SBSPSS/source/platform/psoil.cpp

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/*=========================================================================
psoil.h
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __PLATFORM_PSOIL_H__
#include "platform\psoil.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSteerableOildrumPlatform::processMovement( int _frames )
{
s32 maxHeight = 20;
s32 fallSpeed = 3;
s8 yMovement = fallSpeed * _frames;
s32 groundHeight;
s32 moveX = 0;
s32 moveY = 0;
CPlayer *player = GameScene.getPlayer();
if ( m_contact )
{
DVECTOR playerPos = player->getPos();
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s32 playerMovement = player->getMovement();
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/*s32 speedChange = -playerVel->vx << 8;
if ( speedChange > ( _frames << 5 ) )
{
speedChange = _frames << 5;
}
else if ( speedChange < -( _frames << 5 ) )
{
speedChange = -_frames << 5;
}
m_currentSpeed += speedChange;
if ( m_currentSpeed > ( m_speed << 8 ) )
{
m_currentSpeed = ( m_speed << 8 );
}
else if ( m_currentSpeed < -( m_speed << 8 ) )
{
m_currentSpeed = -( m_speed << 8 );
}*/
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//m_currentSpeed = -playerVel->vx << 4;
m_currentSpeed = -playerMovement;
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/*s32 playerX = playerPos.vx - this->Pos.vx;
if ( playerX > 5 )
{
// increase barrel speed to right
m_currentSpeed += _frames << 2;
if ( m_currentSpeed > ( m_speed << 8 ) )
{
m_currentSpeed = ( m_speed << 8 );
}
}
else if ( playerX < -5 )
{
m_currentSpeed -= _frames << 2;
if ( m_currentSpeed < -( m_speed << 8 ) )
{
m_currentSpeed = -( m_speed << 8 );
}
}*/
}
else
{
// reduce speed
/*s32 speedReduce = -m_currentSpeed;
if ( speedReduce > _frames )
{
speedReduce = _frames;
}
else if ( speedReduce < -_frames )
{
speedReduce = -_frames;
}
m_currentSpeed += speedReduce;*/
m_currentSpeed = 0;
}
/*m_moveXHighRes += m_currentSpeed * _frames;
moveX = m_moveXHighRes >> 8;
m_moveXHighRes -= moveX << 8;*/
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moveX = m_currentSpeed;
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// check for collision
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if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + moveX, Pos.vy ) < -maxHeight )
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{
moveX = 0;
m_currentSpeed = 0;
}
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m_rotation += ( m_currentSpeed * 30 * _frames ) >> 2;
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m_rotation &= 4095;
if ( m_contact )
{
DVECTOR shove;
shove.vx = moveX;
shove.vy = 0;
player->shove(shove);
}
// check for vertical movement
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx + moveX, Pos.vy, yMovement + 16 );
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if ( groundHeight <= yMovement )
{
// groundHeight <= yMovement indicates either just above ground or on or below ground
moveY = groundHeight;
}
else
{
// fall
moveY = yMovement;
}
Pos.vx += moveX;
Pos.vy += moveY;
s32 minX, maxX;
m_npcPath.getPathXExtents( &minX, &maxX );
if ( minX != maxX )
{
if ( Pos.vx < minX )
{
Pos.vx = minX;
m_currentSpeed = 0;
}
else if ( Pos.vx > maxX )
{
Pos.vx = maxX;
m_currentSpeed = 0;
}
}
}