/*========================================================================= nssnake.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ #ifndef __ENEMY_NPC_H__ #include "enemy\npc.h" #endif #ifndef __ENEMY_NSSNAKE_H__ #include "enemy\nssnake.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif #ifndef __VID_HEADER_ #include "system\vid.h" #endif #ifdef SHOW_BBOX #include "gfx\prim.h" #endif #ifndef __ANIM_SEASNAKE_HEADER__ #include #endif #ifndef __PROJECTL_PROJECTL_H__ #include "projectl\projectl.h" #endif #ifndef __SPR_SPRITES_H__ #include #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeSegment::init() { m_actorGfx=CActorPool::GetActor( (FileEquate) ACTORS_SEASNAKE_SBK ); m_heading = 0; m_nextSegment = NULL; setCollisionSize( 20, 20 ); setCollisionCentreOffset( 10, 10 ); updateCollisionArea(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeSegment::updateCollisionArea() { m_collisionCentre.vx=Pos.vx+m_collisionCentreOffset.vx; m_collisionCentre.vy=Pos.vy+m_collisionCentreOffset.vy; m_collisionArea.x1=m_collisionCentre.vx-(m_collisionSize.vx/2); m_collisionArea.x2=m_collisionArea.x1+m_collisionSize.vx; m_collisionArea.y1=m_collisionCentre.vy-(m_collisionSize.vy/2); m_collisionArea.y2=m_collisionArea.y1+m_collisionSize.vy; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeSegment::setCollisionSize(int _w,int _h) { m_collisionSize.vx=_w; m_collisionSize.vy=_h; if(m_collisionSize.vx>m_collisionSize.vy) { m_collisionRadius=m_collisionSize.vx; } else { m_collisionRadius=m_collisionSize.vy; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::postInit() { m_npcPath.setPathType( CNpcPath::REPEATING_PATH ); s16 maxArraySize = NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING; m_positionHistoryArray[0].pos = Pos; m_positionHistoryArray[0].next = &m_positionHistoryArray[1]; m_positionHistoryArray[0].prev = &m_positionHistoryArray[maxArraySize - 1]; for ( int histLength = 1 ; histLength < maxArraySize - 1 ; histLength++ ) { m_positionHistoryArray[histLength].pos = Pos; m_positionHistoryArray[histLength].next = &m_positionHistoryArray[histLength + 1]; m_positionHistoryArray[histLength].prev = &m_positionHistoryArray[histLength - 1]; } m_positionHistoryArray[maxArraySize - 1].pos = Pos; m_positionHistoryArray[maxArraySize - 1].next = &m_positionHistoryArray[0]; m_positionHistoryArray[maxArraySize - 1].prev = &m_positionHistoryArray[maxArraySize - 2]; m_positionHistory = &m_positionHistoryArray[0]; u16 segScale; int initLength = NPC_SEA_SNAKE_LENGTH / 3; int remLength = NPC_SEA_SNAKE_LENGTH - initLength; m_health = NPC_SEA_SNAKE_LENGTH; if ( CLevel::getIsBossRespawn() ) { m_health = CLevel::getBossHealth(); m_speed = m_data[m_type].speed + ( ( 3 * ( NPC_SEA_SNAKE_LENGTH - m_health ) ) / NPC_SEA_SNAKE_LENGTH ); } for ( int segCount = 0 ; segCount < NPC_SEA_SNAKE_LENGTH ; segCount++ ) { m_segmentArray[segCount].init(); if ( segCount < initLength ) { u16 sum = ONE << 1; u16 start = ONE; u16 end = sum - start; segScale = start + ( ( end * segCount ) / initLength ); } else { u16 sum = ONE << 1; u16 start = ONE >> 1; u16 end = sum - start; segScale = start + ( ( end * ( NPC_SEA_SNAKE_LENGTH - segCount ) ) / remLength ); } m_segmentArray[segCount].setScale( segScale ); // attach snake segment if ( segCount < NPC_SEA_SNAKE_LENGTH - 1 ) { m_segmentArray[segCount].m_nextSegment = &m_segmentArray[segCount + 1]; } } m_segmentCount = m_health; m_movementTimer = 2 * GameState::getOneSecondInFrames(); m_collTimer = 0; m_turnDir = 0; m_waitTimer = 0; CNpcBossEnemy::postInit(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeSegment::shutdown() { delete m_actorGfx; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::shutdown() { CLevel::setIsBossRespawn( true ); if ( m_state != NPC_GENERIC_HIT_DEATH_END ) { CLevel::setBossHealth( m_health ); } else { CLevel::setBossHealth( 0 ); } // delete snake segments for ( int segCount = 0 ; segCount < NPC_SEA_SNAKE_LENGTH ; segCount++ ) { m_segmentArray[segCount].shutdown(); } CNpcBossEnemy::shutdown(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CNpcSeaSnakeEnemy::processSensor() { if ( m_sensorFunc == NPC_SENSOR_NONE ) { return( false ); } if ( playerXDistSqr + playerYDistSqr < 50000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_state = SEA_SNAKE_VERTICAL_LINEUP; return( true ); } else { return( false ); } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// u8 CNpcSeaSnakeEnemy::processPathMove( int _frames, s32 *moveX, s32 *moveY, s32 *moveVel, s32 *moveDist ) { bool pathComplete; bool waypointChange; s32 xDist, yDist; s16 headingToTarget = m_npcPath.think( Pos, &pathComplete, &waypointChange, &xDist, &yDist ); /*if ( waypointChange ) { m_movementTimer = 0; }*/ if ( !pathComplete ) { s16 decDir, incDir; s16 maxTurnRate = m_data[m_type].turnSpeed; decDir = m_heading - headingToTarget; if ( decDir < 0 ) { decDir += ONE; } incDir = headingToTarget - 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; } m_heading += *moveDist; m_heading &= 4095; s32 speed = m_speed; if ( abs( *moveDist ) > 10 ) { speed = 3; } s32 preShiftX = _frames * speed * rcos( m_heading ); s32 preShiftY = _frames * speed * rsin( m_heading ); *moveX = preShiftX >> 12; if ( !(*moveX) && preShiftX ) { *moveX = preShiftX / abs( preShiftX ); } if ( xDist > 0 ) { if ( *moveX > xDist ) { *moveX = xDist; } } else if ( xDist < 0 ) { if ( *moveX < xDist ) { *moveX = xDist; } } else { *moveX = 0; } *moveY = preShiftY >> 12; if ( !(*moveY) && preShiftY ) { *moveY = preShiftY / abs( preShiftY ); } if ( yDist > 0 ) { if ( *moveY > yDist ) { *moveY = yDist; } } else if ( yDist < 0 ) { if ( *moveY < yDist ) { *moveY = yDist; } } else { *moveY = 0; } *moveVel = ( _frames * m_speed ) << 8; //processGroundCollisionReverse( moveX, moveY ); } return( waypointChange ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::processMovement( int _frames ) { s32 moveX = 0, moveY = 0; s32 moveVel = 0; s32 moveDist = 0; DVECTOR oldPos = Pos; if ( m_snapTimer > 0 ) { m_snapTimer -= _frames; if ( m_snapTimer > 0 ) { if ( !m_animPlaying ) { m_animNo = ANIM_SEASNAKE_HEADSNAP; m_animPlaying = true; m_frame = 0; } } } if ( m_data[m_type].moveSfx < CSoundMediator::NUM_SFXIDS ) { if ( m_soundId == NOT_PLAYING ) { m_soundId = (int) CSoundMediator::playSfx( m_data[m_type].moveSfx, true ); } } if ( m_waitTimer > 0 ) { m_waitTimer -= _frames; } else { switch( m_turnDir ) { case NPC_SEA_SNAKE_CIRCLE_CLOCKWISE: { m_circleHeading += m_data[m_type].turnSpeed; if ( m_circleHeading > 4096 ) { m_circleHeading = 0; m_turnDir = 0; } m_heading = ( m_origHeading + m_circleHeading ) & 4095; s32 preShiftX = _frames * 3 * rcos( m_heading ); s32 preShiftY = _frames * 3 * rsin( m_heading ); s32 moveX = preShiftX >> 12; if ( !moveX && preShiftX ) { moveX = preShiftX / abs( preShiftX ); } s32 moveY = preShiftY >> 12; if ( !moveY && preShiftY ) { moveY = preShiftY / abs( preShiftY ); } Pos.vx += moveX; Pos.vy += moveY; break; } case NPC_SEA_SNAKE_CIRCLE_ANTICLOCKWISE: { m_circleHeading -= m_data[m_type].turnSpeed; if ( m_circleHeading < -4096 ) { m_circleHeading = 0; m_turnDir = 0; } m_heading = ( m_origHeading + m_circleHeading ) & 4095; s32 preShiftX = _frames * 3 * rcos( m_heading ); s32 preShiftY = _frames * 3 * rsin( m_heading ); s32 moveX = preShiftX >> 12; if ( !moveX && preShiftX ) { moveX = preShiftX / abs( preShiftX ); } s32 moveY = preShiftY >> 12; if ( !moveY && preShiftY ) { moveY = preShiftY / abs( preShiftY ); } Pos.vx += moveX; Pos.vy += moveY; break; } default: { DVECTOR waypointPos; m_npcPath.getCurrentWaypointPos( &waypointPos ); waypointPos.vy -= 8; if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 ) { // waypoint is either start or end waypoint s32 distX, distY; distX = waypointPos.vx - Pos.vx; distY = waypointPos.vy - Pos.vy; if( !distX && !distY ) { if ( isSnakeStopped() ) { m_npcPath.incPath(); m_npcPath.getCurrentWaypointPos( &waypointPos ); waypointPos.vy -= 8; if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 ) { // if next waypoint is ALSO a start/end waypoint, teleport directly to it moveEntireSnake( waypointPos ); m_waitTimer = GameState::getOneSecondInFrames(); oldPos.vx = waypointPos.vx; oldPos.vy = waypointPos.vy; // increment path m_npcPath.incPath(); // point snake in correct direction m_npcPath.getCurrentWaypointPos( &waypointPos ); m_heading = ratan2( waypointPos.vy - Pos.vy, waypointPos.vx - Pos.vx ) & 4095; } } } else { processGenericGotoTarget( _frames, distX, distY, m_speed ); } } else { if ( processPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist ) ) { // path has changed DVECTOR newWaypointPos; m_npcPath.getCurrentWaypointPos( &newWaypointPos ); newWaypointPos.vy -= 8; if ( newWaypointPos.vy == waypointPos.vy ) { int testDir = newWaypointPos.vx - waypointPos.vx; if ( testDir > 0 && testDir <= 16 ) { // clockwise m_turnDir = NPC_SEA_SNAKE_CIRCLE_CLOCKWISE; m_circleHeading = 0; m_origHeading = m_heading; m_npcPath.incPath(); } else if ( testDir < 0 && testDir >= -16 ) { // anticlockwise m_turnDir = NPC_SEA_SNAKE_CIRCLE_ANTICLOCKWISE; m_circleHeading = 0; m_origHeading = m_heading; m_npcPath.incPath(); } } } } break; } } } Pos.vx += moveX; Pos.vy += moveY; updateTail( oldPos, _frames ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::updateTail( DVECTOR &oldPos, int _frames ) { u8 skipCounter; m_extension += 256; m_extension &= 4095; m_positionHistory = m_positionHistory->prev; m_positionHistory->pos = oldPos; CNpcPositionHistory *newPos; newPos = m_positionHistory; for ( skipCounter = 1 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ ) { newPos = newPos->next; } oldPos = Pos; s32 extension = m_extension; u8 downShift = 2; u8 timeShift; if ( m_movementTimer > 0 ) { m_movementTimer -= _frames; if ( m_movementTimer < 0 ) { m_movementTimer = 0; } } timeShift = m_movementTimer / GameState::getOneSecondInFrames(); int