SBSPSS/source/platform/platform.cpp
Charles 69d62eb3ec
2001-05-01 14:24:48 +00:00

1078 lines
23 KiB
C++

/*=========================================================================
platform.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#include "platform\platform.h"
#ifndef __LEVEL_LEVEL_H__
#include "level\level.h"
#endif
#ifndef __FILE_EQUATES_H__
#include <biglump.h>
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __ENEMY_NPCPATH_H__
#include "enemy\npcpath.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
#include "Gfx\actor.h"
#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
#ifndef __PLATFORM_PLINEAR_H__
#include "platform\plinear.h"
#endif
#ifndef __PLATFORM_PCIRCULR_H__
#include "platform\pcirculr.h"
#endif
#ifndef __PLATFORM_PBUBBLE_H__
#include "platform\pbubble.h"
#endif
#ifndef __PLATFORM_PCBUBBLE_H__
#include "platform\pcbubble.h"
#endif
#ifndef __PLATFORM_PFISHHK_H__
#include "platform\pfishhk.h"
#endif
#ifndef __PLATFORM_PRETRACT_H__
#include "platform\pretract.h"
#endif
#ifndef __PLATFORM_PGEYSER_H__
#include "platform\pgeyser.h"
#endif
#ifndef __PLATFORM_PBOB_H__
#include "platform\pbob.h"
#endif
#ifndef __PLATFORM_PFALLING_H__
#include "platform\pfalling.h"
#endif
#ifndef __PLATFORM_PPENDULM_H__
#include "platform\ppendulm.h"
#endif
#ifndef __PLATFORM_PBRANCH_H__
#include "platform\pbranch.h"
#endif
#ifndef __PLATFORM_PCART_H__
#include "platform\pcart.h"
#endif
#ifndef __PLATFORM_PSEESAW_H__
#include "platform\pseesaw.h"
#endif
#ifndef __PLATFORM_PPLAYER_H__
#include "platform\pplayer.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// All platforms are fied to this width at the minute..
#define PLATFORMWIDTH 80
// The collision box is this high.. if SB keeps falling through platforms then it *should* be sufficient
// just to up this a bit
#define PLATFORMCOLLISIONHEIGHT 60
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class CLayerCollision *CNpcPlatform::m_layerCollision;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CNpcPlatform *CNpcPlatform::Create(sThingPlatform *ThisPlatform)
{
CNpcPlatform *platform;
NPC_PLATFORM_UNIT_TYPE platformType = getTypeFromMapEdit( ThisPlatform->Type );
switch( platformType )
{
case NPC_LINEAR_PLATFORM:
{
platform = new ("linear platform") CNpcLinearPlatform;
break;
}
case NPC_CIRCULAR_PLATFORM:
{
platform = new ("circular platform") CNpcCircularPlatform;
break;
}
case NPC_BUBBLE_PLATFORM:
{
platform = new ("bubble platform") CNpcBubblePlatform;
break;
}
case NPC_COLLAPSING_BUBBLE_PLATFORM:
{
platform = new ("collapsing bubble platform") CNpcCollapsingBubblePlatform;
break;
}
case NPC_FISH_HOOK_PLATFORM:
{
platform = new ("fish hook platform") CNpcFishHookPlatform;
break;
}
case NPC_RETRACTING_PLATFORM:
{
platform = new ("retracting platform") CNpcRetractingPlatform;
break;
}
case NPC_GEYSER_PLATFORM:
{
platform = new ("geyser platform") CNpcGeyserPlatform;
break;
}
case NPC_BOBBING_PLATFORM:
{
platform = new ("bobbing platform") CNpcBobbingPlatform;
break;
}
case NPC_OILDRUM_PLATFORM:
case NPC_CRATE_PLATFORM:
case NPC_FALLING_PLATFORM:
{
platform = new ("falling platform") CNpcFallingPlatform;
break;
}
case NPC_FISH_HOOK_2_PLATFORM:
{
platform = new ("fish hook 2 platform") CNpcPendulumPlatform;
