/*========================================================================= nsstomp.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #ifndef __ENEMY_NPC_H__ #include "enemy\npc.h" #endif #ifndef __ENEMY_NSSTOMP_H__ #include "enemy\nsstomp.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif #ifndef __ANIM_STOMPER_HEADER__ #include #endif void CNpcSkullStomperEnemy::processEnemyCollision( CThing *thisThing ) { // do nothing } void CNpcSkullStomperEnemy::postInit() { m_extendDir = EXTEND_DOWN; } bool CNpcSkullStomperEnemy::processSensor() { switch( m_sensorFunc ) { case NPC_SENSOR_NONE: return( false ); default: { if ( playerXDistSqr < 10000 && playerYDist >= 0 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_extendDir = EXTEND_DOWN; CSoundMediator::playSfx( CSoundMediator::SFX_SKULL_ATTACK ); return( true ); } else { return( false ); } } } } void CNpcSkullStomperEnemy::processClose( int _frames ) { s8 groundHeight; s8 yMovement; if ( !m_animPlaying ) { m_animPlaying = true; m_animNo = ANIM_STOMPER_CRUSH; m_frame = 0; } if ( m_timerTimer > 0 ) { // wait } else { if ( m_extendDir == EXTEND_DOWN ) { yMovement = m_data[m_type].speed * _frames; groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 ); if ( groundHeight < yMovement ) { // colliding with ground Pos.vy += groundHeight; // pause and change direction m_timerTimer = 3 * GameState::getOneSecondInFrames(); m_extendDir = EXTEND_UP; } else { // drop down Pos.vy += yMovement; } } else { if ( m_base.vx - Pos.vx == 0 && m_base.vy - Pos.vy == 0 ) { m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; m_npcPath.resetPath(); } else { // return to original position processGenericGotoTarget( _frames, m_base.vx - Pos.vx, m_base.vy - Pos.vy, 1 ); } } } }