SBSPSS/source/platform/platform.cpp

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2001-04-23 17:27:50 +02:00
/*=========================================================================
nplatfrm.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#include "enemy\nplatfrm.h"
#ifndef __LEVEL_LEVEL_H__
#include "level\level.h"
#endif
#ifndef __FILE_EQUATES_H__
#include <biglump.h>
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __ENEMY_NPCPATH_H__
#include "enemy\npcpath.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
#include "Gfx\actor.h"
#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class CLayerCollision *CNpcPlatform::m_layerCollision;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::init()
{
CPlatformThing::init();
m_modelGfx=new ("ModelGfx") CModelGfx;
m_modelGfx->SetModel(0);
m_animPlaying = true;
m_animNo = m_data[m_type].initAnim;
m_frame = 0;
m_heading = 0;
m_velocity = 0;
m_rotation = 0;
m_reversed = false;
m_extension = 0;
m_contact = false;
m_timer = m_data[m_type].initTimer * GameState::getOneSecondInFrames();
m_timerType = m_data[m_type].initTimerType;
m_isActive = true;
m_movementFunc = m_data[m_type].movementFunc;
m_detectCollision = m_data[m_type].detectCollision;
m_state = 0;
m_tiltAngle = 0;
m_tiltVelocity = 0;
m_tiltable = false;
setCollisionSize(80,40);
//setCollisionSize( 200, 20 );
m_layerCollision = NULL;
m_lifetime = 0;
m_lifetimeType = m_data[m_type].lifetimeType;
m_npcPath.initPath();
if ( m_type == NPC_LINEAR_PLATFORM || m_type == NPC_CART_PLATFORM )
{
m_npcPath.setPathType( CNpcPath::PONG_PATH );
}
else if ( m_type == NPC_GEYSER_PLATFORM )
{
m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
}
else if ( m_type == NPC_FALLING_PLATFORM )
{
m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
}
else
{
m_extension = 100;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::init( DVECTOR initPos )
{
init();
Pos = m_initPos = m_base = initPos;
m_initLifetime = m_lifetime = GameState::getOneSecondInFrames() * m_data[m_type].lifetime;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::init( DVECTOR initPos, s32 initLifetime )
{
init( initPos );
m_initLifetime = m_lifetime = GameState::getOneSecondInFrames() * initLifetime;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::reinit()
{
m_animPlaying = true;
m_animNo = m_data[m_type].initAnim;
m_frame = 0;
m_heading = 0;
m_velocity = 0;
m_rotation = 0;
m_reversed = false;
m_contact = false;
m_timer = m_data[m_type].initTimer * GameState::getOneSecondInFrames();
m_timerType = m_data[m_type].initTimerType;
m_isActive = true;
m_movementFunc = m_data[m_type].movementFunc;
m_detectCollision = m_data[m_type].detectCollision;
m_state = 0;
m_tiltAngle = 0;
m_tiltVelocity = 0;
m_lifetime = m_initLifetime;
if ( m_type == NPC_LINEAR_PLATFORM )
{
Pos = m_initPos;
m_extension = 0;
}
else
{
Pos = m_initPos;
m_extension = 100;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::shutdown()
{
delete m_modelGfx;
m_npcPath.removeAllWaypoints();
// temporary
CPlatformThing::shutdown();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::think(int _frames)
{
if ( m_isActive )