break;
}
case NPC_BRANCH_PLATFORM:
{
platform = new ("branch platform") CNpcBranchPlatform;
break;
}
case NPC_CART_PLATFORM:
{
platform = new ("cart platform") CNpcCartPlatform;
break;
}
case NPC_SEESAW_PLATFORM:
{
platform = new ("seesaw platform") CNpcSeesawPlatform;
break;
}
default:
{
ASSERT( 0 );
platform = new ("platform") CNpcPlatform;
break;
}
}
ASSERT(platform);
platform->setType( platformType );
platform->setGraphic( ThisPlatform );
platform->setWaypoints( ThisPlatform );
platform->setTiltable( false );
return( platform );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::setWaypoints( sThingPlatform *ThisPlatform )
{
int pointNum;
u16 *PntList=(u16*)MakePtr(ThisPlatform,sizeof(sThingPlatform));
u16 newXPos, newYPos;
newXPos = (u16) *PntList;
PntList++;
newYPos = (u16) *PntList;
PntList++;
DVECTOR startPos;
startPos.vx = newXPos << 4;
startPos.vy = newYPos << 4;
init( startPos );
addWaypoint( newXPos, newYPos );
if ( ThisPlatform->PointCount > 1 )
{
for ( pointNum = 1 ; pointNum < ThisPlatform->PointCount ; pointNum++ )
{
newXPos = (u16) *PntList;
PntList++;
newYPos = (u16) *PntList;
PntList++;
addWaypoint( newXPos, newYPos );
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::setGraphic( sThingPlatform *ThisPlatform )
{
m_modelGfx = new ("ModelGfx") CModelGfx;
m_modelGfx->SetModel( ThisPlatform->Gfx );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::setGraphic( u8 graphicNum )
{
m_modelGfx = new ("ModelGfx") CModelGfx;
m_modelGfx->SetModel( graphicNum );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::init()
{
CPlatformThing::init();
m_animPlaying = true;
m_animNo = m_data[m_type].initAnim;
m_frame = 0;
m_heading = 0;
m_velocity = 0;
m_rotation = 0;
m_reversed = false;
m_extension = 0;
m_contact = false;
m_timer = m_data[m_type].initTimer * GameState::getOneSecondInFrames();
m_timerType = m_data[m_type].initTimerType;
m_isActive = true;
m_detectCollision = m_data[m_type].detectCollision;
m_state = 0;
m_tiltAngle = 0;
m_tiltVelocity = 0;
m_tiltable = false;
m_layerCollision = NULL;
m_lifetime = 0;
m_lifetimeType = m_data[m_type].lifetimeType;
m_isShuttingDown = false;
m_npcPath.initPath();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::init( DVECTOR initPos )
{
init();
Pos = m_initPos = m_base = initPos;
m_initLifetime = m_lifetime = GameState::getOneSecondInFrames() * m_data[m_type].lifetime;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::init( DVECTOR initPos, s32 initLifetime )
{
init( initPos );
m_initLifetime = m_lifetime = GameState::getOneSecondInFrames() * initLifetime;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::reinit()
{
m_animPlaying = true;
m_animNo = m_data[m_type].initAnim;
m_frame = 0;
m_heading = 0;
m_velocity = 0;
m_rotation = 0;
m_reversed = false;
m_contact = false;
m_timer = m_data[m_type].initTimer * GameState::getOneSecondInFrames();
m_timerType = m_data[m_type].initTimerType;
m_isActive = true;
m_detectCollision = m_data[m_type].detectCollision;
m_state = 0;
m_tiltAngle = 0;
m_tiltVelocity = 0;
m_lifetime = m_initLifetime;
Pos = m_initPos;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::postInit()
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::shutdown()
