SBSPSS/source/enemy/nsjfish.cpp

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/*=========================================================================
nsjfish.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#ifndef __ENEMY_NPC_H__
#include "enemy\npc.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
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void CNpcEnemy::processSmallJellyfishMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange )
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{
s32 newX, newY;
s32 preShiftX, preShiftY;
u16 jellyfishData[5] = { 96, 192, 256, 192, 128, };
u32 dataPoint;
m_movementTimer += _frames;
if ( m_movementTimer > GameState::getOneSecondInFrames() )
{
m_movementTimer = 0;
}
dataPoint = 4 * m_movementTimer;
if ( dataPoint != 0 )
{
dataPoint /= GameState::getOneSecondInFrames();
}
s32 resistance;
s32 absVelocity = abs( m_velocity );
s32 reqVelocity = dist;
resistance = _frames * NPC_JELLYFISH_RESISTANCE;
if ( absVelocity < resistance )
{
resistance = absVelocity;
}
if ( absVelocity != 0 )
{
resistance = -( resistance * m_velocity ) / absVelocity;
}
else
{
resistance = 0;
}
m_velocity += resistance;
reqVelocity = dist * jellyfishData[dataPoint];
reqVelocity >>= 8;
reqVelocity *= 128 + ( 128 - headingChange );
reqVelocity >>= 8;
s32 absReqVelocity = abs( reqVelocity );
if ( absReqVelocity > absVelocity )
{
m_velocity += reqVelocity >> 1;
}
preShiftX = ( m_velocity >> 8 ) * rcos( m_heading );
preShiftY = ( m_velocity >> 8 ) * rsin( m_heading );
newX = preShiftX >> 12;
if ( !newX && preShiftX )
{
newX = preShiftX / abs( preShiftX );
}
newY = preShiftY >> 12;
if ( !newY && preShiftY )
{
newY = preShiftY / abs( preShiftY );
}
Pos.vx += newX;
Pos.vy += newY;
}
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void CNpcEnemy::processCloseSmallJellyfishEvade( int _frames )
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{
s32 moveX = 0, moveY = 0;
s16 moveDist = 0;
s32 moveVel = 0;
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if ( playerXDistSqr + playerYDistSqr > 10000 )
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{
this->m_controlFunc = NPC_CONTROL_MOVEMENT;
}
else
{
bool pathComplete;
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bool waypointChange;
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s16 headingToTarget = m_npcPath.think( Pos, &pathComplete, &waypointChange );
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if ( pathComplete )
{
this->m_controlFunc = NPC_CONTROL_MOVEMENT;
}
else
{
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s16 headingToPlayer = ratan2( playerYDist, playerXDist );
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if ( m_evadeClockwise )
{
headingToPlayer += 1024;
}
else
{
headingToPlayer -= 1024;
}
headingToPlayer %= ONE;
s16 decDir, incDir;
decDir = headingToPlayer - headingToTarget;
if ( decDir < 0 )
{
decDir += ONE;
}
incDir = headingToTarget - headingToPlayer;
if ( incDir < 0 )
{
incDir += ONE;
}
if ( decDir < incDir )
{
moveDist = decDir;
}
else
{
moveDist = incDir;
}
if ( moveDist < 128 )
{
// evasion angle is close to angle required to go to waypoint, hence resume waypoint movement
this->m_controlFunc = NPC_CONTROL_MOVEMENT;
this->m_timerFunc = NPC_TIMER_EVADE_DONE;
this->m_timerTimer = GameState::getOneSecondInFrames();
this->m_sensorFunc = NPC_SENSOR_NONE;
}
else
{
decDir = m_heading - headingToPlayer;
if ( decDir < 0 )
{
decDir += ONE;
}
incDir = headingToPlayer - m_heading;
if ( incDir < 0 )
{
incDir += ONE;
}
if ( decDir < incDir )
{
moveDist = -decDir;
}
else
{
moveDist = incDir;
}
if ( moveDist < -128 )
{
moveDist = -128;
}
else if ( moveDist > 128 )
{
moveDist = 128;
}
m_heading += moveDist;
m_heading = m_heading % ONE;
moveX = ( _frames * 3 * rcos( m_heading ) ) >> 12;
moveY = ( _frames * 3 * rsin( m_heading ) ) >> 12;
moveVel = ( _frames * 3 ) << 8;
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if ( processGroundCollisionReverse( &moveX, &moveY ) )
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{
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m_evadeClockwise = !m_evadeClockwise;
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}
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processMovementModifier(_frames, moveX, moveY, moveVel, moveDist);
}
}
}
}