/*========================================================================= neyeball.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #ifndef __ENEMY_NPC_H__ #include "enemy\npc.h" #endif #ifndef __ENEMY_NEYEBALL_H__ #include "enemy\neyeball.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif #ifndef __PROJECTL_PROJECTL_H__ #include "projectl\projectl.h" #endif #ifndef __SPR_SPRITES_H__ #include #endif #ifndef __VID_HEADER_ #include "system\vid.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEyeballEnemy::processEnemyCollision( CThing *thisThing ) { // do nothing } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEyeballEnemy::postInit() { DVECTOR eyeballPos = Pos; m_fireHeading = m_heading; m_drawRotation = ( m_heading + 1024 ) & 4095; eyeballPos.vx += ( EYEBALL_DIST * rcos( m_heading ) ) >> 12; eyeballPos.vy += ( EYEBALL_DIST * rsin( m_heading ) ) >> 12; CProjectile *projectile; projectile = CProjectile::Create(); projectile->init( eyeballPos, m_fireHeading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE ); projectile->setGraphic( FRM_EYEBALL_STATIC ); addChild( projectile ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEyeballEnemy::shutdown() { deleteAllChild(); CNpcEnemy::shutdown(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CNpcEyeballEnemy::processSensor() { switch( m_sensorFunc ) { case NPC_SENSOR_NONE: return( false ); default: { if ( playerXDistSqr + playerYDistSqr < 40000 ) { m_controlFunc = NPC_CONTROL_CLOSE; return( true ); } else { return( false ); } } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEyeballEnemy::processClose( int _frames ) { CThing *Next=getNext(); if ( Next ) { CProjectile *projectile; projectile = (CProjectile *) Next; if ( projectile->getMovementType() == CProjectile::PROJECTILE_FIXED ) { projectile->setMovementType( CProjectile::PROJECTILE_USER_SEEK ); projectile->setState( CProjectile::PROJECTILE_ATTACK ); // sound if ( m_soundId == NOT_PLAYING ) { m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_EYEBALL_SENTRY_ATTACK, true ); } } } else { DVECTOR eyeballPos = Pos; eyeballPos.vx += ( EYEBALL_DIST * rcos( m_heading ) ) >> 12; eyeballPos.vy += ( EYEBALL_DIST * rsin( m_heading ) ) >> 12; CProjectile *projectile; projectile = CProjectile::Create(); projectile->init( eyeballPos, m_fireHeading, CProjectile::PROJECTILE_USER_SEEK, CProjectile::PROJECTILE_INFINITE_LIFE ); projectile->setGraphic( FRM_EYEBALL_STATIC ); projectile->setState( CProjectile::PROJECTILE_ATTACK ); addChild( projectile ); // sound if ( m_soundId == NOT_PLAYING ) { m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_EYEBALL_SENTRY_ATTACK, true ); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEyeballEnemy::render() { SprFrame = NULL; if ( m_isActive ) { CEnemyThing::render(); if (canRender()) { DVECTOR &renderPos=getRenderPos(); SprFrame = CGameScene::getSpriteBank()->printRotatedScaledSprite( FRM_EYEBALL_STALK, renderPos.vx, renderPos.vy, 4096, 4096, m_drawRotation, 10); // get xmax, xmin, ymax, ymin s32 XMax; s32 XMin; s32 YMax; s32 YMin; XMin=SprFrame->x0; if (XMin>SprFrame->x1) XMin=SprFrame->x1; if (XMin>SprFrame->x2) XMin=SprFrame->x2; if (XMin>SprFrame->x3) XMin=SprFrame->x3; XMax=SprFrame->x0; if (XMaxx1) XMax=SprFrame->x1; if (XMaxx2) XMax=SprFrame->x2; if (XMaxx3) XMax=SprFrame->x3; YMin=SprFrame->y0; if (YMin>SprFrame->y1) YMin=SprFrame->y1; if (YMin>SprFrame->y2) YMin=SprFrame->y2; if (YMin>SprFrame->y3) YMin=SprFrame->y3; YMax=SprFrame->y0; if (YMaxy1) YMax=SprFrame->y1; if (YMaxy2) YMax=SprFrame->y2; if (YMaxy3) YMax=SprFrame->y3; XMax -= renderPos.vx; XMin -= renderPos.vx; YMax -= renderPos.vy; YMin -= renderPos.vy; setCollisionSize( ( XMax - XMin ), ( YMax - YMin ) ); setCollisionCentreOffset( ( XMax + XMin ) >> 1, ( YMax + YMin ) >> 1 ); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEyeballEnemy::processEvent( GAME_EVENT evt, CThing *sourceThing ) { switch( evt ) { 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 ); DVECTOR eyeballPos = Pos; eyeballPos.vx += ( EYEBALL_DIST * rcos( m_heading ) ) >> 12; eyeballPos.vy += ( EYEBALL_DIST * rsin( m_heading ) ) >> 12; projectile->setPosition( eyeballPos ); break; } default: break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEyeballEnemy::processShotDeathStart( int _frames ) { CNpcEnemy::processShotDeathStart( _frames ); CThing *Next=getNext(); if ( Next ) { CProjectile *projectile; projectile = (CProjectile *) Next; if ( projectile->getMovementType() != CProjectile::PROJECTILE_FIXED ) { projectile->setMovementType( CProjectile::PROJECTILE_DUMBFIRE ); projectile->setLifeTime( CProjectile::PROJECTILE_FINITE_LIFE ); removeChild( Next ); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEyeballEnemy::processShotDeathEnd( int _frames ) { CNpcEnemy::processShotDeathEnd( _frames ); m_heading = m_drawRotation - 1024; m_heading &= 4095; CThing *Next=getNext(); if ( Next ) { CProjectile *projectile; projectile = (CProjectile *) Next; DVECTOR eyeballPos = Pos; eyeballPos.vx += ( EYEBALL_DIST * rcos( m_heading ) ) >> 12; eyeballPos.vy += ( EYEBALL_DIST * rsin( m_heading ) ) >> 12; projectile->setPosition( eyeballPos ); projectile->setHeading( m_heading ); } }