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De-duplicate entity collision checks for player/SCM

The entity collision check routine has been factored out into its own
function, so it no longer needs to be copy-pasted for the supercrewmate.
This commit is contained in:
Misa 2020-09-05 17:35:44 -07:00 committed by Ethan Lee
parent ceaee392e5
commit b5806c8bb0
2 changed files with 131 additions and 170 deletions

View file

@ -4581,186 +4581,24 @@ void entityclass::customwarplinecheck(int i) {
void entityclass::entitycollisioncheck() void entityclass::entitycollisioncheck()
{ {
std::vector<SDL_Surface*>& spritesvec = graphics.flipmode ? graphics.flipsprites : graphics.sprites;
for (size_t i = 0; i < entities.size(); i++) for (size_t i = 0; i < entities.size(); i++)
{ {
if (entities[i].rule != 0) bool player = entities[i].rule == 0;
bool scm = game.supercrewmate && entities[i].type == 14;
if (!player && !scm)
{ {
continue; continue;
} }
//We test entity to entity //We test entity to entity
for (size_t j = 0; j < entities.size(); j++) for (size_t j = 0; j < entities.size(); j++)
{ {
if (i!=j) if (i == j)
{ {
if (entities[j].rule == 1 && entities[j].harmful) continue;
{ }
//player i hits enemy or enemy bullet j
if (entitycollide(i, j) && !map.invincibility)
{
if (entities[i].size == 0 && (entities[j].size == 0 || entities[j].size == 12))
{
//They're both sprites, so do a per pixel collision
colpoint1.x = entities[i].xp;
colpoint1.y = entities[i].yp;
colpoint2.x = entities[j].xp;
colpoint2.y = entities[j].yp;
int drawframe1 = entities[i].drawframe;
int drawframe2 = entities[j].drawframe;
if (INBOUNDS(drawframe1, spritesvec) && INBOUNDS(drawframe2, spritesvec)
&& graphics.Hitest(spritesvec[drawframe1],
colpoint1, spritesvec[drawframe2], colpoint2))
{
//Do the collision stuff
game.deathseq = 30;
}
}
else
{
//Ok, then we just assume a normal bounding box collision
game.deathseq = 30;
}
}
}
if (entities[j].rule == 2) //Moving platforms
{
if (entitycollide(i, j)) removeblockat(entities[j].xp, entities[j].yp);
}
if (entities[j].rule == 3) //Entity to entity
{
if(entities[j].onentity>0)
{
if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
}
}
if (entities[j].rule == 4) //Player vs horizontal line!
{
if(game.deathseq==-1)
{
//Here we compare the player's old position versus his new one versus the line.
//All points either be above or below it. Otherwise, there was a collision this frame.
if (entities[j].onentity > 0)
{
if (entityhlinecollide(i, j))
{
music.playef(8);
game.gravitycontrol = (game.gravitycontrol + 1) % 2;
game.totalflips++;
if (game.gravitycontrol == 0)
{
if (entities[i].vy < 1) entities[i].vy = 1;
}
else
{
if (entities[i].vy > -1) entities[i].vy = -1;
}
entities[j].state = entities[j].onentity; collisioncheck(i, j, scm);
entities[j].life = 6;
}
}
}
}
if (entities[j].rule == 5) //Player vs vertical gravity/warp line!
{
if(game.deathseq==-1)
{
if(entities[j].onentity>0)
{
if (entityvlinecollide(i, j))
{
entities[j].state = entities[j].onentity;
entities[j].life = 4;
}
}
}
}
if (entities[j].rule == 6) //Player versus crumbly blocks! Special case
{
if (entities[j].onentity > 0)
{
//ok; only check the actual collision if they're in a close proximity
temp = entities[i].yp - entities[j].yp;
if (temp > -30 && temp < 30)
{
temp = entities[i].xp - entities[j].xp;
if (temp > -30 && temp < 30)
{
if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
}
}
}
}
if (entities[j].rule == 7) // Player versus horizontal warp line, pre-2.1
{
if (game.glitchrunnermode
&& game.deathseq == -1
&& entities[j].onentity > 0
&& entityhlinecollide(i, j))
{
entities[j].state = entities[j].onentity;
}
}
}
}
}
if (game.supercrewmate)
{
for (size_t i = 0; i < entities.size(); i++)
{
//some extra collisions
if (entities[i].type == 14) //i is the supercrewmate
{
for (size_t j = 0; j < entities.size(); j++)
{
if (i != j)
{
if (entities[j].rule == 1 && entities[j].harmful) //j is a harmful enemy
{
//player i hits enemy or enemy bullet j
if (entitycollide(i, j) && !map.invincibility)
{
if (entities[i].size == 0 && entities[j].size == 0)
