1085 lines
23 KiB
C++
1085 lines
23 KiB
C++
/*=========================================================================
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platform.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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#include "platform\platform.h"
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#ifndef __LEVEL_LEVEL_H__
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#include "level\level.h"
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#endif
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#ifndef __FILE_EQUATES_H__
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#include <biglump.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 __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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#ifndef __ENEMY_NPCPATH_H__
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#include "enemy\npcpath.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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#include "Gfx\actor.h"
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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 __PLATFORM_PLINEAR_H__
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#include "platform\plinear.h"
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#endif
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#ifndef __PLATFORM_PCIRCULR_H__
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#include "platform\pcirculr.h"
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#endif
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#ifndef __PLATFORM_PBUBBLE_H__
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#include "platform\pbubble.h"
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#endif
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#ifndef __PLATFORM_PCBUBBLE_H__
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#include "platform\pcbubble.h"
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#endif
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#ifndef __PLATFORM_PFISHHK_H__
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#include "platform\pfishhk.h"
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#endif
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#ifndef __PLATFORM_PRETRACT_H__
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#include "platform\pretract.h"
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#endif
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#ifndef __PLATFORM_PGEYSER_H__
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#include "platform\pgeyser.h"
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#endif
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#ifndef __PLATFORM_PBOB_H__
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#include "platform\pbob.h"
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#endif
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#ifndef __PLATFORM_PFALLING_H__
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#include "platform\pfalling.h"
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#endif
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#ifndef __PLATFORM_PPENDULM_H__
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#include "platform\ppendulm.h"
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#endif
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#ifndef __PLATFORM_PBRANCH_H__
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#include "platform\pbranch.h"
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#endif
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#ifndef __PLATFORM_PCART_H__
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#include "platform\pcart.h"
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#endif
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#ifndef __PLATFORM_PSEESAW_H__
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#include "platform\pseesaw.h"
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#endif
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#ifndef __PLATFORM_PBOUNCE_H__
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#include "platform\pbounce.h"
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#endif
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#ifndef __PLATFORM_PPLAYER_H__
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#include "platform\pplayer.h"
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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class CLayerCollision *CNpcPlatform::m_layerCollision;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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CNpcPlatform *CNpcPlatform::Create(sThingPlatform *ThisPlatform)
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{
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CNpcPlatform *platform;
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NPC_PLATFORM_UNIT_TYPE platformType = getTypeFromMapEdit( ThisPlatform->Type );
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switch( platformType )
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{
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case NPC_LINEAR_PLATFORM:
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{
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platform = new ("linear platform") CNpcLinearPlatform;
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break;
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}
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case NPC_CIRCULAR_PLATFORM:
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{
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platform = new ("circular platform") CNpcCircularPlatform;
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break;
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}
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case NPC_BUBBLE_PLATFORM:
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{
