SBSPSS/source/enemy/npc.cpp

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/*=========================================================================
npc.cpp
Author: CRB
2001-01-22 23:24:53 +01:00
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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#include "enemy\npc.h"
#ifndef __LEVEL_LEVEL_H__
#include "level\level.h"
#endif
#ifndef __FILE_EQUATES_H__
#include <biglump.h>
#endif
#ifndef __SPR_UIGFX_H__
#include <uigfx.h>
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
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#ifndef __ENEMY_NPCPATH_H__
#include "enemy\npcpath.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
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#ifndef __GAME_CONVO_H__
#include "game\convo.h"
#endif
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#include "Gfx\Skel.h"
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#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Friend NPCs
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
class CLayerCollision *CNpcFriend::m_layerCollision;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::init()
{
CNpcThing::init();
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// sActorHdr *Hdr=m_skel.Load(ACTORS_SPONGEBOB_A3D);
// m_skel.Init(Hdr);
m_skel.Init(ACTORS_SPONGEBOB_A3D);
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m_actorTPage = TPLoadTex(ACTORS_ACTOR_SPONGEBOB_TEX);
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Pos.vx = 100;
Pos.vy = 100;
m_extension = EXTEND_RIGHT;
// temporary
m_animNo = 0;
m_frame = 0;
m_type = NPC_FRIEND_GARY;
//m_spriteBank=new ("enemy sprites") SpriteBank();
//m_spriteBank->load(UI_UIGFX_SPR);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::shutdown()
{
//m_spriteBank->dump(); delete m_spriteBank;
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// temporary
//TPFree( m_actorTPage );
//CAnimDB::Dump( m_data[m_type].animData );
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CNpcThing::shutdown();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::think(int _frames)
{
CNpcThing::think(_frames);
switch( m_data[m_type].movementFunc )
{
case NPC_FRIEND_MOVEMENT_GARY:
processGaryMovement( _frames );
break;
case NPC_FRIEND_MOVEMENT_STATIC:
default:
break;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::render()
{
CNpcThing::render();
// Render
DVECTOR renderPos;
DVECTOR offset = CLevel::getCameraPos();
renderPos.vx = ( Pos.vx - offset.vx - ( VidGetScrW() >> 1 ) ) * 20;
renderPos.vy = ( Pos.vy - offset.vy - ( VidGetScrH() >> 1 ) ) * 20;
m_skel.setPos( renderPos );
m_skel.setFrame(m_frame);
m_skel.setAnimNo(m_animNo);
m_skel.Animate(this);
m_skel.Render(this);
/*s32 x,y;
s32 scrnWidth = VidGetScrW();
s32 scrnHeight = VidGetScrH();
s32 spriteWidth = m_spriteBank->getFrameWidth(FRM_BARNACLEBOY);
s32 spriteHeight = m_spriteBank->getFrameHeight(FRM_BARNACLEBOY);
x = Pos.vx - offset.vx - ( spriteWidth >> 1 );
y = Pos.vy - offset.vy - ( spriteHeight >> 1 );
//if ( x < -spriteWidth || y < -spriteHeight || x > scrnWidth || y > scrnHeight )
//{
//return;
//}
m_spriteBank->printFT4(FRM_BARNACLEBOY,x,y,0,0,0);*/
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::processEvent( GAME_EVENT evt, CThing *sourceThing )
{
switch( evt )
{
case USER_REQUEST_TALK_EVENT:
{
if ( m_data[this->m_type].canTalk )
{
DVECTOR sourcePos;
s32 xDiffSqr, yDiffSqr;
// check talk distance
sourcePos = sourceThing->getPos();
xDiffSqr = this->Pos.vx - sourcePos.vx;
xDiffSqr *= xDiffSqr;
yDiffSqr = this->Pos.vy - sourcePos.vy;
yDiffSqr *= yDiffSqr;
if ( xDiffSqr + yDiffSqr < 10000 )
{
if( !CConversation::isActive() )
{
CConversation::trigger( SCRIPTS_SPEECHTEST_DAT );
}
}
}
break;
}
default:
// ignore
break;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Enemy NPCs
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
s32 CNpcEnemy::playerXDist;
s32 CNpcEnemy::playerYDist;
s32 CNpcEnemy::playerXDistSqr;
s32 CNpcEnemy::playerYDistSqr;
class CLayerCollision *CNpcEnemy::m_layerCollision;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::init()
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{
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CEnemyThing::init();
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m_type = NPC_SUB_SHARK;
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// sActorHdr *Hdr = m_skel.Load( m_data[m_type].skelType );
// m_skel.Init( Hdr );
m_skel.Init(m_data[m_type].skelType);
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m_actorTPage = TPLoadTex( ACTORS_ACTOR_ENEMY_TEX );
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m_skel.setAng(1024);
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m_animPlaying = true;
m_animNo = m_data[m_type].initAnim;
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m_frame = 0;
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m_heading = m_fireHeading = 0;
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m_movementTimer = 0;
m_timerTimer = 0;
m_velocity = 0;
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m_extension = 0;
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m_rotation = 0;
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m_reversed = false;
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m_salvoCount = 0;
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m_health = m_data[this->m_type].initHealth;