{
if ( m_tiltable )
{
processTilt( _frames );
}
switch( m_lifetimeType )
{
case NPC_PLATFORM_FINITE_LIFE:
{
m_lifetime -= _frames;
if ( m_lifetime <= 0 )
{
shutdown();
delete this;
return;
}
break;
}
case NPC_PLATFORM_FINITE_LIFE_RESPAWN:
{
m_lifetime -= _frames;
if ( m_lifetime <= 0 )
{
reinit();
}
break;
}
case NPC_PLATFORM_INFINITE_LIFE_COLLAPSIBLE:
{
if ( m_contact )
{
m_lifetime -= _frames;
if ( m_lifetime <= 0 )
{
m_isActive = false;
m_timer = 3 * GameState::getOneSecondInFrames();
m_timerType = NPC_PLATFORM_TIMER_RESPAWN;
}
}
break;
}
case NPC_PLATFORM_INFINITE_LIFE_FISH_HOOK:
{
if ( m_contact )
{
m_movementFunc = NPC_PLATFORM_MOVEMENT_FISH_HOOK;
}
break;
}
default:
break;
}
if ( m_animPlaying )
{
/* int frameCount = m_actorGfx->getFrameCount(m_animNo);
if ( frameCount - m_frame > _frames )
{
m_frame += _frames;
}
else
{
m_frame = frameCount - 1;
m_animPlaying = false;
}
*/ }
if ( m_heading > 1024 && m_heading < 3072 )
{
m_reversed = true;
}
else
{
m_reversed = false;
}
processMovement(_frames);
m_contact = false;
}
processTimer( _frames );
CPlatformThing::think(_frames);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processTilt( int _frames )
{
bool forceActing = false;
if ( m_contact )
{
// user is touching platform, tilt accordingly
CPlayer *player = GameScene.getPlayer();
DVECTOR playerPos = player->getPos();
if ( playerPos.vx > Pos.vx + 10 )
{
forceActing = true;
// tilt clockwise
if ( m_tiltVelocity < 2560 )
{
m_tiltVelocity += 64;
}
}
else if ( playerPos.vx < Pos.vx - 10 )
{
forceActing = true;
// tilt anticlockwise
if ( m_tiltVelocity > -2560 )
{
m_tiltVelocity -= 64;
}
}
}
if ( !forceActing )
{
// no force acting, hence reduce velocity
s32 reduction = abs( m_tiltVelocity );
if ( reduction > 64 )
{
reduction = 64;
}
if ( m_tiltVelocity >= 0 )
{
reduction *= -1;
}
m_tiltVelocity += reduction;
}
m_tiltAngle += m_tiltVelocity;
if ( m_tiltAngle > ( 512 << 8 ) )
{
m_tiltAngle = ( 512 << 8 );
m_tiltVelocity = 0;
}
else if ( m_tiltAngle < -( 512 << 8 ) )
{
m_tiltAngle = -( 512 << 8 );
m_tiltVelocity = 0;
}
setCollisionAngle( m_tiltAngle >> 8 );
/*if ( getCollisionAngle() > 512 && getCollisionAngle() < 3584 )
{
m_detectCollision = false;
}
else
{
m_detectCollision = true;
}*/
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processTimer( int _frames )
{
switch( m_timerType )
{
case NPC_PLATFORM_TIMER_NONE:
break;
case NPC_PLATFORM_TIMER_RESPAWN:
{
if ( m_timer > 0 )
{
m_timer -= _frames;
}
else
{
reinit();
}
break;
}
case NPC_PLATFORM_TIMER_RETRACT:
{
if ( m_timer > 0 )
{
m_timer -= _frames;
}
else
{
m_timer = 4 * GameState::getOneSecondInFrames();
m_timerType = NPC_PLATFORM_TIMER_EXTEND;
m_detectCollision = false;
}
break;
}
case NPC_PLATFORM_TIMER_EXTEND:
{
if ( m_timer > 0 )
{
m_timer -= _frames;
}
else
{
m_timer = 4 * GameState::getOneSecondInFrames();
m_timerType = NPC_PLATFORM_TIMER_RETRACT;
m_detectCollision = true;
}
break;
}
case NPC_PLATFORM_TIMER_GEYSER:
{
if ( m_timer > 0 )
{
m_timer -= _frames;
}
else
{
m_movementFunc = NPC_PLATFORM_MOVEMENT_GEYSER;
}
break;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::collidedWith( CThing *_thisThing )