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platform = new ("bubble platform") CNpcBubblePlatform;
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break;
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}
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case NPC_COLLAPSING_BUBBLE_PLATFORM:
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{
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platform = new ("collapsing bubble platform") CNpcCollapsingBubblePlatform;
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break;
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}
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case NPC_FISH_HOOK_PLATFORM:
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{
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platform = new ("fish hook platform") CNpcFishHookPlatform;
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break;
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}
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case NPC_RETRACTING_PLATFORM:
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{
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platform = new ("retracting platform") CNpcRetractingPlatform;
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break;
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}
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case NPC_GEYSER_PLATFORM:
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{
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platform = new ("geyser platform") CNpcGeyserPlatform;
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break;
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}
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case NPC_BOBBING_PLATFORM:
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{
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platform = new ("bobbing platform") CNpcBobbingPlatform;
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break;
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}
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case NPC_OILDRUM_PLATFORM:
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case NPC_CRATE_PLATFORM:
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case NPC_FALLING_PLATFORM:
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{
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platform = new ("falling platform") CNpcFallingPlatform;
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break;
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}
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case NPC_FISH_HOOK_2_PLATFORM:
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{
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platform = new ("fish hook 2 platform") CNpcPendulumPlatform;
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break;
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}
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case NPC_BRANCH_PLATFORM:
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{
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platform = new ("branch platform") CNpcBranchPlatform;
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break;
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}
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case NPC_CART_PLATFORM:
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{
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platform = new ("cart platform") CNpcCartPlatform;
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break;
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}
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case NPC_SEESAW_PLATFORM:
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{
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platform = new ("seesaw platform") CNpcSeesawPlatform;
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break;
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}
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case NPC_BOUNCE_PLATFORM:
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{
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platform = new ("bounce platform") CNpcBouncePlatform;
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break;
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}
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default:
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{
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ASSERT( 0 );
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platform = new ("platform") CNpcPlatform;
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break;
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}
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}
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ASSERT(platform);
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platform->setType( platformType );
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platform->setGraphic( ThisPlatform );
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platform->setWaypoints( ThisPlatform );
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platform->setTiltable( false );
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return( platform );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::setWaypoints( sThingPlatform *ThisPlatform )
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{
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int pointNum;
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u16 *PntList=(u16*)MakePtr(ThisPlatform,sizeof(sThingPlatform));
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u16 newXPos, newYPos;
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newXPos = (u16) *PntList;
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PntList++;
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newYPos = (u16) *PntList;
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PntList++;
