/*========================================================================= ngeneric.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #ifndef __ENEMY_NPC_H__ #include "enemy\npc.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif void CNpc::processGenericGotoTarget( int _frames, s32 xDist, s32 yDist, s32 speed ) { s16 decDir, incDir, moveDist; s32 moveX, moveY; s16 headingToTarget = ratan2( yDist, xDist ); s16 maxTurnRate = m_data[m_type].turnSpeed; decDir = m_heading - headingToTarget; if ( decDir < 0 ) { decDir += ONE; } incDir = headingToTarget - m_heading; if ( incDir < 0 ) { incDir += ONE; } if ( decDir < incDir ) { moveDist = -decDir; } else { moveDist = incDir; } if ( moveDist < -maxTurnRate ) { moveDist = -maxTurnRate; } else if ( moveDist > maxTurnRate ) { moveDist = maxTurnRate; } m_heading += moveDist; m_heading = m_heading % ONE; s32 preShiftX = _frames * speed * rcos( m_heading ); s32 preShiftY = _frames * speed * rsin( m_heading ); moveX = preShiftX >> 12; if ( !moveX && preShiftX ) { moveX = preShiftX / abs( preShiftX ); } moveY = preShiftY >> 12; if ( !moveY && preShiftY ) { moveY = preShiftY / abs( preShiftY ); } Pos.vx += moveX; Pos.vy += moveY; } void CNpc::processGenericGetUserDist( int _frames, s32 *distX, s32 *distY ) { s32 moveX = 0, moveY = 0; s16 moveDist = 0; s32 moveVel = 0; CPlayer *player = GameScene.getPlayer(); DVECTOR playerPos = player->getPos(); *distX = playerPos.vx - this->Pos.vx; *distY = playerPos.vy - this->Pos.vy; } void CNpc::processGenericFixedPathWalk( int _frames, s32 *moveX, s32 *moveY, s32 *heading ) { s32 maxHeight = 10; s32 distX, distY; s32 fallSpeed = 2; s8 yMovement = fallSpeed * _frames; s32 groundHeight; *moveX = 0; *moveY = 0; // ignore y component of waypoint, since we are stuck to the ground if ( m_npcPath.think2D( Pos, &distX, &distY, heading ) ) { // path has finished, waypoint has changed, or there are no waypoints - do not move horizontally // check for vertical movement groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 ); if ( groundHeight <= yMovement ) { // groundHeight <= yMovement indicates either just above ground or on or below ground *moveY = groundHeight; } else { // fall *moveY = yMovement; } } else { // check for collision distX = distX / abs( distX ); if ( m_layerCollision->getHeightFromGround( Pos.vx + ( distX * m_data[m_type].speed * _frames ), Pos.vy ) < -maxHeight ) { // there is an obstacle in the way, increment the path point (hopefully this will resolve the problem) m_npcPath.incPath(); } else { // check for vertical movement groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 ); if ( groundHeight <= yMovement ) { // groundHeight <= yMovement indicates either just above ground or on or below ground *moveX = distX * m_data[m_type].speed * _frames; *moveY = groundHeight; } else { // fall *moveY = yMovement; } } } } bool CNpc::isCollisionWithGround() { ASSERT(m_layerCollision); return m_layerCollision->Get( Pos.vx >> 4, ( Pos.vy + 1 ) >> 4 ) ? 16:0; }