This commit is contained in:
Charles 2001-07-05 18:21:45 +00:00
parent 09988b65e3
commit 9de1206cc2
4 changed files with 99 additions and 50 deletions

View file

@ -29,6 +29,35 @@
void CNpcDustDevilEnemy::postInit()
{
m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
m_fadeVal = 128;
m_fadeOut = false;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcDustDevilEnemy::render()
{
SprFrame = NULL;
if ( m_isActive )
{
CEnemyThing::render();
if (canRender())
{
DVECTOR &renderPos=getRenderPos();
SprFrame = m_actorGfx->Render(renderPos,m_animNo,( m_frame >> 8 ),m_reversed);
setSemiTrans( SprFrame, true );
m_actorGfx->RotateScale( SprFrame, renderPos, m_drawRotation, 4096, 4096 );
setRGB0( SprFrame, m_fadeVal, m_fadeVal, m_fadeVal );
sBBox boundingBox = m_actorGfx->GetBBox();
setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) );
setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 );
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
@ -57,73 +86,88 @@ void CNpcDustDevilEnemy::processMovement( int _frames )
m_animNo = m_data[m_type].moveAnim;
}
// ignore y component of waypoint, since we are stuck to the ground
if ( m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading ) )
if ( m_fadeOut )
{
// path has finished, waypoint has changed, or there are no waypoints - do not move horizontally
m_fadeVal -= _frames * 12;
if ( pathComplete )
if ( m_fadeVal < 0 )
{
m_npcPath.resetPath();
Pos = m_base;
}
else
{
// check for vertical movement
groundHeight = CGameScene::getCollision()->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;
}
m_fadeOut = false;
m_fadeVal = 128;
}
}
else
{
// check for collision
// ignore y component of waypoint, since we are stuck to the ground
distX = distX / abs( distX );
if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( distX * m_speed * _frames ), Pos.vy ) < -maxHeight )
if ( m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading ) )
{
// there is an obstacle in the way, increment the path point (hopefully this will resolve the problem)
// path has finished, waypoint has changed, or there are no waypoints - do not move horizontally
m_npcPath.incPath();
}
else
{
// check for vertical movement
groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
if ( groundHeight <= yMovement )
if ( pathComplete )
{
// groundHeight <= yMovement indicates either just above ground or on or below ground
moveX = distX * m_speed * _frames;
moveY = groundHeight;
m_fadeOut = true;
}
else
{
// fall
// check for vertical movement
moveY = yMovement;
groundHeight = CGameScene::getCollision()->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
processMovementModifier( _frames, moveX, moveY, moveVel, moveDist );
distX = distX / abs( distX );
if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( distX * m_speed * _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 = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
if ( groundHeight <= yMovement )
{
// groundHeight <= yMovement indicates either just above ground or on or below ground
moveX = distX * m_speed * _frames;
moveY = groundHeight;
}
else
{
// fall
moveY = yMovement;
}
}
}
processMovementModifier( _frames, moveX, moveY, moveVel, moveDist );
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////