SBSPSS/source/hazard/hfalling.cpp

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/*=========================================================================
hfalling.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __HAZARD_HFALLING_H__
#include "hazard\hfalling.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
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#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 CNpcFallingHazard::init()
{
CNpcHazard::init();
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m_movementTimer = 2 * GameState::getOneSecondInFrames();
m_respawnRate = 4;
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m_bounceFinish = false;
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m_spinFinish = false;
m_rotation = 0;
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}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFallingHazard::processMovement( int _frames )
{
s8 groundHeight;
s8 yMovement;
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if ( m_bounceFinish )
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{
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if ( m_bounceDir )
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{
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Pos.vx += 2 * _frames;
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}
else
{
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Pos.vx -= 2 * _frames;
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}
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Pos.vy += m_speed * _frames;
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/*if ( Pos.vy > ( m_bouncePos.vy + 32 ) )
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{
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m_bounceFinish = false;
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}
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else*/
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{
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if ( m_speed < 3 )
{
m_speed++;
}
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}
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if ( m_spinFinish )
{
m_rotation += 64 * _frames;
m_rotation &= 4095;
}
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}
else
{
if ( m_movementTimer > 0 )
{
m_movementTimer -= _frames;
if ( m_movementTimer <= 0 )
{
Pos = m_base;
}
else
{
Pos.vx = m_base.vx + ( -3 + ( getRnd() % 7 ) );
Pos.vy = m_base.vy + ( -3 + ( getRnd() % 7 ) );
}
}
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else
{
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yMovement = 3 * _frames;
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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if ( groundHeight < yMovement )
{
// colliding with ground
Pos.vy += groundHeight;
m_bounceFinish = true;
m_speed = -5;
m_bounceDir = getRnd() % 2;
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m_bouncePos = Pos;
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}
else
{
// drop down
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Pos.vy += yMovement;
}
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}
}
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DVECTOR offset = CLevel::getCameraPos();
s32 yPos = Pos.vy - offset.vy;
if ( yPos > VidGetScrH() )
{
m_isActive = false;
m_timerActive = true;
m_timer = ( m_respawnRate - 1 ) * GameState::getOneSecondInFrames();
}
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}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFallingHazard::processTimer( int _frames )
{
m_timer -= _frames;
if ( m_timer < 0 )
{
m_timerActive = false;
m_isActive = true;
Pos = m_base;
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m_movementTimer = 2 * GameState::getOneSecondInFrames();
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m_bounceFinish = false;
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m_spinFinish = false;
m_rotation = 0;
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}
}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFallingHazard::collidedWith( CThing *_thisThing )
{
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if ( m_movementTimer <= 0 && m_isActive )
{
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
{
CPlayer *player = (CPlayer *) _thisThing;
if ( !player->isRecoveringFromHit() )
{
player->takeDamage( DAMAGE__HIT_ENEMY );
}
m_bounceFinish = true;
m_spinFinish = true;
m_speed = -5;
m_bounceDir = getRnd() % 2;
m_bouncePos = Pos;
break;
}
default:
ASSERT(0);
break;
}
}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/*const CRECT *CNpcFallingHazard::getThinkBBox()
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{
CRECT objThinkBox = getCollisionArea();
sBBox &thinkBBox = CThingManager::getThinkBBox();
objThinkBox.y2 = thinkBBox.YMin + 1;
return &objThinkBox;
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}*/
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFallingHazard::setWaypoints( sThingHazard *ThisHazard )
{
int pointNum;
u16 *PntList=(u16*)MakePtr(ThisHazard,sizeof(sThingHazard));
u16 newXPos, newYPos;
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m_npcPath.setWaypointCount( ThisHazard->PointCount - 1 );
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newXPos = (u16) *PntList;
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setWaypointPtr( PntList );
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PntList++;
newYPos = (u16) *PntList;
PntList++;
DVECTOR startPos;
startPos.vx = newXPos << 4;
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startPos.vy = newYPos << 4;
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Pos = startPos;
m_base = Pos;
}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFallingHazard::render()
{
CHazardThing::render();
if (canRender())
{
DVECTOR &renderPos=getRenderPos();
SVECTOR rotation;
rotation.vx = 0;
rotation.vy = 0;
rotation.vz = m_rotation;
VECTOR scale;
scale.vx = ONE;
scale.vy = ONE;
scale.vz = ONE;
m_modelGfx->Render(renderPos,&rotation,&scale);
}
}