247 lines
4.6 KiB
C++
247 lines
4.6 KiB
C++
/*=========================================================================
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praft.cpp
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Author: CRB
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Created:
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Project: Spongebob
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Purpose:
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Copyright (c) 2001 Climax Development Ltd
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===========================================================================*/
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#ifndef __PLATFORM_PRAFT_H__
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#include "platform\praft.h"
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#endif
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#ifndef __UTILS_HEADER__
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#include "utils\utils.h"
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#endif
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#ifndef __GAME_GAME_H__
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#include "game\game.h"
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcRaftPlatform::postInit()
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{
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CNpcPlatform::postInit();
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m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
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m_isActivated = false;
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m_isSinking = false;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcRaftPlatform::processMovement( int _frames )
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{
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s32 groundHeight;
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s32 maxHeight = 20;
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s32 distX, distY;
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s32 fallSpeed = 3;
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s8 yMovement = fallSpeed * _frames;
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s32 moveX = 0;
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s32 moveY = 0;
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if ( m_isActivated )
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{
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if ( m_isSinking )
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{
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Pos.vy += _frames;
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy - 32 );
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if ( groundHeight <= 0 )
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{
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m_isActive = false;
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m_timer = getRnd() % ( 2 * GameState::getOneSecondInFrames() );
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m_timerType = NPC_PLATFORM_TIMER_RESPAWN;
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m_isActivated = false;
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m_npcPath.resetPath();
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m_isSinking = false;
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}
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}
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else
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{
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// ignore y component of waypoint, since we are stuck to the ground
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bool pathComplete;
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m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading );
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if ( pathComplete )
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{
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m_isSinking = true;
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}
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else
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{
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// check for collision
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distX = distX / abs( distX );
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if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( distX * m_speed * _frames ), Pos.vy ) < -maxHeight )
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{
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// there is an obstacle in the way, increment the path point (hopefully this will resolve the problem)
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m_npcPath.incPath();
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}
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else
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{
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// check for vertical movement
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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if ( groundHeight <= yMovement )
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{
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// groundHeight <= yMovement indicates either just above ground or on or below ground
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moveX = distX * m_speed * _frames;
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moveY = groundHeight;
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}
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else
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{
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// fall
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moveX = distX * m_speed * _frames;
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moveY = yMovement;
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}
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}
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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}
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}
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else
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{
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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if ( groundHeight <= yMovement )
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{
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moveY = groundHeight;
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}
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else
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{
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// fall
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moveY = yMovement;
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}
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Pos.vy += moveY;
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if ( m_contact )
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{
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m_isActivated = true;
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}
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}
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// sort out rotation
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DVECTOR testPos1, testPos2;
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testPos1 = testPos2 = Pos;
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testPos1.vx -= 10;
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testPos2.vx += 10;
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s16 heightDiff;
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bool levelOff = false;
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heightDiff = CGameScene::getCollision()->getHeightFromGround( testPos1.vx, testPos1.vy, 16 );
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if ( heightDiff == 16 )
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{
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levelOff = true;
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}
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testPos1.vy += heightDiff;
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heightDiff = CGameScene::getCollision()->getHeightFromGround( testPos2.vx, testPos2.vy, 16 );
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if ( heightDiff == 16 )
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{
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levelOff = true;
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}
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testPos2.vy += heightDiff;
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s16 heading;
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if ( levelOff )
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{
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heading = getCollisionAngle();
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if ( heading )
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{
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, 56 );
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if ( groundHeight < 32 && groundHeight > 4 )
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{
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int reverseAngle = -heading;
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int maxRotate = 32 * _frames;
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if ( reverseAngle > maxRotate )
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{
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reverseAngle = maxRotate;
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}
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else if ( reverseAngle < -maxRotate )
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{
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reverseAngle = -maxRotate;
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}
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heading += reverseAngle;
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}
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}
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}
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else
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{
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s32 xDist = testPos2.vx - testPos1.vx;
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s32 yDist = testPos2.vy - testPos1.vy;
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heading = ratan2( yDist, xDist );
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}
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/*if ( heading > 512 )
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{
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heading = 512;
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}
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else if ( heading < -512 )
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{
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heading = -512;
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}*/
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setCollisionAngle( heading );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcRaftPlatform::render()
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{
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if ( m_isActive )
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{
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CPlatformThing::render();
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if (canRender())
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{
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DVECTOR &renderPos=getRenderPos();
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SVECTOR rotation;
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rotation.vx = 0;
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rotation.vy = 0;
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rotation.vz = getCollisionAngle();
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VECTOR scale;
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scale.vx = ONE;
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scale.vy = ONE;
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scale.vz = ONE;
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m_modelGfx->Render(renderPos,&rotation,&scale);
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}
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}
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}
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