Some optimizations and Removed Collision and No Hook from Front Layer to avoid vanilla client prediction errors

Signed-off-by: GreYFoXGTi <GreYFoXGTi@GMaiL.CoM>
This commit is contained in:
GreYFoXGTi 2010-08-29 05:46:09 +02:00
parent 22fc13c692
commit dd63ab26a9
6 changed files with 25 additions and 36 deletions

View file

@ -40,7 +40,7 @@ void CCollision::Init(class CLayers *pLayers)
for(int i = 0; i < m_Width*m_Height; i++)
{
int Index = m_pFront[i].m_Index;
if(Index > 191)
if(Index > TILE_NPH)
continue;
switch(Index)
@ -49,10 +49,10 @@ void CCollision::Init(class CLayers *pLayers)
m_pFront[i].m_Index = COLFLAG_DEATH;
break;
case TILE_SOLID:
m_pFront[i].m_Index = COLFLAG_SOLID;
m_pFront[i].m_Index = 0;
break;
case TILE_NOHOOK:
m_pFront[i].m_Index = COLFLAG_SOLID|COLFLAG_NOHOOK;
m_pFront[i].m_Index = 0;
break;
case TILE_NOLASER:
m_pFront[i].m_Index = COLFLAG_NOLASER;
@ -62,7 +62,7 @@ void CCollision::Init(class CLayers *pLayers)
}
// DDRace tiles
if(Index >= 5 && Index<=191)
if(Index >= 6 && Index<=TILE_NPH)
m_pFront[i].m_Index = Index;
}
}
@ -70,7 +70,7 @@ void CCollision::Init(class CLayers *pLayers)
for(int i = 0; i < m_Width*m_Height; i++)
{
int Index = m_pTiles[i].m_Index;
if(Index > 191)
if(Index > TILE_NPH)
continue;
switch(Index)
@ -92,7 +92,7 @@ void CCollision::Init(class CLayers *pLayers)
}
// DDRace tiles
if(Index >= 5 && Index<=191)
if(Index >= 6 && Index<=TILE_NPH)
m_pTiles[i].m_Index = Index;
}
}
@ -191,9 +191,7 @@ int CCollision::GetFTile(int x, int y)
int nx = clamp(x/32, 0, m_Width-1);
int ny = clamp(y/32, 0, m_Height-1);
/*dbg_msg("GetFTile","m_Index %d",m_pFront[ny*m_Width+nx].m_Index);//Remove */
if(m_pFront[ny*m_Width+nx].m_Index == COLFLAG_SOLID
|| m_pFront[ny*m_Width+nx].m_Index == (COLFLAG_SOLID|COLFLAG_NOHOOK)
|| m_pFront[ny*m_Width+nx].m_Index == COLFLAG_DEATH
if(m_pFront[ny*m_Width+nx].m_Index == COLFLAG_DEATH
|| m_pFront[ny*m_Width+nx].m_Index == COLFLAG_NOLASER)
return m_pFront[ny*m_Width+nx].m_Index;
else
@ -265,14 +263,13 @@ int CCollision::IntersectLine(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2 *p
vec2 Pos = mix(Pos0, Pos1, a);
ix = round(Pos.x);
iy = round(Pos.y);
if((CheckPoint(ix, iy) || FCheckPoint(ix, iy)) && !(AllowThrough && IsThrough(ix + dx, iy + dy)))
if(CheckPoint(ix, iy) && !(AllowThrough && IsThrough(ix + dx, iy + dy)))
{
if(pOutCollision)
*pOutCollision = Pos;
if(pOutBeforeCollision)
*pOutBeforeCollision = Last;
if (CheckPoint(ix, iy)) return GetCollisionAt(ix, iy);
else return GetFCollisionAt(ix, iy);
return GetCollisionAt(ix, iy);