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m_extension = EXTEND_RIGHT;
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Pos.vx = 400;
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Pos.vy = 100;
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m_base = Pos;
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m_timerFunc = m_data[this->m_type].timerFunc;
m_sensorFunc = m_data[this->m_type].sensorFunc;
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_layerCollision = NULL;
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m_npcPath.initPath();
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switch ( m_data[this->m_type].initFunc )
{
case NPC_INIT_DEFAULT:
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{
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DVECTOR newPos;
newPos.vx = 100;
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//newPos.vy = 10;
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newPos.vy = 100;
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m_npcPath.addWaypoint( newPos );
newPos.vx = 500;
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//newPos.vy = 10;
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newPos.vy = 100;
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m_npcPath.addWaypoint( newPos );
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newPos.vx = 500;
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//newPos.vy = 100;
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newPos.vy = 300;
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m_npcPath.addWaypoint( newPos );
newPos.vx = 100;
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//newPos.vy = 100;
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newPos.vy = 300;
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m_npcPath.addWaypoint( newPos );
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m_npcPath.setPathType( PONG_PATH );
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break;
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}
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case NPC_INIT_GHOST_PIRATE:
m_heading = m_fireHeading = 3072;
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break;
case NPC_INIT_SKULL_STOMPER:
{
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m_extendDir = EXTEND_DOWN;
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break;
}
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case NPC_INIT_MOTHER_JELLYFISH:
{
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m_state = MOTHER_JELLYFISH_RETURN_TO_START_1;
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break;
}
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case NPC_INIT_FLYING_DUTCHMAN:
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{
m_state = FLYING_DUTCHMAN_ATTACK_PLAYER_1;
m_extendDir = EXTEND_UP;
break;
}
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case NPC_INIT_SUB_SHARK:
{
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m_state = SUB_SHARK_MINE_1;
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m_extendDir = EXTEND_RIGHT;
break;
}
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case NPC_INIT_IRON_DOGFISH:
{
m_state = IRON_DOGFISH_THUMP_1;
m_extendDir = EXTEND_RIGHT;
break;
}
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case NPC_INIT_FISH_HOOK:
{
m_heading = m_fireHeading = 3072;
DVECTOR newPos;
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newPos.vx = 100;
newPos.vy = -100;
m_npcPath.addWaypoint( newPos );
m_npcPath.setPathType( SINGLE_USE_PATH );
break;
}
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case NPC_INIT_PENDULUM:
{
m_extendDir = EXTEND_LEFT;
m_extension = 0;
m_heading = 1024;
break;
}
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case NPC_INIT_FIREBALL:
{
DVECTOR newPos;
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newPos.vx = 300;
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newPos.vy = 100;
m_npcPath.addWaypoint( newPos );
m_npcPath.setPathType( SINGLE_USE_PATH );
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m_extension = 0;
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m_velocity = m_data[m_type].speed;
m_timerTimer = GameState::getOneSecondInFrames() * 4;
break;
}
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case NPC_INIT_RETURNING_HAZARD:
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{
DVECTOR newPos;
newPos.vx = 100;
newPos.vy = 10;
m_npcPath.addWaypoint( newPos );
newPos.vx = 500;
newPos.vy = 10;
m_npcPath.addWaypoint( newPos );
m_npcPath.setPathType( SINGLE_USE_PATH );
break;
}
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case NPC_INIT_FISH_FOLK:
{
m_heading = m_fireHeading = 0;
DVECTOR newPos;
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newPos.vx = 200;
newPos.vy = 400;
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m_npcPath.addWaypoint( newPos );
newPos.vx = 500;
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newPos.vy = 400;
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m_npcPath.addWaypoint( newPos );
m_npcPath.setPathType( PONG_PATH );
break;
}
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case NPC_INIT_FLAMING_SKULL:
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{
m_state = FLAMING_SKULL_ATTACK;
break;
}