{
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
{
if ( m_detectCollision && m_isActive )
{
CPlayer *player = (CPlayer *) _thisThing;
if ( player->getHasPlatformCollided() )
{
player->setPlatform( this );
m_contact = true;
}
}
break;
}
default:
ASSERT(0);
break;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processGenericCircularPath( int _frames )
{
m_rotation += m_data[m_type].speed;
m_rotation &= 4095;
Pos.vx = m_base.vx + ( ( m_extension * rcos( m_rotation ) ) >> 12 );
Pos.vy = m_base.vy + ( ( m_extension * rsin( m_rotation ) ) >> 12 );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processGenericFixedPathMove( int _frames, s32 *moveX, s32 *moveY, s32 *moveVel, s32 *moveDist )
{
bool pathComplete;
bool waypointChange;
s16 headingToTarget = m_npcPath.think( Pos, &pathComplete, &waypointChange );
if ( !pathComplete )
{
s16 decDir, incDir;
s16 maxTurnRate = m_data[m_type].turnSpeed;
decDir = m_heading - headingToTarget;
if ( decDir < 0 )
{
decDir += ONE;
}
incDir = headingToTarget - m_heading;
if ( incDir < 0 )
{
incDir += ONE;
}
if ( decDir < incDir )
{
*moveDist = -decDir;
}
else
{
*moveDist = incDir;
}
if ( *moveDist < -maxTurnRate )
{
*moveDist = -maxTurnRate;
}
else if ( *moveDist > maxTurnRate )
{
*moveDist = maxTurnRate;
}
m_heading += *moveDist;
m_heading &= 4095;
s32 preShiftX = _frames * m_data[m_type].speed * rcos( m_heading );
s32 preShiftY = _frames * m_data[m_type].speed * rsin( m_heading );
*moveX = preShiftX >> 12;
if ( !(*moveX) && preShiftX )
{
*moveX = preShiftX / abs( preShiftX );
}
*moveY = preShiftY >> 12;
if ( !(*moveY) && preShiftY )
{
*moveY = preShiftY / abs( preShiftY );
}
*moveVel = ( _frames * m_data[m_type].speed ) << 8;
//processGroundCollisionReverse( moveX, moveY );
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processGeyserMove( int _frames, s32 *moveX, s32 *moveY )
{
s32 distX, distY, heading;
bool pathComplete;
m_npcPath.thinkVertical( Pos, &pathComplete, &distX, &distY, &heading );
if ( pathComplete )
{
m_npcPath.resetPath();
reinit();
}
else
{
s32 minY, maxY;
m_npcPath.getPathYExtents( &minY, &maxY );
*moveY = m_data[m_type].speed * _frames;
if ( Pos.vy < ( minY + 64 ) )
{
s32 multiplier = Pos.vy - minY;
*moveY = ( multiplier * (*moveY) ) >> 6;
if ( *moveY < 1 )
{
*moveY = 1;
}
}
if ( heading == 3072 )
{
*moveY = -(*moveY);
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processFallingMove( int _frames, s32 *moveX, s32 *moveY )
{
s32 distX, distY, heading;
bool pathComplete;
m_npcPath.thinkVertical( Pos, &pathComplete, &distX, &distY, &heading );
if ( pathComplete )
{
m_isActive = false;
m_timer = 4 * GameState::getOneSecondInFrames();
m_timerType = NPC_PLATFORM_TIMER_RESPAWN;
}
else
{
*moveY = m_data[m_type].speed * _frames;
if ( heading == 3072 )
{
*moveY = -(*moveY);
}
s32 groundHeight = m_layerCollision->getHeightFromGround( Pos.vx + (*moveX), Pos.vy + (*moveY), 16 );
if ( groundHeight < *moveY )
{
*moveY = groundHeight;
*moveX = 2 * _frames;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processCartMove( int _frames, s32 *moveX, s32 *moveY )
{
s32 fallSpeed = 3;