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DVECTOR startPos;
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startPos.vx = newXPos << 4;
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startPos.vy = newYPos << 4;
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init( startPos );
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addWaypoint( newXPos, newYPos );
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if ( ThisPlatform->PointCount > 1 )
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{
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for ( pointNum = 1 ; pointNum < ThisPlatform->PointCount ; pointNum++ )
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{
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newXPos = (u16) *PntList;
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PntList++;
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newYPos = (u16) *PntList;
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PntList++;
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addWaypoint( newXPos, newYPos );
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::setGraphic( sThingPlatform *ThisPlatform )
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{
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m_modelGfx = new ("ModelGfx") CModelGfx;
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m_modelGfx->SetModel( ThisPlatform->Gfx );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::setGraphic( u8 graphicNum )
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{
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m_modelGfx = new ("ModelGfx") CModelGfx;
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m_modelGfx->SetModel( graphicNum );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::init()
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{
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CPlatformThing::init();
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m_animPlaying = true;
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m_animNo = m_data[m_type].initAnim;
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m_frame = 0;
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m_heading = 0;
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m_velocity = 0;
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m_rotation = 0;
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m_reversed = false;
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m_extension = 0;
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m_contact = false;
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m_timer = m_data[m_type].initTimer * GameState::getOneSecondInFrames();
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m_timerType = m_data[m_type].initTimerType;
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m_isActive = true;
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m_detectCollision = m_data[m_type].detectCollision;
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m_state = 0;
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m_tiltAngle = 0;
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m_tiltVelocity = 0;
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m_tiltable = false;
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m_layerCollision = NULL;
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m_lifetime = 0;
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m_lifetimeType = m_data[m_type].lifetimeType;
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m_isShuttingDown = false;
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m_platformWidth = PLATFORMWIDTH;
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m_npcPath.initPath();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::init( DVECTOR initPos )
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{
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init();
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Pos = m_initPos = m_base = initPos;
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m_initLifetime = m_lifetime = GameState::getOneSecondInFrames() * m_data[m_type].lifetime;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::init( DVECTOR initPos, s32 initLifetime )
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{
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init( initPos );
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m_initLifetime = m_lifetime = GameState::getOneSecondInFrames() * initLifetime;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::reinit()
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{
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m_animPlaying = true;
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m_animNo = m_data[m_type].initAnim;
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m_frame = 0;
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m_heading = 0;
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m_velocity = 0;
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m_rotation = 0;
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m_reversed = false;
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m_contact = false;
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m_timer = m_data[m_type].initTimer * GameState::getOneSecondInFrames();
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m_timerType = m_data[m_type].initTimerType;
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m_isActive = true;
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m_detectCollision = m_data[m_type].detectCollision;
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m_state = 0;
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m_tiltAngle = 0;
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m_tiltVelocity = 0;
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m_lifetime = m_initLifetime;
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Pos = m_initPos;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::postInit()