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case NPC_INIT_CIRCULAR_PLATFORM:
{
Pos.vx = 300;
Pos.vy = 300;
m_base = Pos;
m_extendDir = EXTEND_CLOCKWISE;
m_extension = 100;
break;
}
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default:
break;
}
}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEnemy::shutdown()
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{
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m_npcPath.removeAllWaypoints();
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// temporary
TPFree( m_actorTPage );
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CEnemyThing::shutdown();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEnemy::think(int _frames)
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{
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CEnemyThing::think(_frames);
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processGenericGetUserDist( _frames, &playerXDist, &playerYDist );
playerXDistSqr = playerXDist * playerXDist;
playerYDistSqr = playerYDist * playerYDist;
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if ( m_animPlaying )
{
int frameCount = m_skel.getFrameCount();
if ( frameCount - m_frame > _frames )
{
m_frame += _frames;
}
else
{
m_frame = frameCount;
m_animPlaying = false;
}
}
if ( m_heading > 1024 && m_heading < 3072 )
{
m_skel.setAng( 3072 );
m_reversed = true;
}
else
{
m_skel.setAng( 1024 );
m_reversed = false;
}
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switch ( this->m_controlFunc )
{
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case NPC_CONTROL_NONE:
return;
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case NPC_CONTROL_MOVEMENT:
if ( !processSensor() )
{
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processMovement(_frames);
}
else
{
processClose(_frames);
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}
break;
case NPC_CONTROL_SHOT:
processShot();
break;
case NPC_CONTROL_CLOSE:
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processClose(_frames);
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break;
case NPC_CONTROL_COLLISION:
processCollision();
break;
}
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processTimer(_frames);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEnemy::collidedWith( CThing *_thisThing )
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{
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switch(_thisThing->getThingType())
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{
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case TYPE_PLAYER:
{
if ( m_data[m_type].detectCollision )
{
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if ( m_data[m_type].damageToUserType == DAMAGE__NONE )
{
// if we can detect a collision, but the collision does no damage, this must be a platform
CPlayer *player = (CPlayer *) _thisThing;
player->setPlatform( this );
}
else
{
m_oldControlFunc = m_controlFunc;
m_controlFunc = NPC_CONTROL_COLLISION;
}
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}
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break;
}
default:
ASSERT(0);
break;
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}
}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CNpcEnemy::processSensor()
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{
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switch( m_sensorFunc )
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{
case NPC_SENSOR_NONE:
return( false );
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default:
{
switch( m_sensorFunc )
{
case NPC_SENSOR_JELLYFISH_USER_CLOSE:
{
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if ( playerXDistSqr + playerYDistSqr < 5625 )
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{
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m_controlFunc = NPC_CONTROL_CLOSE;
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m_evadeClockwise = getRnd() % 2;
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return( true );
}
else
{
return( false );
}
}
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case NPC_SENSOR_CLAM_USER_CLOSE:
{
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if ( playerXDistSqr + playerYDistSqr < 10000 )
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{
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m_controlFunc = NPC_CONTROL_CLOSE;
m_extendDir = EXTEND_UP;
m_extension = 0;
m_movementTimer = GameState::getOneSecondInFrames() >> 3;
m_velocity = ( getRnd() % 6 ) + 1;
return( true );
}
else
{
return( false );
}
}
case NPC_SENSOR_SPIDER_CRAB_USER_CLOSE:
{
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if ( playerXDistSqr + playerYDistSqr < 10000 )
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{
m_controlFunc = NPC_CONTROL_CLOSE;
m_extension = 0;
m_velocity = 5;
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m_base = Pos;
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if ( playerXDist < 0 )
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{
m_extendDir = EXTEND_LEFT;
}
else
{
m_extendDir = EXTEND_RIGHT;
}
return( true );
}
else
{
return( false );
}
}
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case NPC_SENSOR_OIL_BLOB_USER_CLOSE:
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case NPC_SENSOR_NINJA_STARFISH_USER_CLOSE:
{
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if ( playerXDistSqr + playerYDistSqr < 10000 )
