/*========================================================================= praft.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ #ifndef __PLATFORM_PRAFT_H__ #include "platform\praft.h" #endif #ifndef __UTILS_HEADER__ #include "utils\utils.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcRaftPlatform::postInit() { CNpcPlatform::postInit(); m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH ); m_isActivated = false; m_isSinking = false; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcRaftPlatform::processMovement( int _frames ) { s32 groundHeight; s32 maxHeight = 20; s32 distX, distY; s32 fallSpeed = 3; s8 yMovement = fallSpeed * _frames; s32 moveX = 0; s32 moveY = 0; if ( m_isActivated ) { if ( m_isSinking ) { Pos.vy += _frames; groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy - 32 ); if ( groundHeight <= 0 ) { m_isActive = false; m_timer = getRnd() % ( 2 * GameState::getOneSecondInFrames() ); m_timerType = NPC_PLATFORM_TIMER_RESPAWN; m_isActivated = false; m_npcPath.resetPath(); m_isSinking = false; } } else { // ignore y component of waypoint, since we are stuck to the ground bool pathComplete; m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading ); if ( pathComplete ) { m_isSinking = true; } else { // check for collision distX = distX / abs( distX ); if ( m_layerCollision->getHeightFromGround( Pos.vx + ( distX * m_speed * _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 = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 ); if ( groundHeight <= yMovement ) { // groundHeight <= yMovement indicates either just above ground or on or below ground moveX = distX * m_speed * _frames; moveY = groundHeight; } else { // fall moveY = yMovement; } } } Pos.vx += moveX; Pos.vy += moveY; } } else { groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 ); if ( groundHeight <= yMovement ) { moveY = groundHeight; } else { // fall moveY = yMovement; } Pos.vy += moveY; if ( m_contact ) { m_isActivated = true; } } }