{
delete m_modelGfx;
m_npcPath.removeAllWaypoints();
// temporary
CPlatformThing::shutdown();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::setToShutdown()
{
m_isShuttingDown = true;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processLifetime( int _frames )
{
switch( m_lifetimeType )
{
case NPC_PLATFORM_FINITE_LIFE:
{
m_lifetime -= _frames;
if ( m_lifetime <= 0 )
{
setToShutdown();
return;
}
break;
}
case NPC_PLATFORM_FINITE_LIFE_RESPAWN:
{
m_lifetime -= _frames;
if ( m_lifetime <= 0 )
{
reinit();
}
break;
}
case NPC_PLATFORM_INFINITE_LIFE_COLLAPSIBLE:
{
if ( m_contact )
{
m_lifetime -= _frames;
if ( m_lifetime <= 0 )
{
m_isActive = false;
m_timer = 3 * GameState::getOneSecondInFrames();
m_timerType = NPC_PLATFORM_TIMER_RESPAWN;
}
}
break;
}
default:
break;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::think(int _frames)
{
if ( m_isActive )
{
if ( m_tiltable )
{
processTilt( _frames );
}
processLifetime( _frames );
if ( m_animPlaying )
{
/* int frameCount = m_actorGfx->getFrameCount(m_animNo);
if ( frameCount - m_frame > _frames )
{
m_frame += _frames;
}
else
{
m_frame = frameCount - 1;
m_animPlaying = false;
}
*/ }
if ( m_heading > 1024 && m_heading < 3072 )
{
m_reversed = true;
}
else
{
m_reversed = false;
}
int moveFrames = _frames;
if ( moveFrames > 2 )
{
// make sure platforms don't go berserk if too many frames are dropped
moveFrames = 2;
}
processMovement( moveFrames );
m_contact = false;
}
processTimer( _frames );
CPlatformThing::think(_frames);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::setCollisionAngle(int newAngle)
{
CPlayer *player;
// Is the player stood on this platform as it rotates?
player=GameScene.getPlayer();
if(player->isOnPlatform()==this)
{
DVECTOR playerPos;
playerPos=player->getPos();
if(getHeightFromPlatformAtPosition(playerPos.vx,playerPos.vy)==0)
{
// Ok.. currently stood on the platform - awkward bastard
DVECTOR centre;
int x,y;
DVECTOR shove;
// Rotate backwards to find x position on platform
centre=getCollisionCentre();
x=-((centre.vx-playerPos.vx)*mcos(-getCollisionAngle()&4095)>>(12));
// Rotate forwards to find new position *after* the platform has been rotated
y=x*msin(newAngle&4095)>>(12);
x=x*mcos(newAngle&4095)>>(12);
// Shove the player to the new position
shove.vx=0;//(x+centre.vx)-playerPos.vx; pkg - can't get this to work :(
shove.vy=(y+centre.vy)-playerPos.vy;
// Finally, to cope with any innacuracies that have been introduced, we run this
// new position through the getHeightFromPlatformAtPosition() code and use this to
// make sure that the player is still on the platform
playerPos.vx+=shove.vx;
playerPos.vy+=shove.vy;
y=(centre.vy-playerPos.vy)+((centre.vx-playerPos.vx)*msin(-newAngle&4095)>>12);
if(y)
{
shove.vy+=y;
}
player->shove(shove);
}
}
CPlatformThing::setCollisionAngle(newAngle);
calculateBoundingBoxSize();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::calculateBoundingBoxSize()
{
int angle;
DVECTOR centre;
int halfLength;
int x1,y1,x2,y2;
angle=getCollisionAngle();
centre=getCollisionCentre();
halfLength=PLATFORMWIDTH/2;
x1=-halfLength*mcos(angle&4095)>>12;
y1=-halfLength*msin(angle&4095)>>12;
x2=+halfLength*mcos(angle&4095)>>12;
