SBSPSS/source/platform/pghost.cpp
Charles 3804517959
2001-08-02 14:51:29 +00:00

327 lines
6.0 KiB
C++

/*=========================================================================
pghost.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __PLATFORM_PGHOST_H__
#include "platform\pghost.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcGhostTrainPlatform::postInit()
{
CNpcCartPlatform::postInit();
m_speedSetting = GO_DEFAULT;
m_carSpeed >>= 8;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcGhostTrainPlatform::processMovement( int _frames )
{
s32 fallSpeed = 2;
s8 yMovement = fallSpeed * _frames;
s32 distX, distY, heading;
s32 groundHeight;
s32 moveX = 0;
s32 moveY = 0;
bool pathComplete;
if ( !m_playerAttached && !m_falling )
{
m_playerAttached = true;
CPlayer *player = GameScene.getPlayer();
DVECTOR newPos = Pos;
CRECT const &collisionArea=getCollisionArea();
newPos.vy = collisionArea.y1;
player->setPos( newPos );
player->setPlatform( this );
m_contact = true;
}
if ( m_isActivated )
{
if ( m_falling )
{
m_vertSpeed += 192;
if ( m_vertSpeed > ( 8 << 8 ) )
{
m_vertSpeed = 8 << 8;
}
moveY = ( m_vertSpeed >> 8 ) * _frames;
Pos.vy += moveY;
DVECTOR const &offset = CLevel::getCameraPos();
s32 yPos = Pos.vy - offset.vy;
if ( yPos < 0 || yPos > VidGetScrH() )
{
setToShutdown();
}
}
else if ( m_rebound )
{
moveX = -4 * _frames;
m_vertSpeed += 96 * _frames;
if ( m_vertSpeed > ( 8 << 8 ) )
{
m_vertSpeed = 8 << 8;
}
else if ( m_vertSpeed < -( 6 << 8 ) )
{
m_vertSpeed = -( 6 << 8 );
}
moveY = ( m_vertSpeed >> 8 ) * _frames;
groundHeight = CGameScene::getCollision()->getHeightFromGroundCart( Pos.vx + moveX, Pos.vy + moveY, 16 );
if ( groundHeight < 0 )
{
// have touched down
m_rebound = false;
moveY += groundHeight;
}
Pos.vx += moveX;
Pos.vy += moveY;
}
else
{
m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &heading );
switch( m_speedSetting )
{
case GO_DEFAULT:
{
m_carSpeed = m_speed;
break;
}
case GO_SLOW_DOWN:
{
m_carSpeed = m_speed - 2;
m_speedSetting = GO_DEFAULT;
break;
}
case GO_SPEED_UP:
{
m_carSpeed = m_speed + 2;
m_speedSetting = GO_DEFAULT;
break;
}
}
if ( !pathComplete )
{
moveX = m_carSpeed * _frames;
if ( heading == 2048 )
{
moveX = -moveX;
}
}
if ( m_inJump )
{
m_vertSpeed += 80 * _frames;
if ( m_vertSpeed > ( 5 << 8 ) )
{
m_vertSpeed = 5 << 8;
}
else if ( m_vertSpeed < -( 6 << 8 ) )
{
m_vertSpeed = -( 6 << 8 );
}
moveY = ( m_vertSpeed >> 8 ) * _frames;
groundHeight = CGameScene::getCollision()->getHeightFromGroundCart( Pos.vx + moveX, Pos.vy, moveY + 16 );
if ( groundHeight < moveY )
{
// have touched down
m_inJump = false;
moveY += groundHeight;
}
}
else
{
// check for vertical movement
s32 checkDist = yMovement + 50;
groundHeight = CGameScene::getCollision()->getHeightFromGroundCart( Pos.vx + moveX, Pos.vy, checkDist );
if ( groundHeight < checkDist )
{
// groundHeight <= yMovement indicates either just above ground or on or below ground
moveY = groundHeight;
}
else
{
// fall
moveY = yMovement;
}
}
Pos.vx += moveX;
Pos.vy += moveY;
}
// sort out draw rotation
DVECTOR testPos1, testPos2;
testPos1 = testPos2 = Pos;
testPos1.vx -= 10;
testPos2.vx += 10;
u8 sensorDist = 16;
s32 yDiff1, yDiff2;
yDiff1 = CGameScene::getCollision()->getHeightFromGroundCart( testPos1.vx, testPos1.vy, sensorDist + 1 );
if ( abs( yDiff1 ) <= sensorDist )
{
// only use if there is ground present
yDiff2 = CGameScene::getCollision()->getHeightFromGroundCart( testPos2.vx, testPos2.vy, sensorDist + 1 );
if ( abs( yDiff2 ) <= sensorDist )
{
// only use if there is ground present
testPos1.vy += yDiff1;
testPos2.vy += yDiff2;
}
}
s32 xDist = testPos2.vx - testPos1.vx;
s32 yDist = testPos2.vy - testPos1.vy;
heading = ratan2( yDist, xDist );
setCollisionAngle( heading );
testPos2 = Pos;
testPos2.vx += 32;
yDiff1 = CGameScene::getCollision()->getHeightFromGroundCart( testPos2.vx, testPos2.vy, sensorDist + 1 );
if ( yDiff1 <= sensorDist )
{
// only use if there is ground present
testPos2.vy += yDiff1;
}
switch ( CGameScene::getCollision()->getCollisionBlock( testPos2.vx, testPos2.vy - 8 ) & COLLISION_TYPE_MASK )
{
case COLLISION_TYPE_FLAG_DAMAGE:
{
if ( !m_rebound )
{
m_vertSpeed = -6 << 8;
m_rebound = true;
Pos.vy -= 8;
}
break;
}
default:
break;
}
switch ( CGameScene::getCollision()->getCollisionBlock( Pos.vx, Pos.vy ) & COLLISION_TYPE_MASK )
{
case COLLISION_TYPE_FLAG_DEATH_FALL:
{
m_playerAttached = false;
m_falling = true;
break;
}
default:
break;
}
}
else
{
groundHeight = CGameScene::getCollision()->getHeightFromGroundCart( Pos.vx, Pos.vy, yMovement + 16 );
if ( groundHeight <= yMovement )
{
moveY = groundHeight;
}
else
{
// fall
moveY = yMovement;
}
Pos.vy += moveY;
if ( m_contact )
{
m_isActivated = true;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcGhostTrainPlatform::slowDown()
{
m_speedSetting = GO_SLOW_DOWN;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcGhostTrainPlatform::speedUp()
{
m_speedSetting = GO_SPEED_UP;
}