SBSPSS/source/enemy/nworm.cpp

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/*=========================================================================
nworm.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __ENEMY_NPC_H__
#include "enemy\npc.h"
#endif
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#ifndef __ENEMY_NWORM_H__
#include "enemy\nworm.h"
#endif
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#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
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#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
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void CNpcParasiticWormEnemy::postInit()
{
DVECTOR newPos;
newPos.vx = 100;
//newPos.vy = 10;
newPos.vy = 100;
m_npcPath.addWaypoint( newPos );
newPos.vx = 500;
//newPos.vy = 10;
newPos.vy = 100;
m_npcPath.addWaypoint( newPos );
newPos.vx = 500;
//newPos.vy = 100;
newPos.vy = 300;
m_npcPath.addWaypoint( newPos );
newPos.vx = 100;
//newPos.vy = 100;
newPos.vy = 300;
m_npcPath.addWaypoint( newPos );
m_npcPath.setPathType( CNpcPath::PONG_PATH );
// create start of list
CNpcPositionHistory *newPosition;
newPosition = new ("position history") CNpcPositionHistory;
newPosition->pos = Pos;
m_positionHistory = newPosition;
CNpcPositionHistory *currentPosition = m_positionHistory;
// create rest of list
for ( int histLength = 1 ; histLength < ( NPC_PARASITIC_WORM_LENGTH * NPC_PARASITIC_WORM_SPACING ) ; histLength++ )
{
newPosition = new ("position history") CNpcPositionHistory;
newPosition->pos = Pos;
newPosition->next = NULL;
newPosition->prev = currentPosition;
currentPosition->next = newPosition;
currentPosition = newPosition;
}
// link ends together for circular list
currentPosition->next = m_positionHistory;
m_positionHistory->prev = currentPosition;
for ( int segCount = 0 ; segCount < NPC_PARASITIC_WORM_LENGTH ; segCount++ )
{
CNpcEnemy *segment;
segment = new ("segment") CNpcParasiticWormSegment;
segment->setType( CNpcEnemy::NPC_PARASITIC_WORM_SEGMENT );
segment->init();
segment->setLayerCollision( m_layerCollision );
segment->postInit();
this->addChild( segment );
}
m_movementTimer = 2 * GameState::getOneSecondInFrames();
}
void CNpcParasiticWormSegment::postInit()
{
}
bool CNpcParasiticWormEnemy::processSensor()
{
if ( playerXDistSqr + playerYDistSqr < 40000 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
return( true );
}
else
{
return( false );
}
}
void CNpcParasiticWormEnemy::processMovement( int _frames )
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{
s32 moveX = 0, moveY = 0;
s32 moveVel = 0;
s32 moveDist = 0;
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DVECTOR oldPos = Pos;
u8 skipCounter;
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processGenericFixedPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist );
Pos.vx += moveX;
Pos.vy += moveY;
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m_extension += 256;
m_extension &= 4095;
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m_positionHistory = m_positionHistory->prev;
m_positionHistory->pos = oldPos;
CNpcPositionHistory *newPos;
newPos = m_positionHistory;
for ( skipCounter = 1 ; skipCounter < NPC_PARASITIC_WORM_SPACING ; skipCounter++ )
{
newPos = newPos->next;
}
CThing *List=Next;
oldPos = Pos;
s32 extension = m_extension;
u8 downShift = 2;
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u8 timeShift;
if ( m_movementTimer > 0 )
{
m_movementTimer -= _frames;
if ( m_movementTimer < 0 )
{
m_movementTimer = 0;
}
}
timeShift = m_movementTimer / GameState::getOneSecondInFrames();
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while( List )
{
CNpcEnemy *segment = (CNpcEnemy *) List;
s32 xDist = oldPos.vx - newPos->pos.vx;
s32 yDist = oldPos.vy - newPos->pos.vy;
s16 headingToTarget = ratan2( yDist, xDist );
segment->setHeading( headingToTarget );
DVECTOR sinPos;
sinPos = newPos->pos;
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s32 diff = ( ( ( 10 >> downShift ) * rsin( extension ) ) >> 12 ) >> timeShift;
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sinPos.vx += ( diff * rcos( headingToTarget + 1024 ) ) >> 12;
sinPos.vy += ( diff * rsin( headingToTarget + 1024 ) ) >> 12;
List->setPos( sinPos );
oldPos = newPos->pos;
List = List->getNext();
if ( List )
{
for ( skipCounter = 0 ; skipCounter < NPC_PARASITIC_WORM_SPACING ; skipCounter++ )
{
newPos = newPos->next;
}
}
extension += 1024;
extension &= 4095;
if ( downShift > 0 )
{
downShift--;
}
}
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}
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void CNpcParasiticWormEnemy::resetParasiticWormHeadToTail()
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{
DVECTOR startPos;
DVECTOR endPos;
int posCounter;
CNpcPositionHistory *currentPos;
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startPos = Pos;
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currentPos = m_positionHistory;
for ( posCounter = 0 ; posCounter < ( NPC_PARASITIC_WORM_LENGTH * NPC_PARASITIC_WORM_SPACING ) - 1 ; posCounter++ )
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{
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currentPos = currentPos->next;
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}
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endPos = currentPos->pos;
currentPos = m_positionHistory;
for ( posCounter = 0 ; posCounter < NPC_PARASITIC_WORM_LENGTH * NPC_PARASITIC_WORM_SPACING ; posCounter++ )
{
currentPos->pos.vx = startPos.vx + ( posCounter * ( endPos.vx - startPos.vx ) ) / ( ( NPC_PARASITIC_WORM_LENGTH * NPC_PARASITIC_WORM_SPACING ) - 1 );
currentPos->pos.vy = startPos.vy + ( posCounter * ( endPos.vy - startPos.vy ) ) / ( ( NPC_PARASITIC_WORM_LENGTH * NPC_PARASITIC_WORM_SPACING ) - 1 );
currentPos = currentPos->next;
}
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CNpcPositionHistory *newPos;
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newPos = m_positionHistory;
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u8 skipCounter;
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for ( skipCounter = 1 ; skipCounter < NPC_PARASITIC_WORM_SPACING ; skipCounter++ )
{
newPos = newPos->next;
}
CThing *List=Next;
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DVECTOR oldPos = Pos;
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s32 extension = m_extension;
while( List )
{
CNpcEnemy *segment = (CNpcEnemy *) List;
s32 xDist = oldPos.vx - newPos->pos.vx;
s32 yDist = oldPos.vy - newPos->pos.vy;
s16 headingToTarget = ratan2( yDist, xDist );
segment->setHeading( headingToTarget );
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List->setPos( newPos->pos );
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oldPos = newPos->pos;
List = List->getNext();
if ( List )
{
for ( skipCounter = 0 ; skipCounter < NPC_PARASITIC_WORM_SPACING ; skipCounter++ )
{
newPos = newPos->next;
}
}
extension += 1024;
extension &= 4095;
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}
}
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void CNpcParasiticWormEnemy::processClose( int _frames )
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{
resetParasiticWormHeadToTail();
m_movementTimer = 2 * GameState::getOneSecondInFrames();
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_timerTimer = GameState::getOneSecondInFrames();
m_sensorFunc = NPC_SENSOR_NONE;
}
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