s8 yMovement = fallSpeed * _frames;
s32 distX, distY, heading;
s32 groundHeight;
bool pathComplete;
m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &heading );
*moveX = m_data[m_type].speed * _frames;
if ( heading == 2048 )
{
*moveX = -(*moveX);
}
// check for vertical movement
groundHeight = m_layerCollision->getHeightFromGround( ( Pos.vx + *moveX ), Pos.vy, yMovement + 16 );
if ( groundHeight <= yMovement )
{
// groundHeight <= yMovement indicates either just above ground or on or below ground
*moveY = groundHeight;
}
else
{
// fall
*moveY = yMovement;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processBobMove( int _frames, s32 *moveX, s32 *moveY )
{
if ( m_contact )
{
CPlayer *player = GameScene.getPlayer();
DVECTOR playerPos = player->getPos();
int height = player->getHeightFromGroundNoPlatform( playerPos.vx, playerPos.vy );
// if stood on, increase velocity
if ( m_velocity < 0 )
{
m_velocity = 0;
}
else if ( m_velocity < 4 )
{
if ( height <= 0 )
{
m_velocity = 0;
}
else
{
m_velocity += 1;
}
}
m_state = NPC_BOB_MOVE;
}
else
{
if ( m_state == NPC_BOB_MOVE )
{
// otherwise drop velocity and ultimately reverse course
if ( m_velocity > -2 )
{
m_velocity--;
}
}
}
if ( m_velocity )
{
*moveY = m_velocity * _frames;
if ( Pos.vy + (*moveY) < m_initPos.vy )
{
Pos.vy = m_initPos.vy;
m_velocity = 0;
m_state = NPC_BOB_STOP;
*moveY = 0;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processMovement(int _frames)
{
VECTOR rotPos;
DVECTOR newPos;
DVECTOR oldPos;
SVECTOR relPos;
if ( _frames > 2 )
{
_frames = 2;
}
s32 moveX = 0, moveY = 0;
s32 moveVel = 0;
s32 moveDist = 0;
switch( m_movementFunc )
{
case NPC_PLATFORM_MOVEMENT_FIXED_PATH:
{
processGenericFixedPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist );
break;
}
case NPC_PLATFORM_MOVEMENT_FIXED_CIRCULAR:
{
processGenericCircularPath( _frames );
break;
}
case NPC_PLATFORM_MOVEMENT_FISH_HOOK:
{
moveY = -m_data[m_type].speed * _frames;
if ( Pos.vx + moveY < 0 )
{
shutdown();
}
break;
}
case NPC_PLATFORM_MOVEMENT_BUBBLE:
{
moveY = -m_data[m_type].speed * _frames;
break;
}
case NPC_PLATFORM_MOVEMENT_GEYSER:
{
processGeyserMove( _frames, &moveX, &moveY );
break;
}
case NPC_PLATFORM_MOVEMENT_FALL:
{
processFallingMove( _frames, &moveX, &moveY );
break;
}
case NPC_PLATFORM_MOVEMENT_BOB:
{
processBobMove( _frames, &moveX, &moveY );
break;
}
case NPC_PLATFORM_MOVEMENT_CART:
{
processCartMove( _frames, &moveX, &moveY );
break;
}
case NPC_PLATFORM_MOVEMENT_PLAYER_BUBBLE:
case NPC_PLATFORM_MOVEMENT_STATIC:
{
break;
}
default:
break;
}
int angleChange = 3;
Pos.vx += moveX;
Pos.vy += moveY;
/*CThing *thisThing = Next;
while ( thisThing )
{
newPos.vx = moveX;
newPos.vy = moveY;
thisThing->shove( newPos );
thisThing = thisThing->getNext();
}*/
//setCollisionAngle( ( getCollisionAngle() + angleChange ) % 4096 );
//setCollisionAngle( 512 );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::render()
{
if ( m_isActive )
{
CPlatformThing::render();
// Render
DVECTOR renderPos;
DVECTOR offset = CLevel::getCameraPos();
renderPos.vx = Pos.vx - offset.vx;
renderPos.vy = Pos.vy - offset.vy;
if ( renderPos.vx >= 0 && renderPos.vx <= VidGetScrW() )
