDDRace(MapIndex);
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m_TileFIndex = GameServer()->Collision()->GetFTileIndex(MapIndex);
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m_TileIndexL = GameServer()->Collision()->GetCollisionDDRace(MapIndexL);
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m_TileIndexL = GameServer()->Collision()->GetTileIndex(MapIndexL);
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m_TileFIndexL = GameServer()->Collision()->GetFCollisionDDRace(MapIndexL);
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m_TileFIndexL = GameServer()->Collision()->GetFTileIndex(MapIndexL);
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m_TileIndexR = GameServer()->Collision()->GetCollisionDDRace(MapIndexR);
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m_TileIndexR = GameServer()->Collision()->GetTileIndex(MapIndexR);
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m_TileFIndexR = GameServer()->Collision()->GetFCollisionDDRace(MapIndexR);
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m_TileFIndexR = GameServer()->Collision()->GetFTileIndex(MapIndexR);
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m_TileIndexT = GameServer()->Collision()->GetCollisionDDRace(MapIndexT);
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m_TileIndexT = GameServer()->Collision()->GetTileIndex(MapIndexT);
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m_TileFIndexT = GameServer()->Collision()->GetFCollisionDDRace(MapIndexT);
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m_TileFIndexT = GameServer()->Collision()->GetFTileIndex(MapIndexT);
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m_TileIndexB = GameServer()->Collision()->GetCollisionDDRace(MapIndexB);
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m_TileIndexB = GameServer()->Collision()->GetTileIndex(MapIndexB);
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m_TileFIndexB = GameServer()->Collision()->GetFCollisionDDRace(MapIndexB);
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m_TileFIndexB = GameServer()->Collision()->GetFTileIndex(MapIndexB);
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//dbg_msg("","N%d L%d R%d B%d T%d",m_TileIndex,m_TileIndexL,m_TileIndexR,m_TileIndexB,m_TileIndexT);
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//dbg_msg("","N%d L%d R%d B%d T%d",m_TileIndex,m_TileIndexL,m_TileIndexR,m_TileIndexB,m_TileIndexT);
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//dbg_msg("","N%d L%d R%d B%d T%d",m_TileFIndex,m_TileFIndexL,m_TileFIndexR,m_TileFIndexB,m_TileFIndexT);
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//dbg_msg("","N%d L%d R%d B%d T%d",m_TileFIndex,m_TileFIndexL,m_TileFIndexR,m_TileFIndexB,m_TileFIndexT);
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/*m_CurrentTile = m_TileIndex;
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/*m_CurrentTile = m_TileIndex;
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@ -837,7 +837,7 @@ void CCharacter::Tick()
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}
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}
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m_Core.m_Vel.x = 0;
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m_Core.m_Vel.x = 0;
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}
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}
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if((m_TileIndexR == TILE_STOPA || m_TileFIndexR == TILE_STOPA || m_TileIndex == TILE_STOPR || m_TileIndexR == TILE_STOPR || m_TileFIndex == TILE_STOPR || m_TileFIndexR == TILE_STOPR || m_TileIndexR == TILE_STOPH || m_TileFIndexR == TILE_STOPH) && m_Core.m_Vel.x < 0)
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if((m_TileIndexR == TILE_STOPA || m_TileFIndexR == TILE_STOPA || /*m_TileIndex == TILE_STOPR ||*/ m_TileIndexR == TILE_STOPR || /*m_TileFIndex == TILE_STOPR ||*/ m_TileFIndexR == TILE_STOPR || m_TileIndexR == TILE_STOPH || m_TileFIndexR == TILE_STOPH) && m_Core.m_Vel.x < 0)
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{
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{
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if((int)GameServer()->Collision()->GetPos(MapIndex).x)
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if((int)GameServer()->Collision()->GetPos(MapIndex).x)
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if((int)GameServer()->Collision()->GetPos(MapIndex).x > (int)m_Core.m_Pos.x)
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if((int)GameServer()->Collision()->GetPos(MapIndex).x > (int)m_Core.m_Pos.x)
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