238 lines
4.4 KiB
C++
238 lines
4.4 KiB
C++
/*=========================================================================
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pbranch.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_PBRANCH_H__
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#include "platform\pbranch.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 __VID_HEADER_
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#include "system\vid.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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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcBranchPlatform::postInit()
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{
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sBBox boundingBox = m_modelGfx->GetBBox();
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boundingBox.YMin = ( ( boundingBox.YMin - boundingBox.YMax ) >> 1 ) + boundingBox.YMax + 16;
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m_boundingBox = boundingBox;
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setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ) - 8, ( boundingBox.YMax - boundingBox.YMin ) );
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setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 );
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calculateNonRotatedCollisionData();
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setCollisionAngle( m_tiltAngle >> 8 );
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m_angularVelocity = 0;
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if ( m_reversed )
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{
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m_initRotation = 64;
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}
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else
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{
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m_initRotation = -64;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcBranchPlatform::setWaypoints( sThingPlatform *ThisPlatform )
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{
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int pointNum;
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u16 *PntList=(u16*)MakePtr(ThisPlatform,sizeof(sThingPlatform));
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u16 initXPos, newXPos, newYPos;
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initXPos = newXPos = (u16) *PntList;
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PntList++;
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newYPos = (u16) *PntList;
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PntList++;
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DVECTOR startPos;
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startPos.vx = ( newXPos << 4 ) + 8;
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startPos.vy = ( newYPos << 4 ) + 16;
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init( startPos );
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if ( ThisPlatform->PointCount > 1 )
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{
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newXPos = (u16) *PntList;
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if ( newXPos < initXPos )
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{
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m_reversed = true;
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}
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else
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{
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m_reversed = false;
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}
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}
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else
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{
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m_reversed = false;
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}
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s32 minX, maxX, minY, maxY;
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m_npcPath.getPathXExtents( &minX, &maxX );
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m_npcPath.getPathYExtents( &minY, &maxY );
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m_thinkArea.x1 = minX;
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m_thinkArea.x2 = maxX;
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m_thinkArea.y1 = minY;
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m_thinkArea.y2 = maxY;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcBranchPlatform::processMovement( int _frames )
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{
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s16 newAngle = getCollisionAngle();
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if ( m_contact )
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{
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CPlayer *player = GameScene.getPlayer();
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if ( m_reversed )
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{
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if ( /*m_angularVelocity > 6 &&*/ newAngle < -56 )
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{
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player->springPlayerUp();
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}
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}
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else
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{
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if ( /*m_angularVelocity < -6 &&*/ newAngle > 56 )
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{
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player->springPlayerUp();
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}
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}
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s16 angularForce = 3 * _frames;
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if ( m_reversed )
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{
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angularForce = -angularForce;
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}
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m_angularVelocity += angularForce;
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}
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else if ( ( getRnd() % 50 ) == 0 )
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{
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s16 angularForce = 6 * _frames;
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if ( m_reversed )
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{
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angularForce = -angularForce;
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}
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m_angularVelocity += angularForce;
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}
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s32 resistance = -( 10 * _frames * newAngle ) >> 8;
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if ( newAngle > 0 && resistance > -2 )
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{
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resistance = -2;
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}
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else if ( newAngle < 0 && resistance < 2 )
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{
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resistance = 2;
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}
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// get direction of resistance
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m_angularVelocity += resistance;
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newAngle += m_angularVelocity;
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if ( m_angularVelocity )
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{
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m_angularVelocity += -m_angularVelocity / abs( m_angularVelocity );
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if ( m_angularVelocity > 40 )
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{
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m_angularVelocity = 40;
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}
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else if ( m_angularVelocity < -40 )
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{
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m_angularVelocity = -40;
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}
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}
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/*if ( newAngle > 320 )
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{
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newAngle = 320;
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}
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else if ( newAngle < -320 )
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{
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newAngle = -320;
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}*/
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setCollisionAngle( newAngle );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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int BX=-16;
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int BY=+18;
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void CNpcBranchPlatform::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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if ( m_reversed )
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{
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rotation.vy = 0;
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rotation.vz = getCollisionAngle();
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renderPos.vx-= BX;
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renderPos.vy+= BY;
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}
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else
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{
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rotation.vy = 0;
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rotation.vz = getCollisionAngle();
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renderPos.vx+= BX;
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renderPos.vy+= BY;
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}
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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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