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{
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::shutdown()
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{
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delete m_modelGfx;
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m_npcPath.removeAllWaypoints();
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// temporary
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CPlatformThing::shutdown();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::setToShutdown()
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{
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m_isShuttingDown = true;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::processLifetime( int _frames )
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{
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switch( m_lifetimeType )
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{
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case NPC_PLATFORM_FINITE_LIFE:
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{
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m_lifetime -= _frames;
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if ( m_lifetime <= 0 )
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{
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setToShutdown();
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return;
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}
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break;
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}
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case NPC_PLATFORM_FINITE_LIFE_RESPAWN:
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{
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m_lifetime -= _frames;
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if ( m_lifetime <= 0 )
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{
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reinit();
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}
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break;
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}
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case NPC_PLATFORM_INFINITE_LIFE_COLLAPSIBLE:
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{
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if ( m_contact )
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{
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m_lifetime -= _frames;
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if ( m_lifetime <= 0 )
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{
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m_isActive = false;
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m_timer = 3 * GameState::getOneSecondInFrames();
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m_timerType = NPC_PLATFORM_TIMER_RESPAWN;
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}
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}
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break;
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}
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default:
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break;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::think(int _frames)
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{
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if ( m_isActive )
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{
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if ( m_tiltable )
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{
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processTilt( _frames );
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}
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processLifetime( _frames );
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if ( m_animPlaying )
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{
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/* int frameCount = m_actorGfx->getFrameCount(m_animNo);
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if ( frameCount - m_frame > _frames )
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{
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m_frame += _frames;
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}
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else
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{
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m_frame = frameCount - 1;
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m_animPlaying = false;
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}
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*/ }
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if ( m_heading > 1024 && m_heading < 3072 )
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{
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m_reversed = true;
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}
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else
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{
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m_reversed = false;
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}
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int moveFrames = _frames;
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if ( moveFrames > 2 )
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{
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// make sure platforms don't go berserk if too many frames are dropped
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moveFrames = 2;
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}
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processMovement( moveFrames );
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m_contact = false;
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}
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processTimer( _frames );
