/*========================================================================= 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 #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __VID_HEADER_ #include "system\vid.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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 groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, 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; } } else { // check for collision distX = distX / abs( distX ); if ( distX > 0 ) { m_reversed = false; } else { m_reversed = true; } if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( distX * 3 * _frames ), Pos.vy ) < -maxHeight ) { // 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 groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 ); 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; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcBoatHazard::render() { if ( m_isActive ) { CHazardThing::render(); if (canRender()) { DVECTOR &renderPos=getRenderPos(); VECTOR flip; if ( m_reversed ) { flip.vx = ONE; } else { flip.vx = -ONE; } flip.vy = ONE; flip.vz = ONE; m_modelGfx->Render( renderPos, NULL, &flip ); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcBoatHazard::collidedWith( CThing *_thisThing ) { if ( m_isActive ) { switch(_thisThing->getThingType()) { case TYPE_PLAYER: { CPlayer *player = (CPlayer *) _thisThing; player->takeDamage( DAMAGE__HIT_ENEMY, REACT__GET_DIRECTION_FROM_THING, this ); break; } default: break; } } }