SBSPSS/source/enemy/ndustdev.cpp

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/*=========================================================================
ndustdev.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#ifndef __ENEMY_NPC_H__
#include "enemy\npc.h"
#endif
#ifndef __ENEMY_NDUSTDEV_H__
#include "enemy\ndustdev.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcDustDevilEnemy::postInit()
{
m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcDustDevilEnemy::processMovement( int _frames )
{
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s32 maxHeight = 40;
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s32 distX, distY;
s32 fallSpeed = 3;
s8 yMovement = fallSpeed * _frames;
s32 groundHeight;
s32 moveX = 0;
s32 moveY = 0;
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s32 moveVel = 0;
s32 moveDist = 0;
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bool pathComplete;
// deal with anims
if ( !m_animPlaying )
{
m_animPlaying = true;
m_frame = 0;
m_animNo = m_data[m_type].moveAnim;
}
// ignore y component of waypoint, since we are stuck to the ground
if ( m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading ) )
{
// path has finished, waypoint has changed, or there are no waypoints - do not move horizontally
if ( pathComplete )
{
m_npcPath.resetPath();
Pos = m_base;
}
else
{
// check for vertical movement
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, 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;
}
}
}
else
{
// check for collision
distX = distX / abs( distX );
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if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( distX * m_speed * _frames ), Pos.vy ) < -maxHeight )
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{
// there is an obstacle in the way, increment the path point (hopefully this will resolve the problem)
m_npcPath.incPath();
}
else
{
// check for vertical movement
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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if ( groundHeight <= yMovement )
{
// groundHeight <= yMovement indicates either just above ground or on or below ground
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moveX = distX * m_speed * _frames;
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moveY = groundHeight;
}
else
{
// fall
moveY = yMovement;
}
}
}
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processMovementModifier( _frames, moveX, moveY, moveVel, moveDist );
}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcDustDevilEnemy::processMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange )
{
Pos.vx += distX;
Pos.vy += distY;
// sort out draw rotation
DVECTOR testPos1, testPos2;
testPos1 = testPos2 = Pos;
testPos1.vx -= 10;
testPos2.vx += 10;
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testPos1.vy += CGameScene::getCollision()->getHeightFromGround( testPos1.vx, testPos1.vy, 16 );
testPos2.vy += CGameScene::getCollision()->getHeightFromGround( testPos2.vx, testPos2.vy, 16 );
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s32 xDist = testPos2.vx - testPos1.vx;
s32 yDist = testPos2.vy - testPos1.vy;
s16 heading = ratan2( yDist, xDist );
m_drawRotation = heading;
}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
s32 CNpcDustDevilEnemy::getFrameShift( int _frames )
{
return( ( _frames << 8 ) >> 2 );
}