2001-04-24 16:31:13 +02:00
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/*=========================================================================
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ndustdev.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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#ifndef __ENEMY_NPC_H__
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#include "enemy\npc.h"
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#endif
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#ifndef __ENEMY_NDUSTDEV_H__
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#include "enemy\ndustdev.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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void CNpcDustDevilEnemy::postInit()
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{
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m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
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}
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void CNpcDustDevilEnemy::processMovement( int _frames )
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{
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2001-04-27 22:18:37 +02:00
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s32 maxHeight = 40;
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2001-04-24 16:31:13 +02:00
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s32 distX, distY;
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s32 fallSpeed = 3;
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s8 yMovement = fallSpeed * _frames;
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s32 groundHeight;
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s32 moveX = 0;
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s32 moveY = 0;
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2001-04-26 18:18:31 +02:00
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s32 moveVel = 0;
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s32 moveDist = 0;
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2001-04-24 16:31:13 +02:00
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bool pathComplete;
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// deal with anims
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if ( !m_animPlaying )
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{
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m_animPlaying = true;
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m_frame = 0;
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m_animNo = m_data[m_type].moveAnim;
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}
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// ignore y component of waypoint, since we are stuck to the ground
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if ( m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading ) )
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{
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// path has finished, waypoint has changed, or there are no waypoints - do not move horizontally
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if ( pathComplete )
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{
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m_npcPath.resetPath();
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Pos = m_base;
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}
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else
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{
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// check for vertical movement
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2001-05-25 20:43:47 +02:00
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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2001-04-24 16:31:13 +02:00
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if ( groundHeight <= yMovement )
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{
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// groundHeight <= yMovement indicates either just above ground or on or below ground
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moveY = groundHeight;
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}
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else
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{
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// fall
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moveY = yMovement;
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}
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}
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}
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else
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{
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// check for collision
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distX = distX / abs( distX );
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2001-05-25 20:43:47 +02:00
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if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( distX * m_speed * _frames ), Pos.vy ) < -maxHeight )
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2001-04-24 16:31:13 +02:00
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{
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// there is an obstacle in the way, increment the path point (hopefully this will resolve the problem)
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m_npcPath.incPath();
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}
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else
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{
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// check for vertical movement
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2001-05-25 20:43:47 +02:00
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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2001-04-24 16:31:13 +02:00
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if ( groundHeight <= yMovement )
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{
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// groundHeight <= yMovement indicates either just above ground or on or below ground
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2001-05-09 23:27:23 +02:00
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moveX = distX * m_speed * _frames;
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2001-04-24 16:31:13 +02:00
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moveY = groundHeight;
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}
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else
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{
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// fall
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moveY = yMovement;
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}
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}
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}
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2001-04-26 18:18:31 +02:00
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processMovementModifier( _frames, moveX, moveY, moveVel, moveDist );
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}
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void CNpcDustDevilEnemy::processMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange )
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{
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Pos.vx += distX;
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Pos.vy += distY;
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// sort out draw rotation
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DVECTOR testPos1, testPos2;
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testPos1 = testPos2 = Pos;
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testPos1.vx -= 10;
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testPos2.vx += 10;
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2001-05-25 20:43:47 +02:00
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testPos1.vy += CGameScene::getCollision()->getHeightFromGround( testPos1.vx, testPos1.vy, 16 );
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testPos2.vy += CGameScene::getCollision()->getHeightFromGround( testPos2.vx, testPos2.vy, 16 );
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2001-04-26 18:18:31 +02:00
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s32 xDist = testPos2.vx - testPos1.vx;
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s32 yDist = testPos2.vy - testPos1.vy;
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s16 heading = ratan2( yDist, xDist );
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m_drawRotation = heading;
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}
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