/*========================================================================= pbranch.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ #ifndef __PLATFORM_PBRANCH_H__ #include "platform\pbranch.h" #endif #ifndef __UTILS_HEADER__ #include "utils\utils.h" #endif #ifndef __VID_HEADER_ #include "system\vid.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcBranchPlatform::postInit() { sBBox boundingBox = m_modelGfx->GetBBox(); boundingBox.YMin = ( ( boundingBox.YMin - boundingBox.YMax ) >> 1 ) + boundingBox.YMax + 16; m_boundingBox = boundingBox; setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ) - 8, ( boundingBox.YMax - boundingBox.YMin ) ); setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 ); calculateNonRotatedCollisionData(); setCollisionAngle( m_tiltAngle >> 8 ); m_angularVelocity = 0; if ( m_reversed ) { m_initRotation = 64; } else { m_initRotation = -64; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcBranchPlatform::setWaypoints( sThingPlatform *ThisPlatform ) { int pointNum; u16 *PntList=(u16*)MakePtr(ThisPlatform,sizeof(sThingPlatform)); u16 initXPos, newXPos, newYPos; initXPos = newXPos = (u16) *PntList; PntList++; newYPos = (u16) *PntList; PntList++; DVECTOR startPos; startPos.vx = ( newXPos << 4 ) + 8; startPos.vy = ( newYPos << 4 ) + 16; init( startPos ); if ( ThisPlatform->PointCount > 1 ) { newXPos = (u16) *PntList; if ( newXPos < initXPos ) { m_reversed = true; } else { m_reversed = false; } } else { m_reversed = false; } s32 minX, maxX, minY, maxY; m_npcPath.getPathXExtents( &minX, &maxX ); m_npcPath.getPathYExtents( &minY, &maxY ); m_thinkArea.x1 = minX; m_thinkArea.x2 = maxX; m_thinkArea.y1 = minY; m_thinkArea.y2 = maxY; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcBranchPlatform::processMovement( int _frames ) { s16 newAngle = getCollisionAngle(); if ( m_contact ) { CPlayer *player = GameScene.getPlayer(); if ( m_reversed ) { if ( /*m_angularVelocity > 6 &&*/ newAngle < -56 ) { player->springPlayerUp(); } } else { if ( /*m_angularVelocity < -6 &&*/ newAngle > 56 ) { player->springPlayerUp(); } } s16 angularForce = 3 * _frames; if ( m_reversed ) { angularForce = -angularForce; } m_angularVelocity += angularForce; } else if ( ( getRnd() % 50 ) == 0 ) { s16 angularForce = 6 * _frames; if ( m_reversed ) { angularForce = -angularForce; } m_angularVelocity += angularForce; } s32 resistance = -( 10 * _frames * newAngle ) >> 8; if ( newAngle > 0 && resistance > -2 ) { resistance = -2; } else if ( newAngle < 0 && resistance < 2 ) { resistance = 2; } // get direction of resistance m_angularVelocity += resistance; newAngle += m_angularVelocity; if ( m_angularVelocity ) { m_angularVelocity += -m_angularVelocity / abs( m_angularVelocity ); if ( m_angularVelocity > 40 ) { m_angularVelocity = 40; } else if ( m_angularVelocity < -40 ) { m_angularVelocity = -40; } } /*if ( newAngle > 320 ) { newAngle = 320; } else if ( newAngle < -320 ) { newAngle = -320; }*/ setCollisionAngle( newAngle ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// int BX=-16; int BY=+18; void CNpcBranchPlatform::render() { if ( m_isActive ) { CPlatformThing::render(); if (canRender()) { DVECTOR &renderPos=getRenderPos(); SVECTOR rotation; rotation.vx = 0; if ( m_reversed ) { rotation.vy = 0; rotation.vz = getCollisionAngle(); renderPos.vx-= BX; renderPos.vy+= BY; } else { rotation.vy = 0; rotation.vz = getCollisionAngle(); renderPos.vx+= BX; renderPos.vy+= BY; } VECTOR scale; scale.vx = ONE; scale.vy = ONE; scale.vz = ONE; m_modelGfx->Render(renderPos,&rotation,&scale); } } }