/*========================================================================= hdbarrel.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ #ifndef __HAZARD_HDBARREL_H__ #include "hazard\hdbarrel.h" #endif #ifndef __LAYER_COLLISION_H__ #include "level\layercollision.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcDualPlatformBarrelHazard::init() { CNpcHazard::init(); m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcDualPlatformBarrelHazard::processMovement( int _frames ) { s32 maxHeight = 20; s32 distX, distY; s32 fallSpeed = 3; s8 yMovement = fallSpeed * _frames; s32 groundHeight; s32 moveX = 0; s32 moveY = 0; // ignore y component of waypoint, since we are stuck to the ground bool pathComplete; if ( m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading ) ) { if ( pathComplete ) { // reset Pos = m_base; m_npcPath.resetPath(); return; } 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 * 3 * _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 * 3 * _frames; moveY = groundHeight; } else { // fall moveY = yMovement; } } } Pos.vx += moveX; Pos.vy += moveY; s32 minY, maxY; m_npcPath.getPathYExtents( &minY, &maxY ); if ( Pos.vy > maxY ) { Pos = m_base; m_npcPath.resetPath(); } }