SBSPSS/source/enemy/nsdart.cpp

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/*=========================================================================
nsdart.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __ENEMY_NPC_H__
#include "enemy\npc.h"
#endif
#ifndef __ENEMY_NSDART_H__
#include "enemy\nsdart.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
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#ifndef __PROJECTL_PRNPCSPR_H__
#include "projectl\prnpcspr.h"
#endif
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#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSquidDartEnemy::render()
{
SprFrame = NULL;
if ( m_isActive )
{
CEnemyThing::render();
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if (canRender())
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{
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DVECTOR &renderPos=getRenderPos();
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// bodge
if ( m_reversed )
{
renderPos.vx += 32;
}
else
{
renderPos.vx -= 32;
}
renderPos.vy -= 6;
// bodge
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int frame = FRM_SQUIDDART_SWIM0001 + ( m_frame >> 8 );
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SprFrame = CGameScene::getSpriteBank()->printFT4(frame,renderPos.vx,renderPos.vy,m_reversed,0,0);
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//setRGB0( SprFrame, 255, 128, 255 );
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/*s32 XMax = SprFrame->x1 - origRenderPos.vx;
s32 XMin = SprFrame->x0 - origRenderPos.vx;
s32 YMax = SprFrame->y2 - origRenderPos.vy;
s32 YMin = SprFrame->y0 - origRenderPos.vy;*/
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s32 XMax = SprFrame->x1 - renderPos.vx;
s32 XMin = SprFrame->x0 - renderPos.vx;
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s32 YMax = SprFrame->y2 - renderPos.vy;
s32 YMin = SprFrame->y0 - renderPos.vy;
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setCollisionSize( ( XMax - XMin ), ( YMax - YMin ) );
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// bodge
setCollisionCentreOffset( 0, 0 ); //( XMax + XMin ) >> 1, ( YMax + YMin ) >> 1 );
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}
}
}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSquidDartEnemy::fireAsProjectile( s16 heading )
{
m_isActive = false;
setToShutdown();
DVECTOR newPos = Pos;
newPos.vy -= 10;
CEnemyAsSpriteProjectile *projectile;
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projectile = CEnemyAsSpriteProjectile::Create();
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projectile->init( newPos,
heading,
CPlayerProjectile::PLAYER_PROJECTILE_DUMBFIRE,
CPlayerProjectile::PLAYER_PROJECTILE_FINITE_LIFE,
5*60);
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projectile->setGraphic( FRM_SQUIDDART_SWIM0001 );
projectile->setHasRGB( true );
projectile->setRGB( 255, 128, 255 );
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}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
s32 CNpcSquidDartEnemy::getFrameShift( int _frames )
{
return( ( _frames << 8 ) >> 2 );
}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool CNpcSquidDartEnemy::processSensor()
{
switch( m_sensorFunc )
{
case NPC_SENSOR_NONE:
return( false );
default:
{
if ( playerXDistSqr + playerYDistSqr < 20000 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
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m_attack = false;
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// sound
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if( m_soundId != NOT_PLAYING )
{
CSoundMediator::stopAndUnlockSfx( (xmPlayingId) m_soundId );
}
m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_SQUIDDART_ATTACK, true );
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return( true );
}
else
{
return( false );
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSquidDartEnemy::processClose( int _frames )
{
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s32 movement;
s32 yAim = playerYDist - 20;
s32 maxSpeed = 2 * m_data[m_type].speed * _frames;
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if ( m_attack )
{
movement = m_xPos - Pos.vx;
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if ( movement )
{
if ( movement > maxSpeed )
{
movement = maxSpeed;
}
else if ( movement < -maxSpeed )
{
movement = -maxSpeed;
}
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Pos.vx += movement;
}
else
{
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_timerTimer = GameState::getOneSecondInFrames();
m_sensorFunc = NPC_SENSOR_NONE;
}
}
else
{
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if ( abs( yAim ) > 20 )
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{
movement = yAim;
if ( movement > maxSpeed )
{
movement = maxSpeed;
}
else if ( movement < -maxSpeed )
{
movement = -maxSpeed;
}
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Pos.vy += movement;
}
else
{
m_attack = true;
m_xPos = Pos.vx + playerXDist;
}
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if ( playerXDist > 0 )
{
m_heading = 0;
}
else
{
m_heading = 2048;
}
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}
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if ( !m_animPlaying )
{
m_frame = 0;
m_animNo = m_data[m_type].moveAnim;
m_animPlaying = true;
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}
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}