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CPlatformThing::think(_frames);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::setCollisionAngle(int newAngle)
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{
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CPlayer *player;
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// Is the player stood on this platform as it rotates?
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player=GameScene.getPlayer();
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if(player->isOnPlatform()==this)
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{
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DVECTOR playerPos;
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playerPos=player->getPos();
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if(getHeightFromPlatformAtPosition(playerPos.vx,playerPos.vy)==0)
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{
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// Ok.. currently stood on the platform - awkward bastard
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DVECTOR centre;
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int x,y;
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DVECTOR shove;
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// Rotate backwards to find x position on platform
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centre=getCollisionCentre();
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x=-((centre.vx-playerPos.vx)*mcos(-getCollisionAngle()&4095)>>(12));
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// Rotate forwards to find new position *after* the platform has been rotated
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y=x*msin(newAngle&4095)>>(12);
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x=x*mcos(newAngle&4095)>>(12);
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// Shove the player to the new position
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shove.vx=0;//(x+centre.vx)-playerPos.vx; pkg - can't get this to work :(
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shove.vy=(y+centre.vy)-playerPos.vy;
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// Finally, to cope with any innacuracies that have been introduced, we run this
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// new position through the getHeightFromPlatformAtPosition() code and use this to
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// make sure that the player is still on the platform
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playerPos.vx+=shove.vx;
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playerPos.vy+=shove.vy;
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y=(centre.vy-playerPos.vy)+((centre.vx-playerPos.vx)*msin(-newAngle&4095)>>12);
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if(y)
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{
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shove.vy+=y;
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}
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player->shove(shove);
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}
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}
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CPlatformThing::setCollisionAngle(newAngle);
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calculateBoundingBoxSize();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::calculateBoundingBoxSize()
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{
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int angle;
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DVECTOR centre;
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int halfLength;
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int x1,y1,x2,y2;
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angle=getCollisionAngle();
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centre=getCollisionCentre();
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halfLength=m_platformWidth/2;
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x1=-halfLength*mcos(angle&4095)>>12;
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y1=-halfLength*msin(angle&4095)>>12;
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x2=+halfLength*mcos(angle&4095)>>12;
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y2=+halfLength*msin(angle&4095)>>12;
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setCollisionSize(abs(x2-x1),abs(y2-y1)+PLATFORMCOLLISIONHEIGHT);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlatform::processTilt( int _frames )
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{
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bool forceActing = false;
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if ( m_contact )
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{
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// user is touching platform, tilt accordingly
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CPlayer *player = GameScene.getPlayer();
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DVECTOR playerPos = player->getPos();
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if ( playerPos.vx > Pos.vx + 10 )
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{
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forceActing = true;
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// tilt clockwise
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if ( m_tiltVelocity < 2560 )
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{
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m_tiltVelocity += 64;
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}
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}
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else if ( playerPos.vx < Pos.vx - 10 )
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{
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forceActing = true;
