This commit is contained in:
Charles 2001-06-13 13:52:26 +00:00
parent 0a4a79ce04
commit 5a96378bc6

View File

@ -27,10 +27,18 @@
#include "player\player.h"
#endif
#ifndef __PROJECTL_PROJECTL_H__
#include "projectl\projectl.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
#ifndef __SPR_SPRITES_H__
#include <sprites.h>
#endif
#ifndef __ANIM_SHARKMAN_HEADER__
#include <ACTOR_SHARKMAN_ANIM.h>
#endif
@ -39,6 +47,9 @@
#define ANIM_SHARKMAN_KICK_SAND ANIM_SHARKMAN_IDLE1_
#define ANIM_SHARKMAN_PUSHUPS ANIM_SHARKMAN_IDLE1_
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSharkManEnemy::processMovement( int _frames )
{
s32 moveX = 0, moveY = 0;
@ -124,7 +135,48 @@ void CNpcSharkManEnemy::processMovement( int _frames )
processMovementModifier( _frames, moveX, moveY, 0, 0 );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSharkManEnemy::processClose( int _frames )
{
if ( m_animNo != ANIM_SHARKMAN_RUN )
{
m_animPlaying = true;
m_animNo = ANIM_SHARKMAN_RUN;
m_frame = 0;
}
else if ( !m_animPlaying )
{
// anim finished, fire
DVECTOR newPos = Pos;
newPos.vy -= 50;
s32 xDist, yDist;
CPlayer *player = GameScene.getPlayer();
DVECTOR playerPos = player->getPos();
xDist = playerPos.vx - newPos.vx;
yDist = playerPos.vy - newPos.vy;
s16 heading = ratan2( yDist, xDist ) & 4095;
CProjectile *projectile;
projectile = new( "shark man projectile" ) CProjectile;
projectile->init( newPos, heading );
projectile->setGraphic( FRM__LIGHTNING2 );
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_timerTimer = GameState::getOneSecondInFrames();
m_sensorFunc = NPC_SENSOR_NONE;
m_animNo = m_data[m_type].moveAnim;
m_animPlaying = true;
m_frame = 0;
}
}
/*void CNpcSharkManEnemy::processClose( int _frames )
{
s32 moveX = 0, moveY = 0;
s32 groundHeight;
@ -222,4 +274,4 @@ void CNpcSharkManEnemy::processClose( int _frames )
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_animNo = m_data[m_type].moveAnim;
}
}
}*/