y2=+halfLength*msin(angle&4095)>>12;
setCollisionSize(abs(x2-x1),abs(y2-y1)+PLATFORMCOLLISIONHEIGHT);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processTilt( int _frames )
{
bool forceActing = false;
if ( m_contact )
{
// user is touching platform, tilt accordingly
CPlayer *player = GameScene.getPlayer();
DVECTOR playerPos = player->getPos();
if ( playerPos.vx > Pos.vx + 10 )
{
forceActing = true;
// tilt clockwise
if ( m_tiltVelocity < 2560 )
{
m_tiltVelocity += 64;
}
}
else if ( playerPos.vx < Pos.vx - 10 )
{
forceActing = true;
// tilt anticlockwise
if ( m_tiltVelocity > -2560 )
{
m_tiltVelocity -= 64;
}
}
}
if ( !forceActing )
{
// no force acting, hence reduce velocity
s32 reduction = abs( m_tiltVelocity );
if ( reduction > 64 )
{
reduction = 64;
}
if ( m_tiltVelocity >= 0 )
{
reduction *= -1;
}
m_tiltVelocity += reduction;
}
m_tiltAngle += m_tiltVelocity;
if ( m_tiltAngle > ( 512 << 8 ) )
{
m_tiltAngle = ( 512 << 8 );
m_tiltVelocity = 0;
}
else if ( m_tiltAngle < -( 512 << 8 ) )
{
m_tiltAngle = -( 512 << 8 );
m_tiltVelocity = 0;
}
setCollisionAngle( m_tiltAngle >> 8 );
/*if ( getCollisionAngle() > 512 && getCollisionAngle() < 3584 )
{
m_detectCollision = false;
}
else
{
m_detectCollision = true;
}*/
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processTimer( int _frames )
{
switch( m_timerType )
{
case NPC_PLATFORM_TIMER_NONE:
break;
case NPC_PLATFORM_TIMER_RESPAWN:
{
if ( m_timer > 0 )
{
m_timer -= _frames;
}
else
{
reinit();
}
break;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::collidedWith( CThing *_thisThing )
{
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
{
if ( m_detectCollision && m_isActive )
{
CPlayer *player;
DVECTOR playerPos;
CRECT collisionArea;
// Only interested in SBs feet colliding with the box (pkg)
player=(CPlayer*)_thisThing;
playerPos=player->getPos();
collisionArea=getCollisionArea();
if(playerPos.vx>=collisionArea.x1&&playerPos.vx<=collisionArea.x2&&
playerPos.vy>=collisionArea.y1&&playerPos.vy<=collisionArea.y2)
{
player->setPlatform( this );
m_contact = true;
}
}
break;
}
default:
ASSERT(0);
break;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::processMovement( int _frames )
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::render()
{
if ( m_isActive )
{
CPlatformThing::render();
// Render
DVECTOR renderPos;
DVECTOR offset = CLevel::getCameraPos();
renderPos.vx = Pos.vx - offset.vx;
renderPos.vy = Pos.vy - offset.vy;
if ( renderPos.vx >= 0 && renderPos.vx <= VidGetScrW() )
{
if ( renderPos.vy >= 0 && renderPos.vy <= VidGetScrH() )
{
m_modelGfx->Render(renderPos);
// POLY_F4 *F4=GetPrimF4();
// setXYWH(F4,renderPos.vx-32,renderPos.vy-32,64,16);
// setRGB0(F4,127,127,64);
// AddPrimToList(F4,2);
#if defined (__USER_paul__) || defined (__USER_charles__)
DVECTOR centre;
int halfLength;
int x1,y1,x2,y2;
centre=getCollisionCentre();
halfLength=PLATFORMWIDTH/2;
x1=-halfLength*mcos(getCollisionAngle()&4095)>>12;
y1=-halfLength*msin(getCollisionAngle()&4095)>>12;
x2=+halfLength*mcos(getCollisionAngle()&4095)>>12;
y2=+halfLength*msin(getCollisionAngle()&4095)>>12;
centre.vx-=offset.vx;
centre.vy-=offset.vy;
x1+=centre.vx;
y1+=centre.vy;
x2+=centre.vx;
y2+=centre.vy;
DrawLine(x1,y1,x2,y2,0,255,0,0);
#endif