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// tilt anticlockwise
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if ( m_tiltVelocity > -2560 )
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{
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m_tiltVelocity -= 64;
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}
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}
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}
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if ( !forceActing )
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{
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// no force acting, hence reduce velocity
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s32 reduction = abs( m_tiltVelocity );
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if ( reduction > 64 )
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{
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reduction = 64;
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}
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if ( m_tiltVelocity >= 0 )
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{
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reduction *= -1;
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}
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m_tiltVelocity += reduction;
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}
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m_tiltAngle += m_tiltVelocity;
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if ( m_tiltAngle > ( 512 << 8 ) )
|
|
{
|
|
m_tiltAngle = ( 512 << 8 );
|
|
m_tiltVelocity = 0;
|
|
}
|
|
else if ( m_tiltAngle < -( 512 << 8 ) )
|
|
{
|
|
m_tiltAngle = -( 512 << 8 );
|
|
m_tiltVelocity = 0;
|
|
}
|
|
|
|
setCollisionAngle( m_tiltAngle >> 8 );
|
|
|
|
/*if ( getCollisionAngle() > 512 && getCollisionAngle() < 3584 )
|
|
{
|
|
m_detectCollision = false;
|
|
}
|
|
else
|
|
{
|
|
m_detectCollision = true;
|
|
}*/
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcPlatform::processTimer( int _frames )
|
|
{
|
|
switch( m_timerType )
|
|
{
|
|
case NPC_PLATFORM_TIMER_NONE:
|
|
break;
|
|
|
|
case NPC_PLATFORM_TIMER_RESPAWN:
|
|
{
|
|
if ( m_timer > 0 )
|
|
{
|
|
m_timer -= _frames;
|
|
}
|
|
else
|
|
{
|
|
reinit();
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcPlatform::collidedWith( CThing *_thisThing )
|
|
{
|
|
switch(_thisThing->getThingType())
|
|
{
|
|
case TYPE_PLAYER:
|
|
{
|
|
if ( m_detectCollision && m_isActive )
|
|
{
|
|
CPlayer *player;
|
|
DVECTOR playerPos;
|
|
CRECT collisionArea;
|
|
|
|
// Only interested in SBs feet colliding with the box (pkg)
|
|
player=(CPlayer*)_thisThing;
|
|
playerPos=player->getPos();
|
|
collisionArea=getCollisionArea();
|
|
if(playerPos.vx>=collisionArea.x1&&playerPos.vx<=collisionArea.x2&&
|
|
playerPos.vy>=collisionArea.y1&&playerPos.vy<=collisionArea.y2)
|
|
{
|
|
player->setPlatform( this );
|
|
|
|
if(getHeightFromPlatformAtPosition(playerPos.vx,playerPos.vy)==0)
|
|
{
|
|
m_contact = true;
|
|
}
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
ASSERT(0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcPlatform::processMovement( int _frames )
|
|
{
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcPlatform::render()
|
|
{
|
|
if ( m_isActive )
|
|
{
|
|
CPlatformThing::render();
|
|
|
|
// Render
|
|
DVECTOR renderPos;
|
|
DVECTOR offset = CLevel::getCameraPos();
|
|
|
|
renderPos.vx = Pos.vx - offset.vx;
|
|
renderPos.vy = Pos.vy - offset.vy;
|
|
|
|
if ( renderPos.vx >= 0 && renderPos.vx <= VidGetScrW() )
|
|
{
|
|
if ( renderPos.vy >= 0 && renderPos.vy <= VidGetScrH() )
|
|
{
|
|
m_modelGfx->Render(renderPos);
|
|
// POLY_F4 *F4=GetPrimF4();
|
|
// setXYWH(F4,renderPos.vx-32,renderPos.vy-32,64,16);
|
|
// setRGB0(F4,127,127,64);
|
|
// AddPrimToList(F4,2);
|
|
|
|
#if defined (__USER_paul__) || defined (__USER_charles__)
|
|
DVECTOR size;
|
|
DVECTOR centre;
|
|
int halfLength;
|
|
int x1,y1,x2,y2;
|
|
|
|
centre=getCollisionCentre();
|
|
size=getCollisionSize();
|
|
halfLength=size.vx>>1;
|
|
|
|
x1=-halfLength*mcos(getCollisionAngle()&4095)>>12;
|
|
y1=-halfLength*msin(getCollisionAngle()&4095)>>12;
|
|
x2=+halfLength*mcos(getCollisionAngle()&4095)>>12;
|
|
y2=+halfLength*msin(getCollisionAngle()&4095)>>12;
|
|
|
|
centre.vx-=offset.vx;
|
|
centre.vy-=offset.vy;
|
|
x1+=centre.vx;
|
|
y1+=centre.vy;
|
|
x2+=centre.vx;
|
|
y2+=centre.vy;
|
|
|
|
DrawLine(x1,y1,x2,y2,0,255,0,0);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifdef REMOVETHIS
|
|
s32 CNpcPlatform::getNewYPos(CThing *_thisThing)
|
|
{
|
|
CRECT thisRect;
|
|
DVECTOR thatPos = _thisThing->getPos();
|
|
|
|
thisRect = getCollisionArea();
|
|
|
|
// 'render' collision box at correct angle
|
|
|
|
SVECTOR testPointsNonRel[4];
|
|
VECTOR testPoints[4];
|
|
|
|
testPointsNonRel[0].vx = thisRect.x1 - Pos.vx;
|
|
testPointsNonRel[0].vy = thisRect.y1 - Pos.vy;
|
|
|
|
testPointsNonRel[1].vx = thisRect.x2 - Pos.vx;
|
|
testPointsNonRel[1].vy = thisRect.y1 - Pos.vy;
|
|
|
|
testPointsNonRel[2].vx = thisRect.x2 - Pos.vx;
|
|
testPointsNonRel[2].vy = thisRect.y2 - Pos.vy;
|
|
|
|
testPointsNonRel[3].vx = thisRect.x1 - Pos.vx;
|
|
testPointsNonRel[3].vy = thisRect.y2 - Pos.vy;
|
|
|
|
MATRIX mtx;
|
|
SetIdentNoTrans(&mtx );
|
|
RotMatrixZ( getCollisionAngle(), &mtx );
|
|
|
|
int i;
|
|
|
|
for ( i = 0 ; i < 4 ; i++ )
|
|
{
|
|
ApplyMatrix( &mtx, &testPointsNonRel[i], &testPoints[i] );
|
|
|
|
testPoints[i].vx += Pos.vx;
|
|
testPoints[i].vy += Pos.vy;
|
|
}
|
|
|
|
// now find the highest y pos
|
|
|
|
// first set highestY to lowest of the four points
|
|
|
|
s16 highestY = testPoints[0].vy;
|
|
|
|
for ( i = 1 ; i < 4 ; i++ )
|
|
{
|
|
if ( testPoints[i].vy > highestY ) // remember y is inverted
|
|
{
|
|
highestY = testPoints[i].vy;
|
|
}
|
|
}
|
|
|
|
for ( i = 0 ; i < 4 ; i++ )
|
|
{
|
|
int j = i + 1;
|
|
j %= 4;
|
|
|
|
VECTOR highestX, lowestX;
|
|
|
|
if ( testPoints[i].vx < testPoints[j].vx )
|
|
{
|
|
lowestX = testPoints[i];
|
|
highestX = testPoints[j];
|
|
}
|
|
else
|
|
{
|
|
