/*========================================================================= ndustdev.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #ifndef __ENEMY_NPC_H__ #include "enemy\npc.h" #endif #ifndef __ENEMY_NDUSTDEV_H__ #include "enemy\ndustdev.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif void CNpcDustDevilEnemy::postInit() { m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH ); } void CNpcDustDevilEnemy::processMovement( int _frames ) { s32 maxHeight = 40; s32 distX, distY; s32 fallSpeed = 3; s8 yMovement = fallSpeed * _frames; s32 groundHeight; s32 moveX = 0; s32 moveY = 0; s32 moveVel = 0; s32 moveDist = 0; bool pathComplete; // deal with anims if ( !m_animPlaying ) { m_animPlaying = true; m_frame = 0; m_animNo = m_data[m_type].moveAnim; } // ignore y component of waypoint, since we are stuck to the ground 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 if ( pathComplete ) { m_npcPath.resetPath(); Pos = m_base; } 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 moveY = groundHeight; } else { // fall moveY = yMovement; } } } 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; } } } processMovementModifier( _frames, moveX, moveY, moveVel, moveDist ); } void CNpcDustDevilEnemy::processMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange ) { Pos.vx += distX; Pos.vy += distY; // sort out draw rotation DVECTOR testPos1, testPos2; testPos1 = testPos2 = Pos; testPos1.vx -= 10; testPos2.vx += 10; testPos1.vy += m_layerCollision->getHeightFromGround( testPos1.vx, testPos1.vy, 16 ); testPos2.vy += m_layerCollision->getHeightFromGround( testPos2.vx, testPos2.vy, 16 ); s32 xDist = testPos2.vx - testPos1.vx; s32 yDist = testPos2.vy - testPos1.vy; s16 heading = ratan2( yDist, xDist ); m_drawRotation = heading; }