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@ -26,10 +26,11 @@
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void CNpc::processFishFolkMovementModifier( int _frames, s32 distX, s32 distY )
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{
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Pos.vy += distY;
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if ( m_movementTimer > 0 )
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{
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Pos.vx += distX;
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Pos.vy += distY;
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m_movementTimer -= _frames;
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@ -99,6 +99,75 @@ void CNpc::processGenericGetUserDist( int _frames, s32 *distX, s32 *distY )
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*distY = playerPos.vy - this->Pos.vy;
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}
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void CNpc::processGenericFixedPathWalk( int _frames, s32 *moveX, s32 *moveY )
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{
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s32 maxHeight = 10;
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s32 distX, distY;
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s32 fallSpeed = 5;
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s8 yMovement = fallSpeed * _frames;
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s32 groundHeight;
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*moveX = 0;
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*moveY = 0;
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// ignore y component of waypoint, since we are stuck to the ground
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if ( m_npcPath.think2D( Pos, &distX, &distY ) )
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{
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// path has finished, waypoint has changed, or there are no waypoints - do not move horizontally
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// check for vertical movement
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groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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if ( groundHeight <= yMovement )
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{
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// groundHeight <= yMovement indicates either just above ground or on or below ground
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*moveY = groundHeight;
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}
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else
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{
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// fall
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*moveY = yMovement;
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}
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}
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else
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{
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// check for collision
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distX = distX / abs( distX );
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if ( m_layerCollision->getHeightFromGround( Pos.vx + ( distX * m_data[m_type].speed * _frames ), Pos.vy ) < -maxHeight )
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{
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// there is an obstacle in the way, increment the path point (hopefully this will resolve the problem)
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m_npcPath.incPath();
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}
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else
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{
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// check for vertical movement
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groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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if ( groundHeight <= yMovement )
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{
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// groundHeight <= yMovement indicates either just above ground or on or below ground
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*moveX = distX * m_data[m_type].speed * _frames;
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*moveY = groundHeight;
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}
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else
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{
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// fall
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*moveY = yMovement;
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}
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}
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}
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}
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bool CNpc::isCollisionWithGround()
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{
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ASSERT(m_layerCollision);
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@ -54,7 +54,7 @@ class CLayerCollision *CNpc::m_layerCollision;
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void CNpc::init()
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{
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m_type = NPC_SMALL_JELLYFISH_1;
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m_type = NPC_FISH_FOLK;
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m_heading = m_fireHeading = 0;
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m_movementTimer = 0;
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@ -231,13 +231,13 @@ void CNpc::init()
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DVECTOR newPos;
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newPos.vx = 100;
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newPos.vy = 100;
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newPos.vx = 200;
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newPos.vy = 400;
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m_npcPath.addWaypoint( newPos );
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newPos.vx = 500;
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newPos.vy = 100;
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newPos.vy = 400;
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m_npcPath.addWaypoint( newPos );
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@ -721,6 +721,13 @@ void CNpc::processMovement(int _frames)
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break;
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}
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case NPC_MOVEMENT_FIXED_PATH_WALK:
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{
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processGenericFixedPathWalk( _frames, &moveX, &moveY );
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break;
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}
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case NPC_MOVEMENT_MOTHER_JELLYFISH:
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{
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processMotherJellyfishMovement( _frames );
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@ -166,6 +166,7 @@ protected:
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{
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NPC_MOVEMENT_STATIC = 0,
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NPC_MOVEMENT_FIXED_PATH = 1,
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NPC_MOVEMENT_FIXED_PATH_WALK,
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NPC_MOVEMENT_MOTHER_JELLYFISH,
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NPC_MOVEMENT_SUB_SHARK,
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NPC_MOVEMENT_FLYING_DUTCHMAN,
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@ -270,6 +271,7 @@ protected:
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void processGenericGotoTarget( int _frames, s32 xDist, s32 yDist, s32 speed );
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void processGenericGetUserDist( int _frames, s32 *distX, s32 *distY );
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void processGenericFixedPathWalk( int _frames, s32 *moveX, s32 *moveY );
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// small jellyfish functions
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@ -262,7 +262,7 @@ CNpc::NPC_DATA CNpc::m_data[NPC_UNIT_TYPE_MAX] =
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{ // NPC_FISH_FOLK
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NPC_INIT_FISH_FOLK,
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NPC_SENSOR_NONE,
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NPC_MOVEMENT_FIXED_PATH,
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NPC_MOVEMENT_FIXED_PATH_WALK,
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NPC_MOVEMENT_MODIFIER_FISH_FOLK,
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NPC_CLOSE_NONE,
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NPC_TIMER_NONE,
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@ -230,3 +230,31 @@ s32 CNpcPath::think( DVECTOR currentPos, bool *pathComplete, bool *waypointChang
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return( headingToTarget );
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}
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bool CNpcPath::think2D( DVECTOR currentPos, s32 *distX, s32 *distY )
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{
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bool pointChange = false;
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if ( !this->waypoint )
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{
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return( true );
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}
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if ( !currentWaypoint )
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{
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// if no currentWaypoint set, start it off
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currentWaypoint = this->waypoint;
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}
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*distX = currentWaypoint->pos.vx - currentPos.vx;
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*distY = currentWaypoint->pos.vy - currentPos.vy;
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if ( abs( *distX ) < 10 )
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{
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pointChange = true;
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incPath();
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}
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return( pointChange );
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}
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@ -52,6 +52,7 @@ public:
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void resetPath();
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void reversePathDir();
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s32 think( DVECTOR currentPos, bool *pathComplete, bool *waypointChange );
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bool think2D( DVECTOR currentPos, s32 *distX, s32 *distY );
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bool getDistToNextWaypoint( DVECTOR currentPos, s32 *distX, s32 *distY );
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};
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