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{
m_controlFunc = NPC_CONTROL_CLOSE;
m_velocity = m_data[m_type].speed;
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return( true );
}
else
{
return( false );
}
}
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case NPC_SENSOR_GHOST_PIRATE_USER_CLOSE:
{
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if ( playerXDistSqr + playerYDistSqr < 10000 )
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{
m_controlFunc = NPC_CONTROL_CLOSE;
m_extendDir = EXTEND_UP;
m_extension = 0;
m_movementTimer = GameState::getOneSecondInFrames() >> 1;
m_velocity = 4;
return( true );
}
else
{
return( false );
}
}
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case NPC_SENSOR_GENERIC_USER_VISIBLE:
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{
s32 xDistWaypoint, yDistWaypoint;
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if ( abs( playerXDist ) < 500 )
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{
// within range
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// make sure user is closer to npc than next waypoint
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s32 xDistWaypoint, yDistWaypoint;
m_npcPath.getDistToNextWaypoint( Pos, &xDistWaypoint, &yDistWaypoint );
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if ( abs( playerXDist ) < abs( xDistWaypoint ) )
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{
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s16 headingToPlayer = ratan2( playerYDist, playerXDist );
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s16 decDir, incDir, moveDist;
s32 headingToWaypoint = ratan2( yDistWaypoint, xDistWaypoint );
// check waypoint is in the same direction as the user
decDir = headingToPlayer - headingToWaypoint;
if ( decDir < 0 )
{
decDir += ONE;
}
incDir = headingToWaypoint - headingToPlayer;
if ( incDir < 0 )
{
incDir += ONE;
}
if ( decDir < incDir )
{
moveDist = decDir;
}
else
{
moveDist = incDir;
}
if ( moveDist > 512 )
{
return( false );
}
else
{
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// check if npc is facing user
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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 < 1024 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
m_velocity = 8;
return( true );
}
else
{
return( false );
}
}
}
else
{
return( false );
}
}
else
{
return( false );
}
}
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case NPC_SENSOR_ANEMONE_USER_CLOSE:
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case NPC_SENSOR_EYEBALL_USER_CLOSE:
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case NPC_SENSOR_FLAMING_SKULL_USER_CLOSE:
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{
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if ( playerXDistSqr + playerYDistSqr < 40000 )
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{
m_controlFunc = NPC_CONTROL_CLOSE;
return( true );
}
else
{
return( false );
}
}
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case NPC_SENSOR_SKULL_STOMPER_USER_CLOSE:
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{
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if ( playerXDistSqr + playerYDistSqr < 40000 )
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{
m_controlFunc = NPC_CONTROL_CLOSE;
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m_extendDir = EXTEND_DOWN;
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return( true );
}
else
{
return( false );
}
}
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case NPC_SENSOR_BOOGER_MONSTER_USER_CLOSE:
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{
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if ( playerXDistSqr + playerYDistSqr < 400 )
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{
m_controlFunc = NPC_CONTROL_CLOSE;
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m_extendDir = EXTEND_UP;
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return( true );
}
else
{
return( false );
}
}
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case NPC_SENSOR_IRON_DOGFISH_USER_CLOSE:
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{
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if ( playerXDistSqr + playerYDistSqr < 10000 )
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{
m_controlFunc = NPC_CONTROL_CLOSE;
return( true );
}
else
{
return( false );
}
}
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case NPC_SENSOR_FISH_HOOK_USER_CLOSE:
{
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if ( playerXDistSqr + playerYDistSqr < 400 )
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{
m_controlFunc = NPC_CONTROL_CLOSE;
return( true );
}
else
{
return( false );
}
}
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case NPC_SENSOR_FALLING_ITEM_USER_CLOSE:
{
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if ( playerXDistSqr + playerYDistSqr < 40000 )
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{
m_controlFunc = NPC_CONTROL_CLOSE;
m_movementTimer = GameState::getOneSecondInFrames() * 3;
return( true );
}
else
{
return( false );
}
}
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default:
return( false );
}
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}
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break;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processMovement(int _frames)