{
if ( renderPos.vy >= 0 && renderPos.vy <= VidGetScrH() )
{
m_modelGfx->Render(renderPos);
// POLY_F4 *F4=GetPrimF4();
// setXYWH(F4,renderPos.vx-32,renderPos.vy-32,64,16);
// setRGB0(F4,127,127,64);
// AddPrimToList(F4,2);
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
s32 CNpcPlatform::getNewYPos(CThing *_thisThing)
{
CRECT thisRect;
DVECTOR thatPos = _thisThing->getPos();
thisRect = getCollisionArea();
// 'render' collision box at correct angle
SVECTOR testPointsNonRel[4];
VECTOR testPoints[4];
testPointsNonRel[0].vx = thisRect.x1 - Pos.vx;
testPointsNonRel[0].vy = thisRect.y1 - Pos.vy;
testPointsNonRel[1].vx = thisRect.x2 - Pos.vx;
testPointsNonRel[1].vy = thisRect.y1 - Pos.vy;
testPointsNonRel[2].vx = thisRect.x2 - Pos.vx;
testPointsNonRel[2].vy = thisRect.y2 - Pos.vy;
testPointsNonRel[3].vx = thisRect.x1 - Pos.vx;
testPointsNonRel[3].vy = thisRect.y2 - Pos.vy;
MATRIX mtx;
SetIdentNoTrans(&mtx );
RotMatrixZ( getCollisionAngle(), &mtx );
int i;
for ( i = 0 ; i < 4 ; i++ )
{
ApplyMatrix( &mtx, &testPointsNonRel[i], &testPoints[i] );
testPoints[i].vx += Pos.vx;
testPoints[i].vy += Pos.vy;
}
// now find the highest y pos
// first set highestY to lowest of the four points
s16 highestY = testPoints[0].vy;
for ( i = 1 ; i < 4 ; i++ )
{
if ( testPoints[i].vy > highestY ) // remember y is inverted
{
highestY = testPoints[i].vy;
}
}
for ( i = 0 ; i < 4 ; i++ )
{
int j = i + 1;
j %= 4;
VECTOR highestX, lowestX;
if ( testPoints[i].vx < testPoints[j].vx )
{
lowestX = testPoints[i];
highestX = testPoints[j];
}
else
{
lowestX = testPoints[j];
highestX = testPoints[i];
}
if ( highestX.vx == lowestX.vx )
{
// have to compare heights of both points to get highest
if ( lowestX.vy < highestY )
{
highestY = lowestX.vy;
}
if ( highestX.vy < highestY )
{
highestY = highestX.vy;
}
}
else
{
if ( thatPos.vx >= lowestX.vx && thatPos.vx <= highestX.vx )
{
// current position is above or below this line
s16 testY;
testY = lowestX.vy + ( ( thatPos.vx - lowestX.vx ) * ( highestX.vy - lowestX.vy ) ) /
( highestX.vx - lowestX.vx );
if ( testY < highestY )
{
highestY = testY;
}
}
}
}
return( highestY );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
int CNpcPlatform::checkCollisionAgainst(CThing *_thisThing, int _frames)
{
DVECTOR pos,thisThingPos;
int radius;
int collided;
MATRIX mtx;
pos=getCollisionCentre();
thisThingPos=_thisThing->getCollisionCentre();
radius=getCollisionRadius()+_thisThing->getCollisionRadius();
collided=false;
if(abs(pos.vx-thisThingPos.vx)<radius&&
abs(pos.vy-thisThingPos.vy)<radius)
{
CRECT thisRect,thatRect;
thisRect=getCollisionArea();
// ensure user 'sticks' to platform whilst it is moving along
thatRect=_thisThing->getCollisionArea();
// rotate thatPos opposite way to this CThing's collision angle, so that we can regard them both as being at 0 rotation
// get target thing's position
DVECTOR thatPos = _thisThing->getPos();
// get target thing's position relative to this thing's position
SVECTOR relativePos;
relativePos.vx = thatPos.vx - Pos.vx;
relativePos.vy = thatPos.vy - Pos.vy;
VECTOR newPos;
// get target thing's collision area relative to 0
