/*========================================================================= npc.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #include "enemy\npc.h" #ifndef __LEVEL_LEVEL_H__ #include "level\level.h" #endif #ifndef __FILE_EQUATES_H__ #include #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif #ifndef __ENEMY_NPCPATH_H__ #include "enemy\npcpath.h" #endif #ifndef __UTILS_HEADER__ #include "utils\utils.h" #endif #ifndef __GAME_CONVO_H__ #include "game\convo.h" #endif #include "Gfx\actor.h" #ifndef __VID_HEADER_ #include "system\vid.h" #endif #ifndef __PROJECTL_PROJECTL_H__ #include "projectl\projectl.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// #ifndef __ENEMY_NSJFISH_H__ #include "enemy\nsjfish.h" #endif #ifndef __ENEMY_NHCRAB_H__ #include "enemy\nhcrab.h" #endif #ifndef __ENEMY_NSCRAB_H__ #include "enemy\nscrab.h" #endif #ifndef __ENEMY_NGEN_H__ #include "enemy\ngen.h" #endif #ifndef __ENEMY_NANEMONE_H__ #include "enemy\nanemone.h" #endif #ifndef __ENEMY_NCLAM_H__ #include "enemy\nclam.h" #endif #ifndef __ENEMY_NOCTO_H__ #include "enemy\nocto.h" #endif #ifndef __ENEMY_NFFOLK_H__ #include "enemy\nffolk.h" #endif #ifndef __ENEMY_NBBLOB_H__ #include "enemy\nbblob.h" #endif #ifndef __ENEMY_NGPIRATE_H__ #include "enemy\ngpirate.h" #endif #ifndef __ENEMY_NPUFFA_H__ #include "enemy\npuffa.h" #endif #ifndef __ENEMY_NSHRKMAN_H__ #include "enemy\nshrkman.h" #endif #ifndef __ENEMY_NSKLFISH_H__ #include "enemy\nsklfish.h" #endif #ifndef __ENEMY_NEYEBALL_H__ #include "enemy\neyeball.h" #endif #ifndef __ENEMY_NFSKULL_H__ #include "enemy\nfskull.h" #endif #ifndef __ENEMY_NSSTOMP_H__ #include "enemy\nsstomp.h" #endif #ifndef __ENEMY_NBOOGER_H__ #include "enemy\nbooger.h" #endif #ifndef __ENEMY_NMJFISH_H__ #include "enemy\nmjfish.h" #endif #ifndef __ENEMY_NSSHARK_H__ #include "enemy\nsshark.h" #endif #ifndef __ENEMY_NWORM_H__ #include "enemy\nworm.h" #endif #ifndef __ENEMY_NFDUTCH_H__ #include "enemy\nfdutch.h" #endif #ifndef __ENEMY_NDOGFISH_H__ #include "enemy\ndogfish.h" #endif #ifndef __ENEMY_NDUSTDEV_H__ #include "enemy\ndustdev.h" #endif #ifndef __ENEMY_NSDART_H__ #include "enemy\nsdart.h" #endif #ifndef __ENEMY_NPBUG_H__ #include "enemy\npbug.h" #endif #ifndef __ENEMY_NSSNAKE_H__ #include "enemy\nssnake.h" #endif #ifndef __ENEMY_NANGLER_H__ #include "enemy\nangler.h" #endif #ifndef __ENEMY_NMINE_H__ #include "enemy\nmine.h" #endif #ifndef __ENEMY_NSTRFISH_H__ #include "enemy\nstrfish.h" #endif #ifndef __ENEMY_NGHOST_H__ #include "enemy\nghost.h" #endif #ifndef __ENEMY_NOILBLOB_H__ #include "enemy\noilblob.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Friend NPCs //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::init() { CNpcThing::init(); Pos.vx = 100; Pos.vy = 100; m_extension = EXTEND_RIGHT; // temporary m_actorGfx=CActorPool::GetActor(ACTORS_CLAM_SBK); //m_animPlaying = true; m_animNo = 0; m_frame = 0; m_reversed = false; DVECTOR ofs = getCollisionSize(); m_drawOffset.vx = 0; m_drawOffset.vy = -( ofs.vy >> 1 ); setCollisionCentreOffset( 0, -( ofs.vy >> 1 ) ); //m_spriteBank=new ("enemy sprites") SpriteBank(); //m_spriteBank->load(UI_UIGFX_SPR); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::shutdown() { //m_spriteBank->dump(); delete m_spriteBank; delete m_actorGfx; CNpcThing::shutdown(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::think(int _frames) { CNpcThing::think(_frames); switch( m_data[m_type].movementFunc ) { case NPC_FRIEND_MOVEMENT_GARY: processGaryMovement( _frames ); break; case NPC_FRIEND_MOVEMENT_STATIC: default: break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::render() { CNpcThing::render(); // Render DVECTOR renderPos; DVECTOR offset = CLevel::getCameraPos(); renderPos.vx = Pos.vx - offset.vx; renderPos.vy = Pos.vy - offset.vy; if ( renderPos.vx >= 0 && renderPos.vx <= VidGetScrW() ) { if ( renderPos.vy >= 0 && renderPos.vy <= VidGetScrH() ) { m_actorGfx->Render(renderPos,m_animNo,m_frame,m_reversed); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::processEvent( GAME_EVENT evt, CThing *sourceThing ) { switch( evt ) { case USER_REQUEST_TALK_EVENT: { if ( m_data[this->m_type].canTalk ) { DVECTOR sourcePos; s32 xDiffSqr, yDiffSqr; // check talk distance sourcePos = sourceThing->getPos(); xDiffSqr = this->Pos.vx - sourcePos.vx; xDiffSqr *= xDiffSqr; yDiffSqr = this->Pos.vy - sourcePos.vy; yDiffSqr *= yDiffSqr; if ( xDiffSqr + yDiffSqr < 10000 ) { if( !CConversation::isActive() ) { CConversation::trigger( SCRIPTS_SPEECHTEST_DAT ); } } } break; } default: // ignore break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Enemy NPCs //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// s32 CNpcEnemy::playerXDist; s32 CNpcEnemy::playerYDist; s32 CNpcEnemy::playerXDistSqr; s32 CNpcEnemy::playerYDistSqr; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CNpcEnemy::NPC_UNIT_TYPE CNpcEnemy::getTypeFromMapEdit( u16 newType ) { return( mapEditConvertTable[newType - NPC_ENEMY_MAPEDIT_OFFSET] ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// CNpcEnemy *CNpcEnemy::Create(sThingActor *ThisActor) { CNpcEnemy *enemy; NPC_UNIT_TYPE enemyType = CNpcEnemy::getTypeFromMapEdit( ThisActor->Type ); switch( enemyType ) { case CNpcEnemy::NPC_SMALL_JELLYFISH_1: case CNpcEnemy::NPC_SMALL_JELLYFISH_2: { printf("JFish\n"); enemy = new ("small jellyfish") CNpcSmallJellyfishEnemy; break; } case CNpcEnemy::NPC_HERMIT_CRAB: { printf("NPC_HERMIT_CRAB\n"); enemy = new ("hermit crab") CNpcHermitCrabEnemy; break; } case CNpcEnemy::NPC_SPIDER_CRAB: { printf("NPC_SPIDER_CRAB\n"); enemy = new ("spider crab") CNpcSpiderCrabEnemy; break; } case CNpcEnemy::NPC_SPIDER_CRAB_SPAWNER: { printf("NPC_SPIDER_CRAB_SPAWNER\n"); enemy = new ("spider crab spawner") CNpcEnemyGenerator; break; } case CNpcEnemy::NPC_ANEMONE_1: { printf("NPC_ANEMONE_1\n"); enemy = new ("anemone 1") CNpcAnemone1Enemy; break; } case CNpcEnemy::NPC_ANEMONE_2: { printf("NPC_ANEMONE_2\n"); enemy = new ("anemone 2") CNpcAnemone2Enemy; break; } case CNpcEnemy::NPC_ANEMONE_3: { printf("NPC_ANEMONE_3\n"); enemy = new ("anemone 3") CNpcAnemone3Enemy; break; } case CNpcEnemy::NPC_CLAM_JUMP: { printf("NPC_CLAM_JUMP\n"); enemy = new ("jumping clam") CNpcJumpingClamEnemy; break; } case CNpcEnemy::NPC_CLAM_STATIC: { printf("NPC_CLAM_STATIC\n"); enemy = new ("static clam") CNpcStaticClamEnemy; break; } case CNpcEnemy::NPC_BABY_OCTOPUS: { printf("NPC_BABY_OCTOPUS\n"); enemy = new ("baby octopus") CNpcBabyOctopusEnemy; break; } case CNpcEnemy::NPC_FISH_FOLK: case CNpcEnemy::NPC_ZOMBIE_FISH_FOLK: { printf("NPC_FISH_FOLK\n"); enemy = new ("fish folk") CNpcFishFolk; break; } case CNpcEnemy::NPC_BALL_BLOB: { printf("NPC_BALL_BLOB\n"); enemy = new ("ball blob") CNpcBallBlobEnemy; break; } case CNpcEnemy::NPC_GHOST_PIRATE: { printf("NPC_GHOST_PIRATE\n"); enemy = new ("ghost pirate") CNpcGhostPirateEnemy; break; } case CNpcEnemy::NPC_PUFFA_FISH: { printf("NPC_PUFFA_FISH\n"); enemy = new ("puffa fish") CNpcPuffaFishEnemy; break; } case CNpcEnemy::NPC_SHARK_MAN: { printf("NPC_SHARK_MAN\n"); enemy = new ("shark man") CNpcSharkManEnemy; break; } case CNpcEnemy::NPC_SKELETAL_FISH: { printf("NPC_SKELETAL_FISH\n"); enemy = new ("skeletal fish") CNpcSkeletalFishEnemy; break; } case CNpcEnemy::NPC_EYEBALL: { printf("NPC_EYEBALL\n"); enemy = new ("eyeball") CNpcEyeballEnemy; break; } case CNpcEnemy::NPC_FLAMING_SKULL: { printf("NPC_FLAMING_SKULL\n"); enemy = new ("flaming skull") CNpcFlamingSkullEnemy; break; } case CNpcEnemy::NPC_SKULL_STOMPER: { printf("NPC_SKULL_STOMPER\n"); enemy = new ("skull stomper") CNpcSkullStomperEnemy; break; } case CNpcEnemy::NPC_BOOGER_MONSTER: { printf("NPC_BOOGER_MONSTER\n"); enemy = new ("booger monster") CNpcBoogerMonsterEnemy; break; } case CNpcEnemy::NPC_MOTHER_JELLYFISH: { printf("NPC_MOTHER_JELLYFISH\n"); enemy = new ("mother jellyfish") CNpcMotherJellyfishEnemy; break; } case CNpcEnemy::NPC_SUB_SHARK: { printf("NPC_SUB_SHARK\n"); enemy = new ("sub shark") CNpcSubSharkEnemy; break; } case CNpcEnemy::NPC_PARASITIC_WORM: { printf("NPC_PARASITIC_WORM\n"); enemy = new ("parasitic worm") CNpcParasiticWormEnemy; break; } case CNpcEnemy::NPC_FLYING_DUTCHMAN: { printf("NPC_FLYING_DUTCHMAN\n"); enemy = new ("flying dutchman") CNpcFlyingDutchmanEnemy; break; } case CNpcEnemy::NPC_IRON_DOGFISH: { printf("NPC_IRON_DOGFISH\n"); enemy = new ("iron dogfish") CNpcIronDogfishEnemy; break; } /*case CNpcEnemy::NPC_FALLING_ITEM: { printf("NPC_FALLING_ITEM\n"); enemy = new ("falling item") CNpcFallingItemHazard; break; }*/ /*case CNpcEnemy::NPC_FISH_HOOK: { printf("NPC_FISH_HOOK\n"); enemy = new ("fish hook") CNpcFishHookHazard; break; }*/ /*case CNpcEnemy::NPC_PENDULUM: { printf("NPC_PENDULUM\n"); enemy = new ("pendulum") CNpcPendulumHazard; break; }*/ /*case CNpcEnemy::NPC_FIREBALL: { printf("NPC_FIREBALL\n"); enemy = new ("fireball") CNpcFireballHazard; break; }*/ /*case CNpcEnemy::NPC_SAW_BLADE: { printf("NPC_SAW_BLADE\n"); enemy = new ("saw blade") CNpcReturningHazard; break; }*/ case CNpcEnemy::NPC_DUST_DEVIL: { printf("NPC_DUST_DEVIL\n"); enemy = new ("dust devil") CNpcDustDevilEnemy; break; } case CNpcEnemy::NPC_SQUID_DART: { enemy = new ("squid dart") CNpcSquidDartEnemy; break; } case CNpcEnemy::NPC_PRICKLY_BUG: { enemy = new ("prickly bug") CNpcPricklyBugEnemy; break; } case CNpcEnemy::NPC_SEA_SNAKE: { enemy = new ("sea snake") CNpcSeaSnakeEnemy; break; } case CNpcEnemy::NPC_ANGLER_FISH: { enemy = new ("angler fish") CNpcAnglerFish; break; } case CNpcEnemy::NPC_MINE: { enemy = new ("mine") CNpcMineEnemy; break; } case CNpcEnemy::NPC_NINJA_STARFISH: { enemy = new ("ninja starfish") CNpcNinjaStarfishEnemy; break; } case CNpcEnemy::NPC_GHOST: { enemy = new ("ghost") CNpcGhostEnemy; break; } case CNpcEnemy::NPC_OIL_BLOB: { enemy = new ("oil blob") CNpcOilBlobEnemy; break; } default: { printf("UNKNOWN %i\n",enemyType); enemy = new ("npc enemy") CNpcEnemy; ASSERT(0); break; } } ASSERT(enemy); enemy->setType( enemyType ); enemy->init(); return(enemy); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::setupWaypoints( sThingActor *ThisActor ) { u16 *PntList=(u16*)MakePtr(ThisActor,sizeof(sThingActor)); u16 newXPos, newYPos; newXPos = (u16) *PntList; PntList++; newYPos = (u16) *PntList; PntList++; setStartPos( newXPos, newYPos ); addWaypoint( newXPos, newYPos ); if ( ThisActor->PointCount > 1 ) { for (int pointNum = 1 ; pointNum < ThisActor->PointCount ; pointNum++ ) { newXPos = (u16) *PntList; PntList++; newYPos = (u16) *PntList; PntList++; addWaypoint( newXPos, newYPos ); if ( pointNum == 1 ) { setHeading( newXPos, newYPos ); } } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::addWaypoint( s32 xPos, s32 yPos ) { DVECTOR newPos; newPos.vx = xPos << 4; newPos.vy = yPos << 4; m_npcPath.addWaypoint( newPos ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::setStartPos( s32 xPos, s32 yPos ) { Pos.vx = xPos << 4; Pos.vy = yPos << 4; m_initPos = m_base = Pos; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::setHeading( s32 xPos, s32 yPos ) { m_heading = ratan2( ( yPos << 4 ) - Pos.vy, ( xPos << 4 ) - Pos.vx ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::init() { CEnemyThing::init(); if (m_data[m_type].skelType) { m_actorGfx=CActorPool::GetActor((FileEquate)m_data[m_type].skelType); m_spriteBank=0; } else { m_actorGfx=0; m_spriteBank=new ("enemy sprites") SpriteBank(); m_spriteBank->load(SPRITES_SPRITES_SPR); } m_animPlaying = true; m_animNo = m_data[m_type].initAnim; m_frame = 0; m_heading = m_fireHeading = 0; m_movementTimer = 0; m_timerTimer = 0; m_collisionTimer = 0; m_velocity = 0; m_extension = 0; m_rotation = 0; m_reversed = false; m_salvoCount = 0; m_isActive = true; m_health = m_data[this->m_type].initHealth; m_extendDir = EXTEND_RIGHT; m_timerFunc = m_data[this->m_type].timerFunc; m_sensorFunc = m_data[this->m_type].sensorFunc; m_movementFunc = m_data[this->m_type].movementFunc; m_controlFunc = NPC_CONTROL_MOVEMENT; m_npcPath.initPath(); DVECTOR ofs = getCollisionSize(); m_drawOffset.vx = 0; m_drawOffset.vy = -( ofs.vy >> 1 ); setCollisionCentreOffset( 0, -( ofs.vy >> 1 ) ); m_positionHistory = NULL; m_isShuttingDown = false; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::postInit() { m_npcPath.setPathType( CNpcPath::PONG_PATH ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::reinit() { m_animPlaying = true; m_animNo = m_data[m_type].initAnim; m_frame = 0; m_heading = m_fireHeading = 0; m_movementTimer = 0; m_timerTimer = 0; m_collisionTimer = 0; m_velocity = 0; m_extension = 0; m_rotation = 0; m_reversed = false; m_salvoCount = 0; m_isActive = true; m_health = m_data[this->m_type].initHealth; m_extendDir = EXTEND_RIGHT; m_timerFunc = m_data[this->m_type].timerFunc; m_sensorFunc = m_data[this->m_type].sensorFunc; m_movementFunc = m_data[this->m_type].movementFunc; m_controlFunc = NPC_CONTROL_MOVEMENT; Pos = m_initPos; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::shutdown() { if (m_spriteBank) m_spriteBank->dump(); delete m_spriteBank; // remove waypoints m_npcPath.removeAllWaypoints(); // remove position history CNpcPositionHistory *currentPosition; CNpcPositionHistory *oldPosition; currentPosition = m_positionHistory; while( currentPosition ) { oldPosition = currentPosition; currentPosition = currentPosition->next; delete oldPosition; } m_positionHistory = NULL; if (m_actorGfx) delete m_actorGfx; deleteAllChild(); CEnemyThing::shutdown(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::setToShutdown() { m_isShuttingDown = true; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// int CNpcEnemy::getFrameCount() { return( m_actorGfx->getFrameCount( m_animNo ) ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::think(int _frames) { CEnemyThing::think(_frames); if ( m_isActive ) { processGenericGetUserDist( _frames, &playerXDist, &playerYDist ); playerXDistSqr = playerXDist * playerXDist; playerYDistSqr = playerYDist * playerYDist; if ( m_animPlaying ) { s32 frameCount; frameCount = getFrameCount(); s32 frameShift = ( _frames << 8 ) >> 1; if ( ( frameCount << 8 ) - m_frame > frameShift ) { m_frame += frameShift; } else { m_frame = ( frameCount - 1 ) << 8; m_animPlaying = false; } } switch ( this->m_controlFunc ) { case NPC_CONTROL_NONE: return; case NPC_CONTROL_MOVEMENT: if ( !processSensor() ) { int moveFrames = _frames; if ( moveFrames > 2 ) { // make sure enemies don't go berserk if too many frames are dropped moveFrames = 2; } processMovement( moveFrames ); } else { processClose(_frames); } break; case NPC_CONTROL_SHOT: processShot(); break; case NPC_CONTROL_CLOSE: processClose(_frames); break; case NPC_CONTROL_COLLISION: processCollision(); break; } if ( m_heading > 1024 && m_heading < 3072 ) { m_reversed = true; } else { m_reversed = false; } } processTimer(_frames); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::collidedWith( CThing *_thisThing ) { if ( m_isActive ) { switch(_thisThing->getThingType()) { case TYPE_PLAYER: { CPlayer *player = (CPlayer *) _thisThing; ATTACK_STATE playerState = player->getAttackState(); switch( playerState ) { case ATTACK_STATE__NONE: { if ( !player->isRecoveringFromHit() ) { switch( m_data[m_type].detectCollision ) { case DETECT_NO_COLLISION: { // ignore break; } case DETECT_ALL_COLLISION: { m_oldControlFunc = m_controlFunc; m_controlFunc = NPC_CONTROL_COLLISION; break; } case DETECT_ATTACK_COLLISION_GENERIC: { //if ( m_controlFunc == NPC_CONTROL_CLOSE && m_data[m_type].closeFunc != NPC_CLOSE_NONE ) if ( m_controlFunc == NPC_CONTROL_CLOSE ) { // only detect collision if in attack mode m_oldControlFunc = m_controlFunc; m_controlFunc = NPC_CONTROL_COLLISION; } break; } } } break; } default: { // player is attacking, respond appropriately if ( m_controlFunc != NPC_CONTROL_SHOT ) { m_controlFunc = NPC_CONTROL_SHOT; m_state = NPC_GENERIC_HIT_CHECK_HEALTH; } break; } } break; } case TYPE_ENEMY: { processEnemyCollision( _thisThing ); break; } default: ASSERT(0); break; } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CNpcEnemy::processSensor() { switch( m_sensorFunc ) { case NPC_SENSOR_NONE: return( false ); default: { switch( m_sensorFunc ) { case NPC_SENSOR_GENERIC_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 10000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_velocity = m_data[m_type].speed; return( true ); } else { return( false ); } } case NPC_SENSOR_GENERIC_USER_VISIBLE: { s32 xDistWaypoint, yDistWaypoint; if ( abs( playerXDist ) < 500 ) { // within range // make sure user is closer to npc than next waypoint s32 xDistWaypoint, yDistWaypoint; m_npcPath.getDistToNextWaypoint( Pos, &xDistWaypoint, &yDistWaypoint ); if ( abs( playerXDist ) < abs( xDistWaypoint ) ) { s16 headingToPlayer = ratan2( playerYDist, playerXDist ); s16 decDir, incDir, moveDist; s32 headingToWaypoint = ratan2( yDistWaypoint, xDistWaypoint ); // check waypoint is in the same direction as the user decDir = headingToPlayer - headingToWaypoint; if ( decDir < 0 ) { decDir += ONE; } incDir = headingToWaypoint - headingToPlayer; if ( incDir < 0 ) { incDir += ONE; } if ( decDir < incDir ) { moveDist = decDir; } else { moveDist = incDir; } if ( moveDist > 512 ) { return( false ); } else { // check if npc is facing user decDir = m_heading - headingToPlayer; if ( decDir < 0 ) { decDir += ONE; } incDir = headingToPlayer - m_heading; if ( incDir < 0 ) { incDir += ONE; } if ( decDir < incDir ) { moveDist = decDir; } else { moveDist = incDir; } if ( moveDist < 1024 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_velocity = 8; return( true ); } else { return( false ); } } } else { return( false ); } } else { return( false ); } } default: return( false ); } } break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processMovement(int _frames) { s32 moveX = 0, moveY = 0; s32 moveVel = 0; s32 moveDist = 0; switch( m_movementFunc ) { case NPC_MOVEMENT_STATIC: { break; } case NPC_MOVEMENT_STATIC_CYCLE_ANIM: { if ( !m_animPlaying ) { m_animPlaying = true; m_animNo = m_data[m_type].initAnim; m_frame = 0; } break; } case NPC_MOVEMENT_FIXED_PATH: { processGenericFixedPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist ); if ( !m_animPlaying ) { m_animPlaying = true; m_animNo = m_data[m_type].moveAnim; m_frame = 0; } break; } case NPC_MOVEMENT_FIXED_PATH_WALK: { processGenericFixedPathWalk( _frames, &moveX, &moveY ); if ( !m_animPlaying ) { m_animPlaying = true; m_animNo = m_data[m_type].moveAnim; m_frame = 0; } break; } default: break; } processMovementModifier( _frames, moveX, moveY, moveVel, moveDist ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processMovementModifier(int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange) { Pos.vx += distX; Pos.vy += distY; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::hasBeenAttacked() { m_controlFunc = NPC_CONTROL_SHOT; m_state = NPC_GENERIC_HIT_CHECK_HEALTH; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processShot() { switch( m_data[m_type].shotFunc ) { case NPC_SHOT_NONE: { // do nothing break; } case NPC_SHOT_GENERIC: { switch ( m_state ) { case NPC_GENERIC_HIT_CHECK_HEALTH: { m_health -= 5; if ( m_health < 0 ) { m_state = NPC_GENERIC_HIT_DEATH_START; } else { m_state = NPC_GENERIC_HIT_RECOIL; m_animPlaying = true; m_animNo = m_data[m_type].recoilAnim; m_frame = 0; } break; } case NPC_GENERIC_HIT_RECOIL: { if ( !m_animPlaying ) { m_state = 0; m_controlFunc = NPC_CONTROL_MOVEMENT; } break; } case NPC_GENERIC_HIT_DEATH_START: { m_animPlaying = true; m_animNo = m_data[m_type].dieAnim; m_frame = 0; m_state = NPC_GENERIC_HIT_DEATH_END; break; } case NPC_GENERIC_HIT_DEATH_END: { if ( !m_animPlaying ) { if ( m_data[m_type].respawning ) { m_isActive = false; m_timerFunc = NPC_TIMER_RESPAWN; m_timerTimer = 4 * GameState::getOneSecondInFrames(); } else { setToShutdown(); } } break; } } break; } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processClose(int _frames) { switch( m_data[this->m_type].closeFunc ) { case NPC_CLOSE_GENERIC_USER_SEEK: { processGenericGotoTarget( _frames, playerXDist, playerYDist, m_data[m_type].speed ); break; } default: break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processCollision() { CPlayer *player = GameScene.getPlayer(); player->takeDamage( m_data[m_type].damageToUserType ); m_controlFunc = m_oldControlFunc; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processTimer(int _frames) { if ( m_collisionTimer > 0 ) { m_collisionTimer -= _frames; } if ( m_timerTimer > 0 ) { m_timerTimer -= _frames; } switch( m_timerFunc ) { case NPC_TIMER_NONE: { break; } case NPC_TIMER_EVADE_DONE: case NPC_TIMER_ATTACK_DONE: { if ( m_timerTimer <= 0 ) { m_timerFunc = NPC_TIMER_NONE; m_sensorFunc = m_data[this->m_type].sensorFunc; } break; } case NPC_TIMER_RESPAWN: { if ( m_timerTimer <= 0 ) { reinit(); } break; } default: break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::render() { SprFrame = NULL; if ( m_isActive ) { CEnemyThing::render(); // Render DVECTOR renderPos; DVECTOR offset = CLevel::getCameraPos(); renderPos.vx = Pos.vx - offset.vx; renderPos.vy = Pos.vy - offset.vy; if ( renderPos.vx >= 0 && renderPos.vx <= VidGetScrW() ) { if ( renderPos.vy >= 0 && renderPos.vy <= VidGetScrH() ) { SprFrame = m_actorGfx->Render(renderPos,m_animNo,( m_frame >> 8 ),m_reversed); } } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processEvent( GAME_EVENT evt, CThing *sourceThing ) { switch( evt ) { case USER_REQUEST_TALK_EVENT: { if ( m_data[this->m_type].canTalk ) { DVECTOR sourcePos; s32 xDiffSqr, yDiffSqr; // check talk distance sourcePos = sourceThing->getPos(); xDiffSqr = this->Pos.vx - sourcePos.vx; xDiffSqr *= xDiffSqr; yDiffSqr = this->Pos.vy - sourcePos.vy; yDiffSqr *= yDiffSqr; if ( xDiffSqr + yDiffSqr < 10000 ) { if( !CConversation::isActive() ) { CConversation::trigger( SCRIPTS_SPEECHTEST_DAT ); } } } break; } case PROJECTILE_RETURNED_TO_SOURCE_EVENT: { m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; //removeChild( sourceThing ); //sourceThing->shutdown(); //delete sourceThing; CProjectile *projectile; projectile = (CProjectile *) sourceThing; projectile->setMovementType( CProjectile::PROJECTILE_FIXED ); projectile->setPosition( Pos ); break; } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CNpcEnemy::canBeCaughtByNet() { return( m_isActive && m_data[m_type].canBeNetted ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::caughtWithNet() { if ( m_data[m_type].respawning ) { if ( m_isActive ) { m_isActive = false; m_timerFunc = NPC_TIMER_RESPAWN; m_timerTimer = 4 * GameState::getOneSecondInFrames(); } } else { setToShutdown(); } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// int CNpcEnemy::canCollide() { return( m_isActive ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processEnemyCollision( CThing *thisThing ) { DVECTOR otherPos = thisThing->getPos(); DVECTOR otherDelta = thisThing->getPosDelta(); s32 xDist = Pos.vx - otherPos.vx; s32 yDist = Pos.vy - otherPos.vy; s16 headingFromTarget = ratan2( yDist, xDist ); if ( xDist > 0 ) { Pos.vx += 6; } else { Pos.vx -= 6; } if ( yDist > 0 ) { Pos.vy += 6; } else { Pos.vy -= 6; } Pos.vx += otherDelta.vx; Pos.vy += otherDelta.vy; if ( m_collisionTimer <= 0 ) { m_collisionTimer = GameState::getOneSecondInFrames(); m_heading = headingFromTarget; // try next waypoint to get around other enemy m_npcPath.incPath(); } }