462 lines
9.2 KiB
C++
462 lines
9.2 KiB
C++
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/*=========================================================================
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nprojjf.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_NPROJJF_H__
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#include "enemy\nprojjf.h"
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#endif
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#ifndef __UTILS_HEADER__
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#include "utils\utils.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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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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#ifndef __VID_HEADER_
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#include "system\vid.h"
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSmallJellyfishProjectileEnemy::postInit()
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{
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CNpcEnemy::postInit();
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m_lifetime = 8 * GameState::getOneSecondInFrames();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSmallJellyfishProjectileEnemy::think(int _frames)
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{
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int moveFrames = _frames;
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if ( moveFrames > 2 )
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{
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// make sure enemies don't go berserk if too many frames are dropped
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moveFrames = 2;
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}
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CEnemyThing::think(_frames);
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processGenericGetUserDist( moveFrames, &playerXDist, &playerYDist );
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playerXDistSqr = playerXDist * playerXDist;
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playerYDistSqr = playerYDist * playerYDist;
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if ( m_isCaught )
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{
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processCoralBlower( moveFrames );
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}
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else
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{
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if ( m_isActive )
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{
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if ( m_animPlaying )
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{
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s32 frameCount;
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frameCount = getFrameCount();
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s32 frameShift = ( moveFrames << 8 ) >> 1;
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if ( ( frameCount << 8 ) - m_frame > frameShift )
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{
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m_frame += frameShift;
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}
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else
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{
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m_frame = ( frameCount - 1 ) << 8;
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m_animPlaying = false;
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}
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}
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switch ( this->m_controlFunc )
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{
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case NPC_CONTROL_NONE:
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return;
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case NPC_CONTROL_MOVEMENT:
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if ( !processSensor() )
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{
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processMovement( moveFrames );
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}
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else
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{
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processClose( moveFrames );
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}
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break;
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case NPC_CONTROL_SHOT:
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processShot();
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break;
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case NPC_CONTROL_CLOSE:
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processClose( moveFrames );
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break;
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case NPC_CONTROL_COLLISION:
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processCollision();
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break;
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}
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processGraphicFlipping();
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}
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}
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if ( !m_isCaught )
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{
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processTimer( moveFrames );
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}
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m_lifetime -= _frames;
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if ( m_lifetime < 0 )
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{
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setToShutdown();
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSmallJellyfishProjectileEnemy::render()
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{
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SprFrame = NULL;
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if ( m_isActive )
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{
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CEnemyThing::render();
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// Render
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DVECTOR renderPos;
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DVECTOR origRenderPos;
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DVECTOR offset = CLevel::getCameraPos();
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int spriteWidth = m_spriteBank->getFrameWidth( m_frame >> 8 );
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int spriteHeight = m_spriteBank->getFrameHeight( m_frame >> 8 );
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renderPos.vx = Pos.vx - offset.vx;
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origRenderPos.vx = renderPos.vx;
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renderPos.vx += m_drawOffset.vx;
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renderPos.vy = Pos.vy - offset.vy;
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origRenderPos.vy = renderPos.vy;
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renderPos.vy += m_drawOffset.vy - ( spriteHeight >> 1 );
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if ( renderPos.vx >= 0 && renderPos.vx <= VidGetScrW() )
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{
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if ( renderPos.vy >= 0 && renderPos.vy <= VidGetScrH() )
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{
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SprFrame = m_spriteBank->printRotatedScaledSprite( FRM_JELLYFISH1_SWIM1 + ( m_frame >> 8 ),renderPos.vx,renderPos.vy,4096,4096,m_drawRotation,10);
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setRGB0( SprFrame, 255, 128, 255 ); // Let me know if these change! ALso ket me know when the different coloured ones go in pls! (pkg)
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// get xmax, xmin, ymax, ymin
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s32 XMax;
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s32 XMin;
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s32 YMax;
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s32 YMin;
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XMin=SprFrame->x0;
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if (XMin>SprFrame->x1) XMin=SprFrame->x1;
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if (XMin>SprFrame->x2) XMin=SprFrame->x2;
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if (XMin>SprFrame->x3) XMin=SprFrame->x3;
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XMax=SprFrame->x0;
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if (XMax<SprFrame->x1) XMax=SprFrame->x1;
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if (XMax<SprFrame->x2) XMax=SprFrame->x2;
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if (XMax<SprFrame->x3) XMax=SprFrame->x3;
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YMin=SprFrame->y0;
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if (YMin>SprFrame->y1) YMin=SprFrame->y1;
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if (YMin>SprFrame->y2) YMin=SprFrame->y2;
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if (YMin>SprFrame->y3) YMin=SprFrame->y3;
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YMax=SprFrame->y0;
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if (YMax<SprFrame->y1) YMax=SprFrame->y1;
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if (YMax<SprFrame->y2) YMax=SprFrame->y2;
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if (YMax<SprFrame->y3) YMax=SprFrame->y3;
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XMax -= origRenderPos.vx;
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XMin -= origRenderPos.vx;
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YMax -= origRenderPos.vy;
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YMin -= origRenderPos.vy;
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setCollisionSize( ( XMax - XMin ), ( YMax - YMin ) );
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setCollisionCentreOffset( ( XMax + XMin ) >> 1, ( YMax + YMin ) >> 1 );
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSmallJellyfishProjectileEnemy::processClose( int _frames )
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{
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s32 moveX = 0, moveY = 0;
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s16 moveDist = 0;
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s32 moveVel = 0;
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if ( playerXDistSqr + playerYDistSqr > 10000 )
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{
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this->m_controlFunc = NPC_CONTROL_MOVEMENT;
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}
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else
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{
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bool pathComplete;
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bool waypointChange;
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s32 xDist, yDist;
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s16 headingToTarget = m_npcPath.think( Pos, &pathComplete, &waypointChange, &xDist, &yDist );
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if ( pathComplete )
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{
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this->m_controlFunc = NPC_CONTROL_MOVEMENT;
