122 lines
2.3 KiB
C++
122 lines
2.3 KiB
C++
/*=========================================================================
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ndustdev.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) 2000 Climax Development Ltd
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===========================================================================*/
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#ifndef __ENEMY_NPC_H__
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#include "enemy\npc.h"
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#endif
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#ifndef __ENEMY_NDUSTDEV_H__
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#include "enemy\ndustdev.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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void CNpcDustDevilEnemy::postInit()
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{
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m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
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}
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void CNpcDustDevilEnemy::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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bool pathComplete;
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// deal with anims
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if ( !m_animPlaying )
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{
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m_animPlaying = true;
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m_frame = 0;
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m_animNo = m_data[m_type].moveAnim;
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}
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// ignore y component of waypoint, since we are stuck to the ground
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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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if ( pathComplete )
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{
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m_npcPath.resetPath();
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Pos = m_base;
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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 = m_layerCollision->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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}
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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 ( m_layerCollision->getHeightFromGround( Pos.vx + ( distX * m_data[m_type].speed * _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 = m_layerCollision->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 * m_data[m_type].speed * _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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} |