SBSPSS/source/enemy/npc.h

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/*=========================================================================
npc.h
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
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#ifndef __ENEMY_NPC_H__
#define __ENEMY_NPC_H__
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//#include <dstructs.h>
#include "Game/Thing.h"
#include "Gfx/Skel.h"
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#ifndef __ENEMY_NPCPATH_H__
#include "enemy\npcpath.h"
#endif
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/*****************************************************************************/
class CNpc : public CThing
{
public:
enum NPC_UNIT_TYPE
{
NPC_TEST_TYPE = 0,
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NPC_SANDY_CHEEKS = 1,
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NPC_SMALL_JELLYFISH_1,
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NPC_SMALL_JELLYFISH_2,
NPC_LARGE_JELLYFISH,
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NPC_ANEMONE_1,
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NPC_ANEMONE_2,
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NPC_CLAM,
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NPC_SQUID_DART,
NPC_FISH_FOLK,
NPC_PRICKLY_BUG,
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NPC_SEA_SNAKE_1,
NPC_SEA_SNAKE_2,
NPC_PUFFA_FISH,
NPC_ANGLER_FISH,
NPC_HERMIT_CRAB,
NPC_MINE,
NPC_BOOGER_MONSTER,
NPC_SPIDER_CRAB,
NPC_EYEBALL,
NPC_BABY_OCTOPUS,
NPC_ZOMBIE_FISH_FOLK,
NPC_NINJA_STARFISH,
NPC_GHOST,
NPC_GHOST_PIRATE,
NPC_FLAMING_SKULL,
NPC_SHARK_MAN,
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NPC_OIL_BLOB,
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NPC_UNIT_TYPE_MAX,
};
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void init();
void shutdown();
void think(int _frames);
virtual void render();
void processEvent( GAME_EVENT evt, CThing *sourceThing );
protected:
// NPC data structure definitions //
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enum NPC_INIT_FUNC
{
NPC_INIT_DEFAULT = 0,
NPC_INIT_SNAKE = 1,
NPC_INIT_ACID,
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NPC_INIT_GHOST_PIRATE,
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};
enum NPC_CONTROL_FUNC
{
NPC_CONTROL_MOVEMENT,
NPC_CONTROL_SHOT,
NPC_CONTROL_CLOSE,
NPC_CONTROL_COLLISION,
};
enum NPC_SENSOR_FUNC
{
NPC_SENSOR_NONE = 0,
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NPC_SENSOR_JELLYFISH_USER_CLOSE = 1,
NPC_SENSOR_CLAM_USER_CLOSE,
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NPC_SENSOR_SPIDER_CRAB_USER_CLOSE,
NPC_SENSOR_NINJA_STARFISH_USER_CLOSE,
NPC_SENSOR_GHOST_PIRATE_USER_CLOSE,
NPC_SENSOR_SHARK_MAN_USER_VISIBLE,
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NPC_SENSOR_OIL_BLOB_USER_CLOSE,
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NPC_SENSOR_ANEMONE_USER_CLOSE,
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NPC_SENSOR_EYEBALL_USER_CLOSE,
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};
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enum NPC_CLOSE_FUNC
{
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NPC_CLOSE_NONE = 0,
NPC_CLOSE_JELLYFISH_EVADE = 1,
NPC_CLOSE_CLAM_ATTACK,
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NPC_CLOSE_SPIDER_CRAB_ATTACK,
NPC_CLOSE_GHOST_PIRATE_ATTACK,
NPC_CLOSE_SHARK_MAN_ATTACK,
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NPC_CLOSE_GENERIC_USER_SEEK,
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NPC_CLOSE_ANEMONE_1_ATTACK,
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NPC_CLOSE_ANEMONE_2_ATTACK,
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NPC_CLOSE_EYEBALL_ATTACK,
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};
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enum NPC_MOVEMENT_FUNC
{
NPC_MOVEMENT_STATIC = 0,
NPC_MOVEMENT_FIXED_PATH = 1,
NPC_MOVEMENT_USER_SEEK,
NPC_MOVEMENT_VERTICAL,
};
enum NPC_MOVEMENT_MODIFIER_FUNC
{
NPC_MOVEMENT_MODIFIER_NONE = 0,
NPC_MOVEMENT_MODIFIER_BOB = 1,
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NPC_MOVEMENT_MODIFIER_JELLYFISH,
};
enum NPC_TIMER_FUNC
{
NPC_TIMER_NONE = 0,
NPC_TIMER_EVADE_DONE = 1,
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NPC_TIMER_ATTACK_DONE,
};
enum
{
NPC_JELLYFISH_RESISTANCE = 64,
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EXTEND_UP = true,
EXTEND_DOWN = false,
EXTEND_RIGHT = true,
EXTEND_LEFT = false,
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};
typedef struct NPC_DATA_TYPE
{
NPC_INIT_FUNC initFunc;
NPC_SENSOR_FUNC sensorFunc;
NPC_MOVEMENT_FUNC movementFunc;
NPC_MOVEMENT_MODIFIER_FUNC movementModifierFunc;
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NPC_CLOSE_FUNC closeFunc;
NPC_TIMER_FUNC timerFunc;
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bool canTalk;
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u8 speed;
u16 turnSpeed;
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}
NPC_DATA;
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// functions
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bool processSensor();
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void processMovement( int _frames );
void processMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange );
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void processShot();
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void processClose( int _frames );
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void processCollision();
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void processTimer( int _frames );
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void processCloseGenericUserSeek( int _frames );
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// small jellyfish functions
void processSmallJellyfishSensor();
void processSmallJellyfishMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange );
void processCloseSmallJellyfishEvade( int _frames );
// clam functions
void processCloseClamAttack( int _frames );
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// spider crab functions
void processCloseSpiderCrabAttack( int _frames );
// ghost pirate functions
void processCloseGhostPirateAttack( int _frames );
// shark man functions
void processCloseSharkManAttack( int _frames );
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// anemone functions
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void processCloseAnemone1Attack( int _frames );
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void processCloseAnemone2Attack( int _frames );
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// eyeball functions
void processCloseEyeballAttack( int _frames );
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// data
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static NPC_DATA m_data[NPC_UNIT_TYPE_MAX];
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// internal variables
NPC_UNIT_TYPE m_type;
NPC_CONTROL_FUNC m_controlFunc;
NPC_TIMER_FUNC m_timerFunc;
NPC_SENSOR_FUNC m_sensorFunc;
CNpcPath m_npcPath;
s32 m_heading;
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s32 m_fireHeading;
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s32 m_velocity;
bool m_evadeClockwise;
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s32 m_movementTimer;
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s32 m_timerTimer;
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s32 m_extension;
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bool m_extendDir;
DVECTOR m_extensionBase;
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};
/*****************************************************************************/
#endif