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}
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else
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{
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if ( !m_animPlaying )
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{
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m_animPlaying = true;
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m_animNo = m_data[m_type].moveAnim;
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m_frame = 0;
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}
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s16 headingToPlayer = ratan2( playerYDist, playerXDist );
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if ( m_evadeClockwise )
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{
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headingToPlayer += 1024;
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}
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else
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{
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headingToPlayer -= 1024;
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}
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headingToPlayer &= 4095;
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s16 decDir, incDir;
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decDir = headingToPlayer - headingToTarget;
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if ( decDir < 0 )
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{
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decDir += ONE;
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}
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incDir = headingToTarget - headingToPlayer;
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if ( incDir < 0 )
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{
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incDir += ONE;
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}
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if ( decDir < incDir )
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{
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moveDist = decDir;
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}
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else
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{
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moveDist = incDir;
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}
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if ( moveDist < 128 )
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{
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// evasion angle is close to angle required to go to waypoint, hence resume waypoint movement
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this->m_controlFunc = NPC_CONTROL_MOVEMENT;
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this->m_timerFunc = NPC_TIMER_EVADE_DONE;
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this->m_timerTimer = GameState::getOneSecondInFrames();
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this->m_sensorFunc = NPC_SENSOR_NONE;
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}
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else
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{
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decDir = m_heading - headingToPlayer;
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if ( decDir < 0 )
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{
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decDir += ONE;
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}
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incDir = headingToPlayer - m_heading;
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if ( incDir < 0 )
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{
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incDir += ONE;
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}
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if ( decDir < incDir )
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{
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moveDist = -decDir;
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}
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else
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{
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moveDist = incDir;
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}
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if ( moveDist < -128 )
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{
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moveDist = -128;
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}
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else if ( moveDist > 128 )
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{
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moveDist = 128;
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}
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m_heading += moveDist;
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m_heading &= 4095;
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moveX = ( _frames * 3 * rcos( m_heading ) ) >> 12;
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moveY = ( _frames * 3 * rsin( m_heading ) ) >> 12;
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moveVel = ( _frames * 3 ) << 8;
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if ( processGroundCollisionReverse( &moveX, &moveY ) )
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{
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m_evadeClockwise = !m_evadeClockwise;
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}
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processMovementModifier(_frames, moveX, moveY, moveVel, moveDist);
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CNpcSmallJellyfishProjectileEnemy::processSensor()
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{
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switch( m_sensorFunc )
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{
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case NPC_SENSOR_NONE:
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return( false );
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default:
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{
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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 );
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}
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else
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{
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return( false );
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSmallJellyfishProjectileEnemy::processMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange )
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{
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s32 newX, newY;
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s32 preShiftX, preShiftY;
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s16 headingVal;
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//u16 jellyfishData[5] = { 96, 192, 256, 192, 128, };
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u16 jellyfishData[6] = { 256, 256, 96, 48, 96, 256, };
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u32 dataPoint;
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m_movementTimer += _frames;
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if ( m_movementTimer > ( GameState::getOneSecondInFrames() >> 1 ) )
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{
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m_movementTimer = 0;
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}
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dataPoint = 5 * m_movementTimer;
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if ( dataPoint != 0 )
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{
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dataPoint /= ( GameState::getOneSecondInFrames() >> 1 );
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}
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m_frame = ( ( m_movementTimer * ( getFrameCount() - 1 ) << 8 ) ) / GameState::getOneSecondInFrames();
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s32 resistance;
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s32 absVelocity = abs( m_velocity );
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s32 reqVelocity = dist;
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resistance = _frames * NPC_JELLYFISH_RESISTANCE;
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if ( absVelocity < resistance )
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{
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resistance = absVelocity;
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}
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if ( absVelocity != 0 )
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{
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resistance = -( resistance * m_velocity ) / absVelocity;
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}
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else
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{
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resistance = 0;
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}
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m_velocity += resistance;
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headingVal = abs( headingChange );
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if ( headingVal > 128 )
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{
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headingVal = 128;
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}
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reqVelocity = dist * jellyfishData[dataPoint];
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reqVelocity >>= 8;
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reqVelocity *= 128 + ( 128 - headingVal );
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reqVelocity >>= 8;
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s32 absReqVelocity = abs( reqVelocity );
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if ( absReqVelocity > absVelocity )
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{
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m_velocity += reqVelocity >> 1;
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}
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preShiftX = ( m_velocity >> 8 ) * rcos( m_heading );
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preShiftY = ( m_velocity >> 8 ) * rsin( m_heading );
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newX = preShiftX >> 12;
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if ( !newX && preShiftX )
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{
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newX = preShiftX / abs( preShiftX );
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}
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newY = preShiftY >> 12;
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if ( !newY && preShiftY )
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{
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newY = preShiftY / abs( preShiftY );
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}
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Pos.vx += newX;
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Pos.vy += newY;
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m_drawRotation = m_heading;
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}
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