thatRect.x1 -= thatPos.vx;
thatRect.y1 -= thatPos.vy;
thatRect.x2 -= thatPos.vx;
thatRect.y2 -= thatPos.vy;
SetIdentNoTrans(&mtx );
RotMatrixZ( -getCollisionAngle(), &mtx );
// rotation target relative position back to 0 by this thing's collision angle
ApplyMatrix( &mtx, &relativePos, &newPos );
// add on this thing's position to get new target thing's position after rotation around this thing
newPos.vx += Pos.vx;
newPos.vy += Pos.vy;
// reposition target thing's collision area
// horrible, horrible +2 shite is to deal with useless PSX innacurracies in calculations, which can cause it to
// believe that two collision areas are not *quite* colliding, even though they are
thatRect.x1 += newPos.vx - 2;
thatRect.y1 += newPos.vy - 2;
thatRect.x2 += newPos.vx + 2;
thatRect.y2 += newPos.vy + 2;
// check to see if bounding boxes collide
if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
{
collided=true;
// check to see if centre point (i.e. where the object is standing) collides too
if ( ( newPos.vx >= ( thisRect.x1 - 2 ) && newPos.vx <= ( thisRect.x2 + 2 ) ) &&
( newPos.vy >= ( thisRect.y1 - 2 ) && newPos.vy <= ( thisRect.y2 + 2 ) ) )
{
thatPos.vy = getNewYPos( _thisThing );
// vertical height change is the sum of the maximums of BOTH objects
// potentially, one object could be falling down through another object that is moving up
// hence we provide a certain leeway to compensate
s32 thisDeltaX = abs( getPosDelta().vx );
s32 thisDeltaY = abs( getPosDelta().vy );
s32 thisDelta;
if ( thisDeltaX > thisDeltaY )
{
thisDelta = thisDeltaX;
}
else
{
thisDelta = thisDeltaY;
}
s32 thatDeltaX = abs( _thisThing->getPosDelta().vx );
s32 thatDeltaY = abs( _thisThing->getPosDelta().vy );
s32 thatDelta;
if ( thatDeltaX > thatDeltaY )
{
thatDelta = thatDeltaX;
}
else
{
thatDelta = thatDeltaY;
}
s32 verticalDelta = thisDelta + thatDelta;
if ( thatPos.vy - _thisThing->getPos().vy >= -( verticalDelta ) )
{
if ( _thisThing->getHasPlatformCollided() )
{
// if this has already collided with a platform, check the current platform is
// (a) within 10 units,
// (b) higher
DVECTOR oldCollidedPos = _thisThing->getNewCollidedPos();
s32 oldY = abs( oldCollidedPos.vy - ( _thisThing->getPos().vy - verticalDelta ) );
s32 currentY = abs( thatPos.vy - ( _thisThing->getPos().vy - verticalDelta ) );
//if ( thatPos.vy < oldCollidedPos.vy )
if ( currentY < oldY )
{
_thisThing->setNewCollidedPos( thatPos );
}
}
else
{
_thisThing->setHasPlatformCollided( true );
_thisThing->setCentreCollision( true );
_thisThing->setNewCollidedPos( thatPos );
}
}
else
{
_thisThing->setCentreCollision( false );
}
}
else
{
_thisThing->setCentreCollision( false );
}
}
}
return collided;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::setTiltable( bool isTiltable )
{
m_tiltable = isTiltable;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::addWaypoint( s32 xPos, s32 yPos )
{
DVECTOR newPos;
newPos.vx = xPos << 4;
newPos.vy = yPos << 4;
m_npcPath.addWaypoint( newPos );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::setTypeFromMapEdit( u16 newType )
{
m_type = mapEditConvertTable[newType];
}