/*========================================================================= nshrkman.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #ifndef __ENEMY_NPC_H__ #include "enemy\npc.h" #endif #ifndef __ENEMY_NSHRKMAN_H__ #include "enemy\nshrkman.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 __UTILS_HEADER__ #include "utils\utils.h" #endif #ifndef __SPR_SPRITES_H__ #include #endif #ifndef __ANIM_MANRAY_HEADER__ #include #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSharkManEnemy::processMovement( int _frames ) { s32 moveX = 0, moveY = 0; if ( !m_animPlaying ) { m_animPlaying = true; m_frame = 0; m_animNo = m_data[m_type].moveAnim; } processGenericFixedPathWalk( _frames, &moveX, &moveY ); /*if ( m_movementTimer > 0 ) { m_movementTimer -= _frames; if ( m_animNo == m_data[m_type].moveAnim ) { processGenericFixedPathWalk( _frames, &moveX, &moveY ); } if ( !m_animPlaying ) { m_animPlaying = true; m_frame = 0; } } else { // change anim if ( m_animNo == m_data[m_type].moveAnim ) { u8 newAction = getRnd() % 5; switch( newAction ) { case 0: { m_movementTimer = GameState::getOneSecondInFrames() * 3; m_animNo = ANIM_SHARKMAN_IDLE1_; break; } case 1: { m_movementTimer = GameState::getOneSecondInFrames() * 8; m_animNo = m_data[m_type].moveAnim; break; } case 2: { m_movementTimer = GameState::getOneSecondInFrames() * 1; m_animNo = ANIM_SHARKMAN_IDLE2_; break; } case 3: { m_movementTimer = GameState::getOneSecondInFrames() >> 1; m_animNo = ANIM_SHARKMAN_KICK_SAND; break; } case 4: { m_movementTimer = GameState::getOneSecondInFrames() * 3; m_animNo = ANIM_SHARKMAN_PUSHUPS; break; } } } else { // return to move anim m_movementTimer = GameState::getOneSecondInFrames() * 8; m_animNo = m_data[m_type].moveAnim; } m_animPlaying = true; m_frame = 0; }*/ processMovementModifier( _frames, moveX, moveY, 0, 0 ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSharkManEnemy::processClose( int _frames ) { if ( m_animNo != ANIM_MANRAY_ATTACK ) { m_animPlaying = true; m_animNo = ANIM_MANRAY_ATTACK; m_frame = 0; } else if ( !m_animPlaying ) { // anim finished, fire DVECTOR newPos = Pos; newPos.vy -= 50; s32 xDist, yDist; CPlayer *player = GameScene.getPlayer(); DVECTOR playerPos = player->getPos(); xDist = playerPos.vx - newPos.vx; yDist = playerPos.vy - newPos.vy; s16 heading = ratan2( yDist, xDist ) & 4095; CProjectile *projectile; projectile = CProjectile::Create(); projectile->init( newPos, heading ); projectile->setGraphic( FRM__LIGHTNING2 ); m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; m_animNo = m_data[m_type].moveAnim; m_animPlaying = true; m_frame = 0; } } /*void CNpcSharkManEnemy::processClose( int _frames ) { s32 moveX = 0, moveY = 0; s32 groundHeight; s16 decDir, incDir, moveDist; s32 direction; s32 maxHeight = 20; s32 fallSpeed = 3; s8 yMovement = fallSpeed * _frames; s16 headingToPlayer = ratan2( playerYDist, playerXDist ); if ( !m_animPlaying ) { m_animPlaying = true; m_animNo = ANIM_SHARKMAN_RUN; m_frame = 0; } 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; } s32 xDistWaypoint, yDistWaypoint; m_npcPath.getDistToNextWaypoint( Pos, &xDistWaypoint, &yDistWaypoint ); if ( abs( moveDist ) < 1024 && abs( xDistWaypoint ) >= abs( playerXDist ) ) { // continue charge if ( playerXDist != 0 ) { direction = playerXDist / abs( playerXDist ); } else { direction = 1; } if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( _frames * m_velocity * direction ), Pos.vy ) < -maxHeight ) { // there is an obstacle in the way, abort m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; m_animNo = m_data[m_type].moveAnim; } else { // check for vertical movement groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 ); if ( groundHeight <= yMovement ) { // groundHeight <= yMovement indicates either just above ground or on or below ground moveX = _frames * m_velocity * direction; moveY = groundHeight; } else { // fall moveY = yMovement; } Pos.vx += moveX; Pos.vy += moveY; } } else { m_controlFunc = NPC_CONTROL_MOVEMENT; m_animNo = m_data[m_type].moveAnim; } }*/