/*========================================================================= nsdart.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ #ifndef __ENEMY_NPC_H__ #include "enemy\npc.h" #endif #ifndef __ENEMY_NSDART_H__ #include "enemy\nsdart.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __VID_HEADER_ #include "system\vid.h" #endif #ifndef __PROJECTL_PRNPCSPR_H__ #include "projectl\prnpcspr.h" #endif #ifndef __UTILS_HEADER__ #include "utils\utils.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSquidDartEnemy::render() { SprFrame = NULL; if ( m_isActive ) { CEnemyThing::render(); if (canRender()) { DVECTOR &renderPos=getRenderPos(); // bodge if ( m_reversed ) { renderPos.vx += 32; } else { renderPos.vx -= 32; } renderPos.vy -= 6; // bodge int frame = FRM_SQUIDDART_SWIM0001 + ( m_frame >> 8 ); SprFrame = CGameScene::getSpriteBank()->printFT4(frame,renderPos.vx,renderPos.vy,m_reversed,0,0); //setRGB0( SprFrame, 255, 128, 255 ); /*s32 XMax = SprFrame->x1 - origRenderPos.vx; s32 XMin = SprFrame->x0 - origRenderPos.vx; s32 YMax = SprFrame->y2 - origRenderPos.vy; s32 YMin = SprFrame->y0 - origRenderPos.vy;*/ s32 XMax = SprFrame->x1 - renderPos.vx; s32 XMin = SprFrame->x0 - renderPos.vx; s32 YMax = SprFrame->y2 - renderPos.vy; s32 YMin = SprFrame->y0 - renderPos.vy; setCollisionSize( ( XMax - XMin ), ( YMax - YMin ) ); // bodge setCollisionCentreOffset( 0, 0 ); //( XMax + XMin ) >> 1, ( YMax + YMin ) >> 1 ); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSquidDartEnemy::fireAsProjectile( s16 heading ) { m_isActive = false; setToShutdown(); DVECTOR newPos = Pos; newPos.vy -= 10; CEnemyAsSpriteProjectile *projectile; projectile = CEnemyAsSpriteProjectile::Create(); projectile->init( newPos, heading, CPlayerProjectile::PLAYER_PROJECTILE_DUMBFIRE, CPlayerProjectile::PLAYER_PROJECTILE_FINITE_LIFE, 5*60); projectile->setGraphic( FRM_SQUIDDART_SWIM0001 ); projectile->setHasRGB( true ); projectile->setRGB( 255, 128, 255 ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// s32 CNpcSquidDartEnemy::getFrameShift( int _frames ) { return( ( _frames << 8 ) >> 2 ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CNpcSquidDartEnemy::processSensor() { switch( m_sensorFunc ) { case NPC_SENSOR_NONE: return( false ); default: { if ( playerXDistSqr + playerYDistSqr < 20000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_attack = false; // sound if( m_soundId != NOT_PLAYING ) { CSoundMediator::stopAndUnlockSfx( (xmPlayingId) m_soundId ); m_soundId = NOT_PLAYING; } return( true ); } else { return( false ); } } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSquidDartEnemy::processClose( int _frames ) { s32 movement; s32 yAim = playerYDist - 10; s32 maxSpeed = 2 * m_data[m_type].speed * _frames; if ( m_attack ) { movement = m_xPos - Pos.vx; if ( movement ) { if ( movement > maxSpeed ) { movement = maxSpeed; } else if ( movement < -maxSpeed ) { movement = -maxSpeed; } Pos.vx += movement; if( m_soundId != NOT_PLAYING ) { m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_SQUIDDART_ATTACK, true ); } } else { m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; } } else { if ( abs( yAim ) > 20 ) { movement = yAim; if ( movement > maxSpeed ) { movement = maxSpeed; } else if ( movement < -maxSpeed ) { movement = -maxSpeed; } Pos.vy += movement; } else { m_attack = true; m_xPos = Pos.vx + playerXDist; } if ( playerXDist > 0 ) { m_heading = 0; } else { m_heading = 2048; } } if ( !m_animPlaying ) { m_frame = 0; m_animNo = m_data[m_type].moveAnim; m_animPlaying = true; } }