/*========================================================================= 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 ); m_fadeVal = 128; m_fadeOut = false; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcDustDevilEnemy::render() { SprFrame = NULL; if ( m_isActive ) { CEnemyThing::render(); if (canRender()) { DVECTOR &renderPos=getRenderPos(); SprFrame = m_actorGfx->Render(renderPos,m_animNo,( m_frame >> 8 ),m_reversed); setSemiTrans( SprFrame, true ); m_actorGfx->RotateScale( SprFrame, renderPos, m_drawRotation, 4096, 4096 ); setRGB0( SprFrame, m_fadeVal, m_fadeVal, m_fadeVal ); sBBox boundingBox = m_actorGfx->GetBBox(); setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) ); setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 ); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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; if ( m_soundId == NOT_PLAYING && m_data[m_type].moveSfx < CSoundMediator::NUM_SFXIDS ) { m_soundId = (int) CSoundMediator::playSfx( m_data[m_type].moveSfx, true ); } // deal with anims if ( !m_animPlaying ) { m_animPlaying = true; m_frame = 0; m_animNo = m_data[m_type].moveAnim; } if ( m_fadeOut ) { m_fadeVal -= _frames * 12; if ( m_fadeVal < 0 ) { m_npcPath.resetPath(); Pos = m_base; m_fadeOut = false; m_fadeVal = 128; } } else { // 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_fadeOut = true; } 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 moveY = groundHeight; } else { // fall moveY = yMovement; } } } else { // check for collision distX = distX / abs( distX ); if ( CGameScene::getCollision()->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 = 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 * 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 += CGameScene::getCollision()->getHeightFromGround( testPos1.vx, testPos1.vy, 16 ); testPos2.vy += CGameScene::getCollision()->getHeightFromGround( testPos2.vx, testPos2.vy, 16 ); s32 xDist = testPos2.vx - testPos1.vx; s32 yDist = testPos2.vy - testPos1.vy; s16 heading = ratan2( yDist, xDist ) & 4095; m_drawRotation = heading; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// s32 CNpcDustDevilEnemy::getFrameShift( int _frames ) { return( ( _frames << 8 ) >> 2 ); }