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{
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if ( _frames > 2 )
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{
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_frames = 2;
}
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s32 moveX = 0, moveY = 0;
s32 moveVel = 0;
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s32 moveDist = 0;
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switch( m_data[this->m_type].movementFunc )
{
case NPC_MOVEMENT_STATIC:
{
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break;
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}
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case NPC_MOVEMENT_FIXED_PATH:
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{
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processGenericFixedPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist );
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break;
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}
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case NPC_MOVEMENT_FIXED_PATH_WALK:
{
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processGenericFixedPathWalk( _frames, &moveX, &moveY );
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break;
}
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case NPC_MOVEMENT_MOTHER_JELLYFISH:
{
processMotherJellyfishMovement( _frames );
break;
}
case NPC_MOVEMENT_FLYING_DUTCHMAN:
{
processFlyingDutchmanMovement( _frames );
break;
}
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case NPC_MOVEMENT_SUB_SHARK:
{
processSubSharkMovement( _frames );
break;
}
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case NPC_MOVEMENT_IRON_DOGFISH:
{
processIronDogfishMovement( _frames );
break;
}
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case NPC_MOVEMENT_PENDULUM:
{
processPendulumMovement( _frames );
break;
}
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case NPC_MOVEMENT_FIREBALL:
{
processFireballMovement( _frames );
break;
}
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case NPC_MOVEMENT_RETURNING_HAZARD:
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{
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processReturningHazardMovement( _frames );
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break;
}
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default:
break;
}
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processMovementModifier( _frames, moveX, moveY, moveVel, moveDist );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processMovementModifier(int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange)
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{
switch( m_data[m_type].movementModifierFunc )
{
case NPC_MOVEMENT_MODIFIER_NONE:
{
Pos.vx += distX;
Pos.vy += distY;
break;
}
case NPC_MOVEMENT_MODIFIER_BOB:
{
break;
}
case NPC_MOVEMENT_MODIFIER_JELLYFISH:
{
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processSmallJellyfishMovementModifier( _frames, distX, distY, dist, headingChange );
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break;
}
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case NPC_MOVEMENT_MODIFIER_FISH_FOLK:
{
processFishFolkMovementModifier( _frames, distX, distY );
break;
}
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case NPC_MOVEMENT_MODIFIER_OCTOPUS:
{
processBabyOctopusMovementModifier( _frames, dist, headingChange );
break;
}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processShot()
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{
}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processClose(int _frames)
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{
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switch( m_data[this->m_type].closeFunc )
{
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case NPC_CLOSE_JELLYFISH_EVADE:
processCloseSmallJellyfishEvade( _frames );
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break;
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case NPC_CLOSE_CLAM_JUMP_ATTACK:
processCloseClamJumpAttack( _frames );
break;
case NPC_CLOSE_CLAM_SNAP_ATTACK:
processCloseClamSnapAttack( _frames );
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break;
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case NPC_CLOSE_SPIDER_CRAB_ATTACK:
processCloseSpiderCrabAttack( _frames );
break;
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case NPC_CLOSE_GENERIC_USER_SEEK:
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{
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processGenericGotoTarget( _frames, playerXDist, playerYDist, m_data[m_type].speed );
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break;
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}
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case NPC_CLOSE_GHOST_PIRATE_ATTACK:
processCloseGhostPirateAttack( _frames );
break;
case NPC_CLOSE_SHARK_MAN_ATTACK:
processCloseSharkManAttack( _frames );
break;
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case NPC_CLOSE_ANEMONE_1_ATTACK:
processCloseAnemone1Attack( _frames );
break;
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case NPC_CLOSE_ANEMONE_2_ATTACK:
processCloseAnemone2Attack( _frames );
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break;