{
//They're both sprites, so do a per pixel collision
colpoint1.x = entities[i].xp;
colpoint1.y = entities[i].yp;
colpoint2.x = entities[j].xp;
colpoint2.y = entities[j].yp;
int drawframe1 = entities[i].drawframe;
int drawframe2 = entities[j].drawframe;
if (INBOUNDS(drawframe1, spritesvec) && INBOUNDS(drawframe2, spritesvec)
&& graphics.Hitest(spritesvec[drawframe1],
colpoint1, spritesvec[drawframe2], colpoint2))
{
//Do the collision stuff
game.deathseq = 30;
game.scmhurt = true;
}
}
else
{
//Ok, then we just assume a normal bounding box collision
game.deathseq = 30;
game.scmhurt = true;
}
}
}
if (entities[j].rule == 2) //Moving platforms
{
if (entitycollide(i, j)) removeblockat(entities[j].xp, entities[j].yp);
}
if (entities[j].type == 8 && entities[j].rule == 3) //Entity to entity (well, checkpoints anyway!)
{
if(entities[j].onentity>0)
{
if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
}
}
}
}
}
} }
} }
@ -4842,3 +4680,124 @@ void entityclass::entitycollisioncheck()
game.statedelay = 0; game.statedelay = 0;
} }
} }
void entityclass::collisioncheck(int i, int j, bool scm /*= false*/)
{
if (!INBOUNDS(i, entities) || !INBOUNDS(j, entities))
{
puts("collisioncheck() out-of-bounds!");
return;
}
if (entities[j].rule == 1 && entities[j].harmful)
{
//person i hits enemy or enemy bullet j
if (entitycollide(i, j) && !map.invincibility)
{
if (entities[i].size == 0 && (entities[j].size == 0 || entities[j].size == 12))
{
//They're both sprites, so do a per pixel collision
colpoint1.x = entities[i].xp;
colpoint1.y = entities[i].yp;
colpoint2.x = entities[j].xp;
colpoint2.y = entities[j].yp;
int drawframe1 = entities[i].drawframe;
int drawframe2 = entities[j].drawframe;
std::vector<SDL_Surface*>& spritesvec = graphics.flipmode ? graphics.flipsprites : graphics.sprites;
if (INBOUNDS(drawframe1, spritesvec) && INBOUNDS(drawframe2, spritesvec)
&& graphics.Hitest(spritesvec[drawframe1],
colpoint1, spritesvec[drawframe2], colpoint2))
{
//Do the collision stuff
game.deathseq = 30;
game.scmhurt = scm;
}
}
else
{
//Ok, then we just assume a normal bounding box collision
game.deathseq = 30;
game.scmhurt = scm;
}
}
}
if (entities[j].rule == 2) //Moving platforms
{
if (entitycollide(i, j)) removeblockat(entities[j].xp, entities[j].yp);
}
if (entities[j].rule == 3) //Entity to entity
{
if(entities[j].onentity>0)
{
if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
}
}
if (entities[j].rule == 4) //Person vs horizontal line!
{
if(game.deathseq==-1)
{
//Here we compare the person's old position versus his new one versus the line.
//All points either be above or below it. Otherwise, there was a collision this frame.
if (entities[j].onentity > 0)
{
if (entityhlinecollide(i, j))
{
music.playef(8);
game.gravitycontrol = (game.gravitycontrol + 1) % 2;
game.totalflips++;
if (game.gravitycontrol == 0)
{
if (entities[i].vy < 1) entities[i].vy = 1;
}
else
{
if (entities[i].vy > -1) entities[i].vy = -1;
}
entities[j].state = entities[j].onentity;
entities[j].life = 6;
}
}
}
}
if (entities[j].rule == 5) //Person vs vertical gravity/warp line!
{
if(game.deathseq==-1)
{
if(entities[j].onentity>0)
{
if (entityvlinecollide(i, j))
{
entities[j].state = entities[j].onentity;
entities[j].life = 4;
}
}
}
}
if (entities[j].rule == 6) //Person versus crumbly blocks! Special case
{
if (entities[j].onentity > 0)
{
//ok; only check the actual collision if they're in a close proximity
temp = entities[i].yp - entities[j].yp;
if (temp > -30 && temp < 30)
{
temp = entities[i].xp - entities[j].xp;
if (temp > -30 && temp < 30)
{
if (entitycollide(i, j)) entities[j].state = entities[j].onentity;
}
}
}
}
if (entities[j].rule == 7) // Person versus horizontal warp line, pre-2.1
{
if (game.glitchrunnermode
&& game.deathseq == -1
&& entities[j].onentity > 0
&& entityhlinecollide(i, j))
{
entities[j].state = entities[j].onentity;
}
}
}

View file

@ -158,6 +158,8 @@ public:
void entitycollisioncheck(); void entitycollisioncheck();
void collisioncheck(int i, int j, bool scm = false);
std::vector<entclass> entities; std::vector<entclass> entities;