SBSPSS/source/hazard/hboat.cpp

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/*=========================================================================
hboat.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __HAZARD_HBOAT_H__
#include "hazard\hboat.h"
#endif
#ifndef __LAYER_COLLISION_H__
#include "level\layercollision.h"
#endif
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#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
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#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcBoatHazard::init()
{
CNpcHazard::init();
m_npcPath.setPathType( CNpcPath::PONG_PATH );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcBoatHazard::processMovement( int _frames )
{
s32 maxHeight = 20;
s32 distX, distY;
s32 fallSpeed = 3;
s8 yMovement = fallSpeed * _frames;
s32 groundHeight;
s32 moveX = 0;
s32 moveY = 0;
// ignore y component of waypoint, since we are stuck to the ground
bool pathComplete;
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
// 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 ( distX > 0 )
{
m_reversed = false;
}
else
{
m_reversed = true;
}
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if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( distX * 3 * _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
moveX = distX * 3 * _frames;
moveY = groundHeight;
}
else
{
// fall
moveY = yMovement;
}
}
}
Pos.vx += moveX;
Pos.vy += moveY;
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}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcBoatHazard::render()
{
if ( m_isActive )
{
CHazardThing::render();
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if (canRender())
{
DVECTOR &renderPos=getRenderPos();
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VECTOR flip;
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if ( m_reversed )
{
flip.vx = ONE;
}
else
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{
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flip.vx = -ONE;
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}
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flip.vy = ONE;
flip.vz = ONE;
m_modelGfx->Render( renderPos, NULL, &flip );
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}
}
}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcBoatHazard::collidedWith( CThing *_thisThing )
{
if ( m_isActive )
{
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
{
CPlayer *player = (CPlayer *) _thisThing;
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player->takeDamage( DAMAGE__HIT_ENEMY, REACT__GET_DIRECTION_FROM_THING, this );
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break;
}
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case TYPE_NPC:
break;
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default:
ASSERT(0);
break;
}
}
}