SBSPSS/source/hazard/hcheck.cpp
Charles 2bab792e4a
2001-07-17 20:15:28 +00:00

101 lines
2.2 KiB
C++

/*=========================================================================
hcheck.h
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __HAZARD_HCHECK_H__
#include "hazard\hcheck.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __SPR_SPRITES_H__
#include <sprites.h>
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcCheckpointHazard::init()
{
CNpcHazard::init();
m_triggered = false;
m_spriteFrame = FRM__CHECKPOINT;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcCheckpointHazard::render()
{
sFrameHdr *frameHdr;
if ( m_isActive )
{
CHazardThing::render();
if (canRender())
{
DVECTOR &renderPos=getRenderPos();
m_modelGfx->Render(renderPos);
if ( m_triggered )
{
int x,y;
DVECTOR offset = CLevel::getCameraPos();
int spriteWidth = CGameScene::getSpriteBank()->getFrameWidth(m_spriteFrame);
int spriteHeight = CGameScene::getSpriteBank()->getFrameHeight(m_spriteFrame);
x = Pos.vx - offset.vx - ( spriteWidth >> 1 );
y = Pos.vy - 100 - offset.vy - ( spriteHeight >> 1 );
frameHdr = CGameScene::getSpriteBank()->getFrameHeader( m_spriteFrame );
CGameScene::getSpriteBank()->printFT4( frameHdr, x, y, 0, 0, 10 );
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcCheckpointHazard::collidedWith(CThing *_thisThing)
{
if ( m_isActive && !m_triggered )
{
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
{
CRECT collisionArea=getCollisionArea();
DVECTOR respawnPos;
respawnPos.vx=collisionArea.x1+((collisionArea.x2-collisionArea.x1)/2);
respawnPos.vy=collisionArea.y2;
((CPlayer*)_thisThing)->setRespawnPosAndRingTelephone(respawnPos);
m_triggered = true;
break;
}
default:
break;
}
}
}