[Ohrrpgce] SVN: james/8927 add hero_collision_check functions similar to the npc_collision_check fu

Ralph Versteegen teeemcee at gmail.com
Sat Jul 1 08:36:02 PDT 2017


On 2 July 2017 at 03:17, James Paige <Bob at hamsterrepublic.com> wrote:

>
>
> On Saturday, July 1, 2017, Ralph Versteegen <teeemcee at gmail.com> wrote:
>
>>
>>
>> On 1 July 2017 at 10:09, <subversion at hamsterrepublic.com> wrote:
>>
>>> james
>>> 2017-06-30 15:09:36 -0700 (Fri, 30 Jun 2017)
>>> 110
>>> add hero_collision_check functions similar to the npc_collision_check
>>> functions
>>> use them for hero pathfinding
>>> ---
>>> U   wip/game.bas
>>> U   wip/game.bi
>>> U   wip/pathfinding.bas
>>> U   wip/pathfinding.bi
>>>
>>
>> Hmm, quite a bit of duplicated code! It would be tricky to share code,
>> but I think it's doable. Were you planning/working on that?
>>
>
> I actually tried sharing more code, but it got very ugly. I deleted my
> first attempt.
>
>
>
>> After quite a lot of inspection I found they already don't agree: I see
>> hero_collision_check won't work correctly if you're in a vehicle, or if
>> walk-through-walls is enabled. And keeping them in agreement will be a
>> nuisance.
>>
>> Oh, dang, I totally forgot about vehicles, thanks for reminding me!
>
>
>>
>> The "movdivis" checks can be moved from want_to_check_for_walls to
>> update_heroes, so that that function can be called from hero_collision_check
>>
>
>  I'll look at that
>
>
>
>
>> The vehicle_is_animating() = NO checks, NPC pushing and NPC activation
>> can be moved out of the collision block in update_heroes, so that that
>> block can replaced with a call to hero_collision_check.
>> The fact that hero_collision_check stops when it finds a wall collision
>> but update_heroes doesn't, doesn't matter because a wall collision sets
>> x/ygo to 0 so that an NPC collision/activation can't happen except in the
>> corner case that you're standing on top of a touch-activated NPC.
>>
>> I am going to have to re-read all that when I am more awake, but thank
> you :)
>

>
>> Also, pixelpos is unused.
>>
>> I guess we'll need to special case pushing an NPC when using the mouse.
>>
>>
> Oh, yes. I still have some plans for special handling when you click an
> NPC.
>
> I think the only tricky bit there is when an NPC is both pushable and
> activate able.
>

I hadn't thought of that; that is very tricky! The only idea I have is
clicking on the opposite side of an NPC while standing next to it to push
it, but that's maybe not very discoverable.

>
> I'll figure it out
>
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