SBSPSS/source/enemy/nbblob.cpp

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/*=========================================================================
nbblob.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 __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __ANIM_BALLBLOB_HEADER__
#include <ACTOR_BALLBLOB_ANIM.h>
#endif
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void CNpcEnemy::processBallBlobMovement( int _frames, s32 *moveX, s32 *moveY )
{
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s32 waypointXDist;
s32 waypointYDist;
s32 waypointHeading;
if ( !m_animPlaying && m_frame != 0 )
{
m_animNo = ANIM_BALLBLOB_WOBBLE;
m_frame = 0;
}
else if ( m_animNo == ANIM_BALLBLOB_BOUNCE )
{
*moveX = 0;
*moveY = 0;
return;
}
// deal with horizontal
if ( m_npcPath.thinkFlat( Pos, &waypointXDist, &waypointYDist, &waypointHeading ) )
{
// increment waypoint
if ( waypointHeading == 0 )
{
// head right
if ( m_heading >= 1024 && m_heading <= 3072 )
{
// currently heading in the wrong direction, reverse horizontal
s32 headingDiff = m_heading - 2048;
headingDiff = -headingDiff;
headingDiff += 4096;
m_heading = headingDiff % 4096;
m_animPlaying = true;
m_animNo = ANIM_BALLBLOB_WOBBLE;
m_frame = 0;
}
}
else
{
// head left
if ( m_heading < 1024 || m_heading > 3072 )
{
// currently heading in the wrong direction, reverse horizontal
s32 headingDiff = m_heading;
headingDiff = -headingDiff;
headingDiff += 6144;
m_heading = headingDiff % 4096;
m_animPlaying = true;
m_animNo = ANIM_BALLBLOB_WOBBLE;
m_frame = 0;
}
}
}
s32 preShiftX = _frames * m_data[m_type].speed * rcos( m_heading );
s32 preShiftY = _frames * m_data[m_type].speed * rsin( m_heading );
*moveX = preShiftX >> 12;
if ( !(*moveX) && preShiftX )
{
*moveX = preShiftX / abs( preShiftX );
}
*moveY = preShiftY >> 12;
if ( !(*moveY) && preShiftY )
{
*moveY = preShiftY / abs( preShiftY );
}
// deal with vertical
if ( Pos.vy < 0 || m_layerCollision->Get( ( Pos.vx + *moveX ) >> 4, ( Pos.vy + *moveY ) >> 4 ) )
{
// reflect heading in vertical
m_heading = 4096 - m_heading;
m_animPlaying = true;
m_animNo = ANIM_BALLBLOB_BOUNCE;
m_frame = 0;
// get new movement values
preShiftX = _frames * m_data[m_type].speed * rcos( m_heading );
preShiftY = _frames * m_data[m_type].speed * rsin( m_heading );
*moveX = preShiftX >> 12;
if ( !(*moveX) && preShiftX )
{
*moveX = preShiftX / abs( preShiftX );
}
*moveY = preShiftY >> 12;
if ( !(*moveY) && preShiftY )
{
*moveY = preShiftY / abs( preShiftY );
}
}
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}