SBSPSS/source/hazard/hboat.cpp
Charles db81a81096
2001-04-24 15:12:46 +00:00

121 lines
2.5 KiB
C++

/*=========================================================================
hboat.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __HAZARD_HBOAT_H__
#include "hazard\hboat.h"
#endif
#ifndef __LAYER_COLLISION_H__
#include "level\layercollision.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcBoatHazard::init()
{
CNpcHazard::init();
DVECTOR newPos;
Pos.vx = 100;
Pos.vy = 100;
m_base = Pos;
newPos.vx = 600;
newPos.vy = 100;
m_npcPath.addWaypoint( newPos );
newPos.vx = 50;
newPos.vy = 100;
m_npcPath.addWaypoint( newPos );
m_npcPath.setPathType( CNpcPath::PONG_PATH );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcBoatHazard::processMovement( int _frames )
{
s32 maxHeight = 20;
s32 distX, distY;
s32 fallSpeed = 3;
s8 yMovement = fallSpeed * _frames;
s32 groundHeight;
s32 moveX = 0;
s32 moveY = 0;
// ignore y component of waypoint, since we are stuck to the ground
bool pathComplete;
if ( m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading ) )
{
// path has finished, waypoint has changed, or there are no waypoints - do not move horizontally
// check for vertical movement
groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
if ( groundHeight <= yMovement )
{
// groundHeight <= yMovement indicates either just above ground or on or below ground
moveY = groundHeight;
}
else
{
// fall
moveY = yMovement;
}
}
else
{
// check for collision
distX = distX / abs( distX );
if ( m_layerCollision->getHeightFromGround( Pos.vx + ( distX * 3 * _frames ), Pos.vy ) < -maxHeight )
{
// there is an obstacle in the way, increment the path point (hopefully this will resolve the problem)
m_npcPath.incPath();
}
else
{
// check for vertical movement
groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
if ( groundHeight <= yMovement )
{
// groundHeight <= yMovement indicates either just above ground or on or below ground
moveX = distX * 3 * _frames;
moveY = groundHeight;
}
else
{
// fall
moveY = yMovement;
}
}
}
Pos.vx += moveX;
Pos.vy += moveY;
}