}
Last = Pos;
}
@ -292,14 +289,14 @@ int CCollision::IntersectNoLaser(vec2 Pos0, vec2 Pos1, vec2 *pOutCollision, vec2
{
float a = f/d;
vec2 Pos = mix(Pos0, Pos1, a);
if(IsSolid(round(Pos.x), round(Pos.y)) || IsFSolid(round(Pos.x), round(Pos.y)) || (IsNoLaser(round(Pos.x), round(Pos.y)) || IsFNoLaser(round(Pos.x), round(Pos.y))))
if(IsSolid(round(Pos.x), round(Pos.y)) || (IsNoLaser(round(Pos.x), round(Pos.y)) || IsFNoLaser(round(Pos.x), round(Pos.y))))
{
if(pOutCollision)
*pOutCollision = Pos;
if(pOutBeforeCollision)
*pOutBeforeCollision = Last;
if (IsSolid(round(Pos.x), round(Pos.y)) || IsNoLaser(round(Pos.x), round(Pos.y))) return GetCollisionAt(Pos.x, Pos.y);
else return GetFCollisionAt(Pos.x, Pos.y);
if (IsFNoLaser(round(Pos.x), round(Pos.y))) return GetFCollisionAt(Pos.x, Pos.y);
else return GetCollisionAt(Pos.x, Pos.y);
}
Last = Pos;
@ -376,10 +373,10 @@ void CCollision::MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, i
vec2 Pos = *pInoutPos;
vec2 Vel = *pInoutVel;
if(CheckPoint(Pos + Vel) || FCheckPoint(Pos + Vel))
if(CheckPoint(Pos + Vel))
{
int Affected = 0;
if(CheckPoint(Pos.x + Vel.x, Pos.y) || FCheckPoint(Pos.x + Vel.x, Pos.y))
if(CheckPoint(Pos.x + Vel.x, Pos.y))
{
pInoutVel->x *= -Elasticity;
if(pBounces)
@ -387,7 +384,7 @@ void CCollision::MovePoint(vec2 *pInoutPos, vec2 *pInoutVel, float Elasticity, i
Affected++;
}
if(CheckPoint(Pos.x, Pos.y + Vel.y) || FCheckPoint(Pos.x, Pos.y + Vel.y))
if(CheckPoint(Pos.x, Pos.y + Vel.y))
{
pInoutVel->y *= -Elasticity;
if(pBounces)
@ -468,13 +465,13 @@ void CCollision::MoveBox(vec2 *pInoutPos, vec2 *pInoutVel, vec2 Size, float Elas
bool CCollision::TestBox(vec2 Pos, vec2 Size)
{
Size *= 0.5f;
if(CheckPoint(Pos.x-Size.x, Pos.y-Size.y) || FCheckPoint(Pos.x-Size.x, Pos.y-Size.y))
if(CheckPoint(Pos.x-Size.x, Pos.y-Size.y))
return true;
if(CheckPoint(Pos.x+Size.x, Pos.y-Size.y) || FCheckPoint(Pos.x+Size.x, Pos.y-Size.y))
if(CheckPoint(Pos.x+Size.x, Pos.y-Size.y))
return true;
if(CheckPoint(Pos.x-Size.x, Pos.y+Size.y) || FCheckPoint(Pos.x-Size.x, Pos.y+Size.y))
if(CheckPoint(Pos.x-Size.x, Pos.y+Size.y))
return true;
if(CheckPoint(Pos.x+Size.x, Pos.y+Size.y) || FCheckPoint(Pos.x+Size.x, Pos.y+Size.y))
if(CheckPoint(Pos.x+Size.x, Pos.y+Size.y))
return true;
return false;
}
@ -484,11 +481,6 @@ int CCollision::IsSolid(int x, int y)
return (GetTile(x,y)&COLFLAG_SOLID);
}
int CCollision::IsFSolid(int x, int y)
{
return (GetFTile(x,y)&COLFLAG_SOLID);
}
int CCollision::IsThrough(int x, int y)
{
int nx = clamp(x/32, 0, m_Width-1);

