129 lines
2.3 KiB
C++
129 lines
2.3 KiB
C++
/*=========================================================================
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psbarrel.h
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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_PSBARREL_H__
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#include "platform\psbarrel.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 __UTILS_HEADER__
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#include "utils\utils.h"
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSteerableBarrelPlatform::processMovement( int _frames )
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{
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s32 maxHeight = 20;
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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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if ( m_contact )
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{
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CPlayer *player = GameScene.getPlayer();
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DVECTOR playerPos = player->getPos();
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s32 playerX = playerPos.vx - this->Pos.vx;
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if ( playerX > 5 )
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{
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// roll barrel right
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moveX = m_speed * _frames;
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}
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else if ( playerX < -5 )
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{
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moveX = -m_speed * _frames;
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}
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// check for collision
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if ( m_layerCollision->getHeightFromGround( Pos.vx + moveX, Pos.vy ) < -maxHeight )
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{
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moveX = 0;
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}
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if ( moveX > 0 )
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{
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m_rotation += 30 * _frames;
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m_rotation &= 4095;
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}
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else if ( moveX < 0 )
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{
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m_rotation -= 30 * _frames;
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m_rotation &= 4095;
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}
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}
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// check for vertical movement
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groundHeight = m_layerCollision->getHeightFromGround( Pos.vx + moveX, 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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Pos.vx += moveX;
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Pos.vy += moveY;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSteerableBarrelPlatform::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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DVECTOR offset = CLevel::getCameraPos();
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SVECTOR rotation;
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rotation.vx = 0;
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rotation.vy = 0;
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rotation.vz = m_rotation;
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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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