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#ifdef REMOVETHIS
s32 CNpcPlatform::getNewYPos(CThing *_thisThing)
{
CRECT thisRect;
DVECTOR thatPos = _thisThing->getPos();
thisRect = getCollisionArea();
// 'render' collision box at correct angle
SVECTOR testPointsNonRel[4];
VECTOR testPoints[4];
testPointsNonRel[0].vx = thisRect.x1 - Pos.vx;
testPointsNonRel[0].vy = thisRect.y1 - Pos.vy;
testPointsNonRel[1].vx = thisRect.x2 - Pos.vx;
testPointsNonRel[1].vy = thisRect.y1 - Pos.vy;
testPointsNonRel[2].vx = thisRect.x2 - Pos.vx;
testPointsNonRel[2].vy = thisRect.y2 - Pos.vy;
testPointsNonRel[3].vx = thisRect.x1 - Pos.vx;
testPointsNonRel[3].vy = thisRect.y2 - Pos.vy;
MATRIX mtx;
SetIdentNoTrans(&mtx );
RotMatrixZ( getCollisionAngle(), &mtx );
int i;
for ( i = 0 ; i < 4 ; i++ )
{
ApplyMatrix( &mtx, &testPointsNonRel[i], &testPoints[i] );
testPoints[i].vx += Pos.vx;
testPoints[i].vy += Pos.vy;
}
// now find the highest y pos
// first set highestY to lowest of the four points
s16 highestY = testPoints[0].vy;
for ( i = 1 ; i < 4 ; i++ )
{
if ( testPoints[i].vy > highestY ) // remember y is inverted
{
highestY = testPoints[i].vy;
}
}
for ( i = 0 ; i < 4 ; i++ )
{
int j = i + 1;
j %= 4;
VECTOR highestX, lowestX;
if ( testPoints[i].vx < testPoints[j].vx )
{
lowestX = testPoints[i];
highestX = testPoints[j];
}
else
{
lowestX = testPoints[j];
highestX = testPoints[i];
}
if ( highestX.vx == lowestX.vx )
{
// have to compare heights of both points to get highest
if ( lowestX.vy < highestY )
{
highestY = lowestX.vy;
}
if ( highestX.vy < highestY )
{
highestY = highestX.vy;
}
}
else
{
if ( thatPos.vx >= lowestX.vx && thatPos.vx <= highestX.vx )
{
// current position is above or below this line
s16 testY;
testY = lowestX.vy + ( ( thatPos.vx - lowestX.vx ) * ( highestX.vy - lowestX.vy ) ) /
( highestX.vx - lowestX.vx );
if ( testY < highestY )
{
highestY = testY;
}
}
}
}
return( highestY );
}
#endif // REMOVETHIS
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
#ifdef REMOVETHIS
int CNpcPlatform::checkCollisionAgainst(CThing *_thisThing, int _frames)
{
DVECTOR pos,thisThingPos;
int radius;
int collided;
MATRIX mtx;
pos=getCollisionCentre();
thisThingPos=_thisThing->getCollisionCentre();
radius=getCollisionRadius()+_thisThing->getCollisionRadius();
collided=false;
if(abs(pos.vx-thisThingPos.vx)<radius&&
abs(pos.vy-thisThingPos.vy)<radius)
{
CRECT thisRect,thatRect;
thisRect=getCollisionArea();
// ensure user 'sticks' to platform whilst it is moving along
thatRect=_thisThing->getCollisionArea();
// rotate thatPos opposite way to this CThing's collision angle, so that we can regard them both as being at 0 rotation
// get target thing's position
DVECTOR thatPos = _thisThing->getPos();
// get target thing's position relative to this thing's position
SVECTOR relativePos;
relativePos.vx = thatPos.vx - Pos.vx;
relativePos.vy = thatPos.vy - Pos.vy;
VECTOR newPos;
// get target thing's collision area relative to 0
thatRect.x1 -= thatPos.vx;
thatRect.y1 -= thatPos.vy;
thatRect.x2 -= thatPos.vx;
thatRect.y2 -= thatPos.vy;
SetIdentNoTrans(&mtx );
RotMatrixZ( -getCollisionAngle(), &mtx );
// rotation target relative position back to 0 by this thing's collision angle