View file

@ -27,8 +27,6 @@ public:
void Init(class CLayers *pLayers);
bool CheckPoint(float x, float y) { return IsSolid(round(x), round(y)); }
bool CheckPoint(vec2 p) { return CheckPoint(p.x, p.y); }
bool FCheckPoint(float x, float y) { return IsFSolid(round(x), round(y)); }
bool FCheckPoint(vec2 p) { return FCheckPoint(p.x, p.y); }
void SetCollisionAt(float x, float y, int flag);
int GetCollisionAt(float x, float y) { return GetTile(round(x), round(y)); }
int GetFCollisionAt(float x, float y) { return GetFTile(round(x), round(y)); }
@ -55,7 +53,6 @@ public:
void GetSpeedup(int x, int y, vec2 *Dir, int *Force);
int IsSolid(int x, int y);
int IsFSolid(int x, int y);
int IsThrough(int x, int y);
int IsNoLaser(int x, int y);
int IsFNoLaser(int x, int y);

View file

@ -712,7 +712,7 @@ void CLayerFront::BrushDraw(CLayer *pBrush, float wx, float wy)
continue;
// dont allow tele in and out tiles... same with speedup tile in front
if(m_pEditor->GetSelectedLayer(0) == m_pEditor->m_Map.m_pFrontLayer && (l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEIN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEOUT || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_BOOST || l->m_pTiles[y*l->m_Width+x].m_Index == (ENTITY_TRIGGER + ENTITY_OFFSET)|| l->m_pTiles[y*l->m_Width+x].m_Index == (ENTITY_DOOR + ENTITY_OFFSET)))
if(m_pEditor->GetSelectedLayer(0) == m_pEditor->m_Map.m_pFrontLayer && (l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEIN || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_TELEOUT || l->m_pTiles[y*l->m_Width+x].m_Index == TILE_BOOST || l->m_pTiles[y*l->m_Width+x].m_Index == (ENTITY_TRIGGER + ENTITY_OFFSET) || l->m_pTiles[y*l->m_Width+x].m_Index == (ENTITY_DOOR + ENTITY_OFFSET)) || l->m_pTiles[y*l->m_Width+x].m_Index == (TILE_SOLID) || l->m_pTiles[y*l->m_Width+x].m_Index == (TILE_NOHOOK))
continue;
m_pTiles[fy*m_Width+fx] = l->m_pTiles[y*l->m_Width+x];
}

View file

@ -81,9 +81,9 @@ void CCharacterCore::Tick(bool UseInput)
// get ground state
bool Grounded = false;
if(m_pCollision->CheckPoint(m_Pos.x+PhysSize/2, m_Pos.y+PhysSize/2+5) || m_pCollision->FCheckPoint(m_Pos.x+PhysSize/2, m_Pos.y+PhysSize/2+5))
if(m_pCollision->CheckPoint(m_Pos.x+PhysSize/2, m_Pos.y+PhysSize/2+5))
Grounded = true;
if(m_pCollision->CheckPoint(m_Pos.x-PhysSize/2, m_Pos.y+PhysSize/2+5) || m_pCollision->FCheckPoint(m_Pos.x-PhysSize/2, m_Pos.y+PhysSize/2+5))
if(m_pCollision->CheckPoint(m_Pos.x-PhysSize/2, m_Pos.y+PhysSize/2+5))
Grounded = true;
vec2 TargetDirection = normalize(vec2(m_Input.m_TargetX, m_Input.m_TargetY));

View file

@ -128,7 +128,7 @@ enum
TILE_NPC,
TILE_EHOOK,
TILE_NOHIT,
TILE_NPH,
TILE_NPH,//Remeber to change this in collision.cpp if you add anymore tiles
//End of higher tiles
//Untouchable Elements
TILEFLAG_VFLIP=1,

View file

@ -113,9 +113,9 @@ void CCharacter::SetWeapon(int W)
bool CCharacter::IsGrounded()
{
if(GameServer()->Collision()->CheckPoint(m_Pos.x+m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5) || GameServer()->Collision()->FCheckPoint(m_Pos.x+m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
if(GameServer()->Collision()->CheckPoint(m_Pos.x+m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
return true;
if(GameServer()->Collision()->CheckPoint(m_Pos.x-m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5) || GameServer()->Collision()->FCheckPoint(m_Pos.x-m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
if(GameServer()->Collision()->CheckPoint(m_Pos.x-m_ProximityRadius/2, m_Pos.y+m_ProximityRadius/2+5))
return true;
return false;
}