/*========================================================================= nanemone.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #ifndef __ENEMY_NPC_H__ #include "enemy\npc.h" #endif #ifndef __PROJECTL_PROJECTL_H__ #include "projectl\projectl.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif #ifndef __ANIM_ANENOMELVL1_HEADER__ #include #endif #ifndef __ANIM_SPIKEYANENOME_HEADER__ #include #endif #ifndef __ANIM_ANENOMELVL3_HEADER__ #include #endif void CNpcEnemy::processCloseAnemone1Attack( int _frames ) { s32 moveX, moveY; s16 decDir, incDir, moveDist; s16 maxTurnRate = m_data[m_type].turnSpeed; bool withinRange = false; s16 headingToPlayer = ratan2( playerYDist, playerXDist ); decDir = m_fireHeading - headingToPlayer; if ( decDir < 0 ) { decDir += ONE; } incDir = headingToPlayer - m_fireHeading; if ( incDir < 0 ) { incDir += ONE; } if ( decDir < incDir ) { moveDist = decDir; } else { moveDist = incDir; } // check user is within 45 degrees either way if ( moveDist < 512 ) { 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 < -maxTurnRate ) { moveDist = -maxTurnRate; } else if ( moveDist > maxTurnRate ) { moveDist = maxTurnRate; } else { withinRange = true; } m_heading += moveDist; m_heading = m_heading % ONE; if ( withinRange ) { // can fire if ( m_timerTimer <= 0 && !m_animPlaying ) { if ( m_animNo != ANIM_ANENOMELVL1_FIRE ) { m_animPlaying = true; m_animNo = ANIM_ANENOMELVL1_FIRE; m_frame = 0; } else { CProjectile *projectile; projectile = new( "test projectile" ) CProjectile; projectile->init( Pos, m_heading ); m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerTimer = GameState::getOneSecondInFrames(); m_timerFunc = NPC_TIMER_ATTACK_DONE; m_sensorFunc = NPC_SENSOR_NONE; m_animPlaying = true; m_animNo = ANIM_ANENOMELVL1_BEND; m_frame = 0; } } } } } void CNpcEnemy::processCloseAnemone2Attack( int _frames ) { int fireLoop; CProjectile *projectile; s16 heading; if ( m_animNo != ANIM_SPIKEYANENOME_BODY ) { m_animPlaying = true; m_animNo = ANIM_SPIKEYANENOME_BODY; m_frame = 0; } else { CProjectile *projectile; s16 heading; // fire off attached spikes CThing *nextThing = Next; while ( nextThing ) { CProjectile *projectile; projectile = (CProjectile *) nextThing; if ( projectile->getMovementType() == CProjectile::PROJECTILE_FIXED ) { projectile->setMovementType( CProjectile::PROJECTILE_DUMBFIRE ); projectile->setLifeTime( CProjectile::PROJECTILE_FINITE_LIFE ); projectile->setState( CProjectile::PROJECTILE_ATTACK ); } nextThing = nextThing->getNext(); } // attach new spikes for ( fireLoop = 0 ; fireLoop < 5 ; fireLoop++ ) { DVECTOR spikePos; heading = m_heading - 1024 + ( fireLoop * 512 ); heading &= 4095; spikePos = Pos; spikePos.vx += ( 40 * rcos( heading ) ) >> 12; spikePos.vy += ( 40 * rsin( heading ) ) >> 12; projectile = new( "anemone lev2 projectile" ) CProjectile; projectile->init( spikePos, heading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE ); addChild( projectile ); } m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; } } void CNpcEnemy::processCloseAnemone3Attack( int _frames ) { if ( m_animNo != ANIM_ANENOMELVL3_FIRE ) { m_animPlaying = true; m_animNo = ANIM_ANENOMELVL3_FIRE; m_frame = 0; } else if ( !m_animPlaying ) { CProjectile *projectile; u8 lifetime = 8; projectile = new( "test projectile" ) CProjectile; projectile->init( Pos, m_fireHeading, CProjectile::PROJECTILE_GAS_CLOUD, CProjectile::PROJECTILE_FINITE_LIFE, lifetime * GameState::getOneSecondInFrames() ); m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = ( lifetime + 4 ) * GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; m_animPlaying = true; m_animNo = ANIM_ANENOMELVL3_BEND; m_frame = 0; } }