/*========================================================================= hazard.h Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ #ifndef __HAZARD_HAZARD_H__ #include "hazard\hazard.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __VID_HEADER_ #include "system\vid.h" #endif #ifndef __UTILS_HEADER__ #include "utils\utils.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif #ifndef __HAZARD_HFALLING_H__ #include "hazard\hfalling.h" #endif #ifndef __HAZARD_HPENDULM_H__ #include "hazard\hpendulm.h" #endif #ifndef __HAZARD_HBOAT_H__ #include "hazard\hboat.h" #endif #ifndef __HAZARD_HBARREL_H__ #include "hazard\hbarrel.h" #endif #ifndef __HAZARD_HSTATIC_H__ #include "hazard\hstatic.h" #endif #ifndef __HAZARD_HCSAW_H__ #include "hazard\hcsaw.h" #endif #ifndef __HAZARD_HMOWER_H__ #include "hazard\hmower.h" #endif #ifndef __HAZARD_HMASHER_H__ #include "hazard\hmasher.h" #endif #ifndef __HAZARD_HFAN_H__ #include "hazard\hfan.h" #endif #ifndef __HAZARD_HSPIKES_H__ #include "hazard\hspikes.h" #endif #ifndef __HAZARD_HBWHEEL_H__ #include "hazard\hbwheel.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CNpcHazard::NPC_HAZARD_UNIT_TYPE CNpcHazard::mapEditConvertTable[NPC_HAZARD_TYPE_MAX] = { NPC_FALLING_HAZARD, NPC_PENDULUM_HAZARD, NPC_BOAT_HAZARD, NPC_BARREL_HAZARD, NPC_STATIC_HAZARD, NPC_CIRCULAR_SAW_HAZARD, NPC_MOWER_HAZARD, NPC_MASHER_HAZARD, NPC_FAN_HAZARD, NPC_SPIKES_HAZARD, NPC_BIG_WHEEL_HAZARD, }; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CNpcHazard *CNpcHazard::Create(sThingHazard *ThisHazard) { CNpcHazard *hazard; NPC_HAZARD_UNIT_TYPE hazardType = getTypeFromMapEdit( ThisHazard->Type ); switch( hazardType ) { case NPC_FALLING_HAZARD: { hazard = new ("falling hazard") CNpcFallingHazard; break; } case NPC_PENDULUM_HAZARD: { hazard = new ("pendulum hazard") CNpcPendulumHazard; break; } case NPC_BOAT_HAZARD: { hazard = new ("boat hazard") CNpcBoatHazard; break; } case NPC_BARREL_HAZARD: { hazard = new ("barrel hazard") CNpcBarrelHazard; break; } case NPC_STATIC_HAZARD: { hazard = new ("static hazard") CNpcStaticHazard; break; } case NPC_CIRCULAR_SAW_HAZARD: { hazard = new ("circular saw hazard") CNpcCircularSawHazard; break; } case NPC_MOWER_HAZARD: { hazard = new ("mower hazard") CNpcMowerHazard; break; } case NPC_MASHER_HAZARD: { hazard = new ("masher hazard") CNpcMasherHazard; break; } case NPC_FAN_HAZARD: { hazard = new ("fan hazard") CNpcFanHazard; break; } case NPC_SPIKES_HAZARD: { hazard = new ("spikes hazard") CNpcSpikesHazard; break; } case NPC_BIG_WHEEL_HAZARD: { hazard = new ("big wheel") CNpcBigWheelHazard; break; } default: { hazard = NULL; break; } } ASSERT( hazard ); hazard->init(); hazard->setWaypoints( ThisHazard ); hazard->setGraphic( ThisHazard ); return( hazard ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcHazard::setWaypoints( sThingHazard *ThisHazard ) { int pointNum; u16 *PntList=(u16*)MakePtr(ThisHazard,sizeof(sThingHazard)); u16 newXPos, newYPos; newXPos = (u16) *PntList; PntList++; newYPos = (u16) *PntList; PntList++; DVECTOR startPos; startPos.vx = newXPos << 4; startPos.vy = newYPos << 4; Pos = startPos; m_base = Pos; addWaypoint( newXPos, newYPos ); if ( ThisHazard->PointCount > 1 ) { for ( pointNum = 1 ; pointNum < ThisHazard->PointCount ; pointNum++ ) { newXPos = (u16) *PntList; PntList++; newYPos = (u16) *PntList; PntList++; addWaypoint( newXPos, newYPos ); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcHazard::addWaypoint( s32 xPos, s32 yPos ) { DVECTOR newPos; newPos.vx = xPos << 4; newPos.vy = yPos << 4; m_npcPath.addWaypoint( newPos ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CNpcHazard::NPC_HAZARD_UNIT_TYPE CNpcHazard::getTypeFromMapEdit( u16 newType ) { return( mapEditConvertTable[newType] ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcHazard::init() { CHazardThing::init(); //m_actorGfx=CActorPool::GetActor( (FileEquate) ACTORS_CLAM_SBK ); //m_spriteBank=0; m_npcPath.initPath(); m_timer = 0; m_timerActive = false; m_isActive = true; m_extension = 0; m_extendDir = 0; m_heading = 0; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcHazard::setGraphic( sThingHazard *ThisHazard ) { m_modelGfx = new ("ModelGfx") CModelGfx; m_modelGfx->SetModel( ThisHazard->Gfx ); sBBox boundingBox = m_modelGfx->GetBBox(); setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) ); setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcHazard::shutdown() { delete m_modelGfx; //if (m_spriteBank) m_spriteBank->dump(); delete m_spriteBank; // remove waypoints m_npcPath.removeAllWaypoints(); //if (m_actorGfx) delete m_actorGfx; CHazardThing::shutdown(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcHazard::think(int _frames) { CHazardThing::think(_frames); if ( m_isActive ) { int moveFrames = _frames; if ( moveFrames > 2 ) { // make sure hazards don't go berserk if too many frames are dropped moveFrames = 2; } processMovement( moveFrames ); } if ( m_timerActive ) { processTimer( _frames ); } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcHazard::processMovement( int _frames ) { } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcHazard::processTimer( int _frames ) { } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcHazard::render() { if ( m_isActive ) { CHazardThing::render(); // Render DVECTOR renderPos; DVECTOR offset = CLevel::getCameraPos(); renderPos.vx = Pos.vx - offset.vx; renderPos.vy = Pos.vy - offset.vy; CRECT collisionRect = getCollisionArea(); collisionRect.x1 -= Pos.vx; collisionRect.x2 -= Pos.vx; collisionRect.y1 -= Pos.vy; collisionRect.y2 -= Pos.vy; if ( renderPos.vx + collisionRect.x2 >= 0 && renderPos.vx + collisionRect.x1 <= VidGetScrW() ) { if ( renderPos.vy + collisionRect.y2 >= 0 && renderPos.vy + collisionRect.y1 <= VidGetScrH() ) { m_modelGfx->Render(renderPos); //m_actorGfx->Render(renderPos,0,0,0); } } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcHazard::collidedWith( CThing *_thisThing ) { if ( m_isActive ) { switch(_thisThing->getThingType()) { case TYPE_PLAYER: { CPlayer *player = (CPlayer *) _thisThing; if ( !player->isRecoveringFromHit() ) { player->takeDamage( DAMAGE__HIT_ENEMY ); } break; } default: ASSERT(0); break; } } }