/*========================================================================= pghost.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ #ifndef __PLATFORM_PGHOST_H__ #include "platform\pghost.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __VID_HEADER_ #include "system\vid.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcGhostTrainPlatform::postInit() { CNpcCartPlatform::postInit(); m_speedSetting = GO_DEFAULT; m_carSpeed >>= 8; m_trackContact = false; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcGhostTrainPlatform::processMovement( int _frames ) { s32 fallSpeed = 2; s8 yMovement = fallSpeed * _frames; s32 distX, distY, heading; s32 groundHeight; s32 moveX = 0; s32 moveY = 0; bool pathComplete; if ( !m_playerAttached && !m_falling ) { m_playerAttached = true; CPlayer *player = GameScene.getPlayer(); DVECTOR newPos = Pos; CRECT const &collisionArea=getCollisionArea(); newPos.vy = collisionArea.y1; player->setPos( newPos ); player->setPlatform( this ); m_contact = true; } m_trackContact = false; if ( m_isActivated ) { if ( m_falling ) { m_vertSpeed += 192; if ( m_vertSpeed > ( 8 << 8 ) ) { m_vertSpeed = 8 << 8; } moveY = ( m_vertSpeed >> 8 ) * _frames; Pos.vy += moveY; DVECTOR const &offset = CLevel::getCameraPos(); s32 yPos = Pos.vy - offset.vy; if ( yPos < 0 || yPos > VidGetScrH() ) { setToShutdown(); } } else if ( m_rebound ) { moveX = -4 * _frames; m_vertSpeed += 96 * _frames; if ( m_vertSpeed > ( 8 << 8 ) ) { m_vertSpeed = 8 << 8; } else if ( m_vertSpeed < -( 6 << 8 ) ) { m_vertSpeed = -( 6 << 8 ); } moveY = ( m_vertSpeed >> 8 ) * _frames; groundHeight = CGameScene::getCollision()->getHeightFromGroundCart( Pos.vx + moveX, Pos.vy + moveY, 16 ); if ( groundHeight < 0 ) { // have touched down m_rebound = false; m_trackContact = true; moveY += groundHeight; } Pos.vx += moveX; Pos.vy += moveY; } else { m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &heading ); switch( m_speedSetting ) { case GO_DEFAULT: { m_carSpeed = m_speed; break; } case GO_SLOW_DOWN: { m_carSpeed = m_speed - 2; m_speedSetting = GO_DEFAULT; break; } case GO_SPEED_UP: { m_carSpeed = m_speed + 2; m_speedSetting = GO_DEFAULT; break; } } if ( !pathComplete ) { moveX = m_carSpeed * _frames; if ( heading == 2048 ) { moveX = -moveX; } } if ( m_inJump ) { m_vertSpeed += 80 * _frames; if ( m_vertSpeed > ( 5 << 8 ) ) { m_vertSpeed = 5 << 8; } else if ( m_vertSpeed < -( 6 << 8 ) ) { m_vertSpeed = -( 6 << 8 ); } moveY = ( m_vertSpeed >> 8 ) * _frames; groundHeight = CGameScene::getCollision()->getHeightFromGroundCart( Pos.vx + moveX, Pos.vy, moveY + 16 ); if ( groundHeight < moveY ) { // have touched down m_inJump = false; m_trackContact = true; moveY += groundHeight; } } else { // check for vertical movement s32 checkDist = yMovement + 50; groundHeight = CGameScene::getCollision()->getHeightFromGroundCart( Pos.vx + moveX, Pos.vy, checkDist ); if ( groundHeight < checkDist ) { // groundHeight <= yMovement indicates either just above ground or on or below ground moveY = groundHeight; m_trackContact = true; } else { // fall moveY = yMovement; } } Pos.vx += moveX; Pos.vy += moveY; } // sort out draw rotation DVECTOR testPos1, testPos2; testPos1 = testPos2 = Pos; testPos1.vx -= 10; testPos2.vx += 10; u8 sensorDist = 16; s32 yDiff1, yDiff2; yDiff1 = CGameScene::getCollision()->getHeightFromGroundCart( testPos1.vx, testPos1.vy, sensorDist + 1 ); if ( abs( yDiff1 ) <= sensorDist ) { // only use if there is ground present yDiff2 = CGameScene::getCollision()->getHeightFromGroundCart( testPos2.vx, testPos2.vy, sensorDist + 1 ); if ( abs( yDiff2 ) <= sensorDist ) { // only use if there is ground present testPos1.vy += yDiff1; testPos2.vy += yDiff2; } } s32 xDist = testPos2.vx - testPos1.vx; s32 yDist = testPos2.vy - testPos1.vy; heading = ratan2( yDist, xDist ); setCollisionAngle( heading ); testPos2 = Pos; testPos2.vx += 32; yDiff1 = CGameScene::getCollision()->getHeightFromGroundCart( testPos2.vx, testPos2.vy, sensorDist + 1 ); if ( yDiff1 <= sensorDist ) { // only use if there is ground present testPos2.vy += yDiff1; } switch ( CGameScene::getCollision()->getCollisionBlock( testPos2.vx, testPos2.vy - 8 ) & COLLISION_TYPE_MASK ) { case COLLISION_TYPE_FLAG_DAMAGE: { if ( !m_rebound ) { m_vertSpeed = -6 << 8; m_rebound = true; Pos.vy -= 8; } break; } default: break; } switch ( CGameScene::getCollision()->getCollisionBlock( Pos.vx, Pos.vy ) & COLLISION_TYPE_MASK ) { case COLLISION_TYPE_FLAG_DEATH_FALL: { m_playerAttached = false; m_falling = true; CPlayer *player = GameScene.getPlayer(); if ( player->getMode() != PLAYER_MODE_DEAD ) { player->dieYouPorousFreak(); } break; } default: break; } } else { groundHeight = CGameScene::getCollision()->getHeightFromGroundCart( Pos.vx, Pos.vy, yMovement + 16 ); if ( groundHeight <= yMovement ) { moveY = groundHeight; } else { // fall moveY = yMovement; } Pos.vy += moveY; if ( m_contact ) { m_isActivated = true; } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcGhostTrainPlatform::slowDown() { m_speedSetting = GO_SLOW_DOWN; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcGhostTrainPlatform::speedUp() { m_speedSetting = GO_SPEED_UP; }