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case NPC_CLOSE_ANEMONE_3_ATTACK:
processCloseAnemone3Attack( _frames );
break;
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case NPC_CLOSE_EYEBALL_ATTACK:
processCloseEyeballAttack( _frames );
break;
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case NPC_CLOSE_SKULL_STOMPER_ATTACK:
processCloseSkullStomperAttack( _frames );
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break;
case NPC_CLOSE_BOOGER_MONSTER_ATTACK:
processCloseBoogerMonsterAttack( _frames );
break;
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case NPC_CLOSE_MOTHER_JELLYFISH_ATTACK:
processCloseMotherJellyfishAttack( _frames );
break;
case NPC_CLOSE_FLYING_DUTCHMAN_ATTACK:
processCloseFlyingDutchmanAttack( _frames );
break;
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case NPC_CLOSE_SUB_SHARK_ATTACK:
processCloseSubSharkAttack( _frames );
break;
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case NPC_CLOSE_IRON_DOGFISH_ATTACK:
processCloseIronDogfishAttack( _frames );
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break;
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case NPC_CLOSE_FALLING_ITEM_FALL:
processCloseFallingItemFall( _frames );
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break;
case NPC_CLOSE_FISH_HOOK_RISE:
processCloseFishHookRise( _frames );
break;
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case NPC_CLOSE_FLAMING_SKULL_ATTACK:
processCloseFlamingSkullAttack( _frames );
break;
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case NPC_CLOSE_SKELETAL_FISH_ATTACK:
processCloseSkeletalFishAttack( _frames );
break;
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default:
break;
}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processCollision()
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{
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CPlayer *player = GameScene.getPlayer();
//player->takeDamage( m_data[m_type].damageToUserType );
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m_controlFunc = m_oldControlFunc;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processTimer(int _frames)
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{
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if ( m_timerTimer > 0 )
{
this->m_timerTimer -= _frames;
}
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switch( m_timerFunc )
{
case NPC_TIMER_NONE:
{
break;
}
case NPC_TIMER_EVADE_DONE:
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case NPC_TIMER_ATTACK_DONE:
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{
if ( m_timerTimer <= 0 )
{
this->m_timerFunc = NPC_TIMER_NONE;
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this->m_sensorFunc = m_data[this->m_type].sensorFunc;
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}
break;
}
default:
break;
}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::render()
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{
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CEnemyThing::render();
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// Render
DVECTOR renderPos;
DVECTOR offset = CLevel::getCameraPos();
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renderPos.vx = ( Pos.vx - offset.vx - ( VidGetScrW() >> 1 ) ) * 20;
renderPos.vy = ( Pos.vy - offset.vy - ( VidGetScrH() >> 1 ) ) * 20;
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if ( m_reversed )
{
m_skel.setZAng( ( m_heading + 2048 ) & 4095 );
}
else
{
m_skel.setZAng( m_heading );
}
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m_skel.setPos( renderPos );
m_skel.setFrame(m_frame);
m_skel.setAnimNo(m_animNo);
m_skel.Animate(this);
m_skel.Render(this);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processEvent( GAME_EVENT evt, CThing *sourceThing )
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{
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switch( evt )
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{
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case USER_REQUEST_TALK_EVENT:
{
if ( m_data[this->m_type].canTalk )
{
DVECTOR sourcePos;
s32 xDiffSqr, yDiffSqr;
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// check talk distance
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sourcePos = sourceThing->getPos();
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xDiffSqr = this->Pos.vx - sourcePos.vx;
xDiffSqr *= xDiffSqr;
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yDiffSqr = this->Pos.vy - sourcePos.vy;
yDiffSqr *= yDiffSqr;
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if ( xDiffSqr + yDiffSqr < 10000 )
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{
if( !CConversation::isActive() )
{
CConversation::trigger( SCRIPTS_SPEECHTEST_DAT );
}
}
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}
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break;
}
case PROJECTILE_RETURNED_TO_SOURCE_EVENT:
{
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_timerTimer = GameState::getOneSecondInFrames();
m_sensorFunc = NPC_SENSOR_NONE;
removeChild( sourceThing );
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sourceThing->shutdown();
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delete sourceThing;
break;
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}
}
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}