lowestX = testPoints[j];
|
|
highestX = testPoints[i];
|
|
}
|
|
|
|
if ( highestX.vx == lowestX.vx )
|
|
{
|
|
// have to compare heights of both points to get highest
|
|
|
|
if ( lowestX.vy < highestY )
|
|
{
|
|
highestY = lowestX.vy;
|
|
}
|
|
|
|
if ( highestX.vy < highestY )
|
|
{
|
|
highestY = highestX.vy;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( thatPos.vx >= lowestX.vx && thatPos.vx <= highestX.vx )
|
|
{
|
|
// current position is above or below this line
|
|
|
|
s16 testY;
|
|
|
|
testY = lowestX.vy + ( ( thatPos.vx - lowestX.vx ) * ( highestX.vy - lowestX.vy ) ) /
|
|
( highestX.vx - lowestX.vx );
|
|
|
|
if ( testY < highestY )
|
|
{
|
|
highestY = testY;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return( highestY );
|
|
}
|
|
#endif // REMOVETHIS
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
#ifdef REMOVETHIS
|
|
int CNpcPlatform::checkCollisionAgainst(CThing *_thisThing, int _frames)
|
|
{
|
|
DVECTOR pos,thisThingPos;
|
|
int radius;
|
|
int collided;
|
|
|
|
MATRIX mtx;
|
|
|
|
pos=getCollisionCentre();
|
|
thisThingPos=_thisThing->getCollisionCentre();
|
|
|
|
radius=getCollisionRadius()+_thisThing->getCollisionRadius();
|
|
collided=false;
|
|
if(abs(pos.vx-thisThingPos.vx)<radius&&
|
|
abs(pos.vy-thisThingPos.vy)<radius)
|
|
{
|
|
CRECT thisRect,thatRect;
|
|
|
|
thisRect=getCollisionArea();
|
|
|
|
// ensure user 'sticks' to platform whilst it is moving along
|
|
|
|
thatRect=_thisThing->getCollisionArea();
|
|
|
|
// rotate thatPos opposite way to this CThing's collision angle, so that we can regard them both as being at 0 rotation
|
|
|
|
// get target thing's position
|
|
|
|
DVECTOR thatPos = _thisThing->getPos();
|
|
|
|
// get target thing's position relative to this thing's position
|
|
|
|
SVECTOR relativePos;
|
|
relativePos.vx = thatPos.vx - Pos.vx;
|
|
relativePos.vy = thatPos.vy - Pos.vy;
|
|
|
|
VECTOR newPos;
|
|
|
|
// get target thing's collision area relative to 0
|
|
|
|
thatRect.x1 -= thatPos.vx;
|
|
thatRect.y1 -= thatPos.vy;
|
|
thatRect.x2 -= thatPos.vx;
|
|
thatRect.y2 -= thatPos.vy;
|
|
|
|
SetIdentNoTrans(&mtx );
|
|
RotMatrixZ( -getCollisionAngle(), &mtx );
|
|
|
|
// rotation target relative position back to 0 by this thing's collision angle
|
|
|
|
ApplyMatrix( &mtx, &relativePos, &newPos );
|
|
|
|
// add on this thing's position to get new target thing's position after rotation around this thing
|
|
|
|
newPos.vx += Pos.vx;
|
|
newPos.vy += Pos.vy;
|
|
|
|
// reposition target thing's collision area
|
|
// horrible, horrible +2 shite is to deal with useless PSX innacurracies in calculations, which can cause it to
|
|
// believe that two collision areas are not *quite* colliding, even though they are
|
|
|
|
thatRect.x1 += newPos.vx - 2;
|
|
thatRect.y1 += newPos.vy - 2;
|
|
thatRect.x2 += newPos.vx + 2;
|
|
thatRect.y2 += newPos.vy + 2;
|
|
|
|
// check to see if bounding boxes collide
|
|
|
|
if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
|
|
((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
|
|
{
|
|
collided=true;
|
|
|
|
// check to see if centre point (i.e. where the object is standing) collides too
|
|
|
|
if ( ( newPos.vx >= ( thisRect.x1 - 2 ) && newPos.vx <= ( thisRect.x2 + 2 ) ) &&
|
|
( newPos.vy >= ( thisRect.y1 - 2 ) && newPos.vy <= ( thisRect.y2 + 2 ) ) )
|
|
{
|
|
thatPos.vy = getNewYPos( _thisThing );
|
|
|
|
// vertical height change is the sum of the maximums of BOTH objects
|
|
// potentially, one object could be falling down through another object that is moving up
|
|
// hence we provide a certain leeway to compensate
|
|
|
|
s32 thisDeltaX = abs( getPosDelta().vx );
|
|
s32 thisDeltaY = abs( getPosDelta().vy );
|
|
|
|
s32 thisDelta;
|
|
|
|
if ( thisDeltaX > thisDeltaY )
|
|
{
|
|
thisDelta = thisDeltaX;
|
|
}
|
|
else
|
|
{
|
|
thisDelta = thisDeltaY;
|
|
}
|
|
|
|
s32 thatDeltaX = abs( _thisThing->getPosDelta().vx );
|
|
s32 thatDeltaY = abs( _thisThing->getPosDelta().vy );
|
|
|
|
s32 thatDelta;
|
|
|
|
if ( thatDeltaX > thatDeltaY )
|
|
{
|
|
thatDelta = thatDeltaX;
|
|
}
|
|
else
|
|
{
|
|
thatDelta = thatDeltaY;
|
|
}
|
|
|
|
s32 verticalDelta = thisDelta + thatDelta;
|
|
|
|
if ( thatPos.vy - _thisThing->getPos().vy >= -( verticalDelta ) )
|
|
{
|
|
if ( _thisThing->getHasPlatformCollided() )
|
|
{
|
|
// if this has already collided with a platform, check the current platform is
|
|
// (a) within 10 units,
|
|
// (b) higher
|
|
|
|
DVECTOR oldCollidedPos = _thisThing->getNewCollidedPos();
|
|
|
|
s32 oldY = abs( oldCollidedPos.vy - ( _thisThing->getPos().vy - verticalDelta ) );
|
|
s32 currentY = abs( thatPos.vy - ( _thisThing->getPos().vy - verticalDelta ) );
|
|
|
|
//if ( thatPos.vy < oldCollidedPos.vy )
|
|
if ( currentY < oldY )
|
|
{
|
|
_thisThing->setNewCollidedPos( thatPos );
|
|
}
|
|
}
|
|
else
|
|
{
|
|
_thisThing->setHasPlatformCollided( true );
|
|
|
|
_thisThing->setNewCollidedPos( thatPos );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
return collided;
|
|
}
|
|
#endif // REMOVETHIS
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcPlatform::setTiltable( bool isTiltable )
|
|
{
|
|
m_tiltable = isTiltable;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
int CNpcPlatform::getHeightFromPlatformAtPosition(int _x,int _y)
|
|
{
|
|
DVECTOR centre;
|
|
int y;
|
|
|
|
// Rotate backwards to find height at current position
|
|
centre=getCollisionCentre();
|
|
y=(centre.vx-_x)*msin(-getCollisionAngle()&4095)>>12;
|
|
|
|
return (centre.vy-_y)+y;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcPlatform::addWaypoint( s32 xPos, s32 yPos )
|
|
{
|
|
DVECTOR newPos;
|
|
|
|
newPos.vx = xPos << 4;
|
|
newPos.vy = yPos << 4;
|
|
|
|
m_npcPath.addWaypoint( newPos );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcPlatform::setTypeFromMapEdit( u16 newType )
|
|
{
|
|
m_type = mapEditConvertTable[newType];
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
CNpcPlatform::NPC_PLATFORM_UNIT_TYPE CNpcPlatform::getTypeFromMapEdit( u16 newType )
|
|
{
|
|
return( mapEditConvertTable[newType] );
|
|
} |