ApplyMatrix( &mtx, &relativePos, &newPos );
// add on this thing's position to get new target thing's position after rotation around this thing
newPos.vx += Pos.vx;
newPos.vy += Pos.vy;
// reposition target thing's collision area
// horrible, horrible +2 shite is to deal with useless PSX innacurracies in calculations, which can cause it to
// believe that two collision areas are not *quite* colliding, even though they are
thatRect.x1 += newPos.vx - 2;
thatRect.y1 += newPos.vy - 2;
thatRect.x2 += newPos.vx + 2;
thatRect.y2 += newPos.vy + 2;
// check to see if bounding boxes collide
if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
{
collided=true;
// check to see if centre point (i.e. where the object is standing) collides too
if ( ( newPos.vx >= ( thisRect.x1 - 2 ) && newPos.vx <= ( thisRect.x2 + 2 ) ) &&
( newPos.vy >= ( thisRect.y1 - 2 ) && newPos.vy <= ( thisRect.y2 + 2 ) ) )
{
thatPos.vy = getNewYPos( _thisThing );
// vertical height change is the sum of the maximums of BOTH objects
// potentially, one object could be falling down through another object that is moving up
// hence we provide a certain leeway to compensate
s32 thisDeltaX = abs( getPosDelta().vx );
s32 thisDeltaY = abs( getPosDelta().vy );
s32 thisDelta;
if ( thisDeltaX > thisDeltaY )
{
thisDelta = thisDeltaX;
}
else
{
thisDelta = thisDeltaY;
}
s32 thatDeltaX = abs( _thisThing->getPosDelta().vx );
s32 thatDeltaY = abs( _thisThing->getPosDelta().vy );
s32 thatDelta;
if ( thatDeltaX > thatDeltaY )
{
thatDelta = thatDeltaX;
}
else
{
thatDelta = thatDeltaY;
}
s32 verticalDelta = thisDelta + thatDelta;
if ( thatPos.vy - _thisThing->getPos().vy >= -( verticalDelta ) )
{
if ( _thisThing->getHasPlatformCollided() )
{
// if this has already collided with a platform, check the current platform is
// (a) within 10 units,
// (b) higher
DVECTOR oldCollidedPos = _thisThing->getNewCollidedPos();
s32 oldY = abs( oldCollidedPos.vy - ( _thisThing->getPos().vy - verticalDelta ) );
s32 currentY = abs( thatPos.vy - ( _thisThing->getPos().vy - verticalDelta ) );
//if ( thatPos.vy < oldCollidedPos.vy )
if ( currentY < oldY )
{
_thisThing->setNewCollidedPos( thatPos );
}
}
else
{
_thisThing->setHasPlatformCollided( true );
_thisThing->setNewCollidedPos( thatPos );
}
}
}
}
}
return collided;
}
#endif // REMOVETHIS
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::setTiltable( bool isTiltable )
{
m_tiltable = isTiltable;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
int CNpcPlatform::getHeightFromPlatformAtPosition(int _x,int _y)
{
DVECTOR centre;
int y;
// Rotate backwards to find height at current position
centre=getCollisionCentre();
y=(centre.vx-_x)*msin(-getCollisionAngle()&4095)>>12;
return (centre.vy-_y)+y;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::addWaypoint( s32 xPos, s32 yPos )
{
DVECTOR newPos;
newPos.vx = xPos << 4;
newPos.vy = yPos << 4;
m_npcPath.addWaypoint( newPos );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcPlatform::setTypeFromMapEdit( u16 newType )
{
m_type = mapEditConvertTable[newType];
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CNpcPlatform::NPC_PLATFORM_UNIT_TYPE CNpcPlatform::getTypeFromMapEdit( u16 newType )
{
return( mapEditConvertTable[newType] );
}