186 lines
3.5 KiB
C++
186 lines
3.5 KiB
C++
/*=========================================================================
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hboat.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 __HAZARD_HBOAT_H__
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#include "hazard\hboat.h"
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#endif
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#ifndef __LAYER_COLLISION_H__
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#include "level\layercollision.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 __VID_HEADER_
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#include "system\vid.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 CNpcBoatHazard::init()
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{
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CNpcHazard::init();
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m_npcPath.setPathType( CNpcPath::PONG_PATH );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcBoatHazard::processMovement( int _frames )
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{
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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 groundHeight;
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s32 moveX = 0;
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s32 moveY = 0;
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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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if ( m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading ) )
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{
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// path has finished, waypoint has changed, or there are no waypoints - do not move horizontally
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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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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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}
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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 ( distX > 0 )
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{
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m_reversed = false;
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}
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else
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{
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m_reversed = true;
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}
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if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( distX * 3 * _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 * 3 * _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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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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void CNpcBoatHazard::render()
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{
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if ( m_isActive )
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{
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CHazardThing::render();
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if (canRender())
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{
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DVECTOR &renderPos=getRenderPos();
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VECTOR flip;
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if ( m_reversed )
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{
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flip.vx = ONE;
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}
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else
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{
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flip.vx = -ONE;
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}
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flip.vy = ONE;
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flip.vz = ONE;
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m_modelGfx->Render( renderPos, NULL, &flip );
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcBoatHazard::collidedWith( CThing *_thisThing )
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{
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if ( m_isActive )
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{
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switch(_thisThing->getThingType())
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{
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case TYPE_PLAYER:
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{
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CPlayer *player = (CPlayer *) _thisThing;
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player->takeDamage( DAMAGE__HIT_ENEMY, REACT__GET_DIRECTION_FROM_THING, this );
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break;
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}
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case TYPE_NPC:
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break;
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default:
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ASSERT(0);
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break;
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}
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}
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}
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