/*========================================================================= psbarrel.h Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ #ifndef __PLATFORM_PSBARREL_H__ #include "platform\psbarrel.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __VID_HEADER_ #include "system\vid.h" #endif #ifndef __UTILS_HEADER__ #include "utils\utils.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSteerableBarrelPlatform::processMovement( int _frames ) { s32 maxHeight = 20; s32 fallSpeed = 3; s8 yMovement = fallSpeed * _frames; s32 groundHeight; s32 moveX = 0; s32 moveY = 0; if ( m_contact ) { CPlayer *player = GameScene.getPlayer(); DVECTOR playerPos = player->getPos(); s32 playerX = playerPos.vx - this->Pos.vx; if ( playerX > 5 ) { // roll barrel right moveX = m_speed * _frames; } else if ( playerX < -5 ) { moveX = -m_speed * _frames; } // check for collision if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + moveX, Pos.vy ) < -maxHeight ) { moveX = 0; } if ( moveX > 0 ) { m_rotation += 30 * _frames; m_rotation &= 4095; } else if ( moveX < 0 ) { m_rotation -= 30 * _frames; m_rotation &= 4095; } } // check for vertical movement groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx + moveX, 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; } Pos.vx += moveX; Pos.vy += moveY; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSteerableBarrelPlatform::render() { if ( m_isActive ) { CPlatformThing::render(); if (canRender()) { DVECTOR &renderPos=getRenderPos(); DVECTOR offset = CLevel::getCameraPos(); SVECTOR rotation; rotation.vx = 0; rotation.vy = 0; rotation.vz = m_rotation; VECTOR scale; scale.vx = ONE; scale.vy = ONE; scale.vz = ONE; m_modelGfx->Render(renderPos,&rotation,&scale); } } }