segmentCount; for ( segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ ) { s32 xDist = oldPos.vx - newPos->pos.vx; s32 yDist = oldPos.vy - newPos->pos.vy; s16 headingToTarget = ratan2( yDist, xDist ); DVECTOR sinPos; sinPos = newPos->pos; s32 diff = ( ( ( 5 >> downShift ) * rsin( extension ) ) >> 12 ) >> timeShift; sinPos.vx += ( diff * rcos( headingToTarget + 1024 ) ) >> 12; sinPos.vy += ( diff * rsin( headingToTarget + 1024 ) ) >> 12; m_segmentArray[segmentCount].setPos( sinPos ); if ( segmentCount > 3 ) { if ( segmentCount == m_segmentCount - 1 ) { m_segmentArray[segmentCount].setAnim( ANIM_SEASNAKE_TAILSTATIC ); } else { if ( segmentCount % 2 ) { m_segmentArray[segmentCount].setAnim( ANIM_SEASNAKE_BODY2STATIC ); } else { m_segmentArray[segmentCount].setAnim( ANIM_SEASNAKE_BODY3STATIC ); } } } else { m_segmentArray[segmentCount].setAnim( ANIM_SEASNAKE_BODY1STATIC ); } oldPos = sinPos; for ( skipCounter = 0 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ ) { newPos = newPos->next; } extension += 1024; extension &= 4095; if ( downShift > 0 ) { downShift--; } } oldPos = Pos; for ( segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ ) { DVECTOR currentPos = m_segmentArray[segmentCount].getPos(); s32 xDist = oldPos.vx - currentPos.vx; s32 yDist = oldPos.vy - currentPos.vy; s16 headingToPrev = ratan2( yDist, xDist ); s16 headingFromNext; s16 heading = headingToPrev; oldPos = currentPos; if ( segmentCount < m_segmentCount - 1 ) { DVECTOR nextPos = m_segmentArray[segmentCount + 1].getPos(); xDist = currentPos.vx - nextPos.vx; yDist = currentPos.vy - nextPos.vy; headingFromNext = ratan2( yDist, xDist ); s16 decDir, incDir, moveDist; decDir = headingFromNext - headingToPrev; if ( decDir < 0 ) { decDir += ONE; } incDir = headingToPrev - headingFromNext; if ( incDir < 0 ) { incDir += ONE; } if ( decDir < incDir ) { moveDist = -decDir; } else { moveDist = incDir; } heading -= moveDist >> 1; } m_segmentArray[segmentCount].setHeading( heading ); m_segmentArray[segmentCount].updateCollisionArea(); } if ( m_collTimer > 0 ) { m_collTimer -= _frames; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// /*void CNpcSeaSnakeEnemy::resetSeaSnakeHeadToTail() { DVECTOR startPos; DVECTOR endPos; int posCounter; CNpcPositionHistory *currentPos; startPos = Pos; currentPos = m_positionHistory; for ( posCounter = 0 ; posCounter < ( NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING ) - 1 ; posCounter++ ) { currentPos = currentPos->next; } endPos = currentPos->pos; currentPos = m_positionHistory; for ( posCounter = 0 ; posCounter < NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING ; posCounter++ ) { currentPos->pos.vx = startPos.vx + ( posCounter * ( endPos.vx - startPos.vx ) ) / ( ( NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING ) - 1 ); currentPos->pos.vy = startPos.vy + ( posCounter * ( endPos.vy - startPos.vy ) ) / ( ( NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING ) - 1 ); currentPos = currentPos->next; } CNpcPositionHistory *newPos; newPos = m_positionHistory; u8 skipCounter; for ( skipCounter = 1 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ ) { newPos = newPos->next; } CThing *List=Next; DVECTOR oldPos = Pos; s32 extension = m_extension; while( List ) { CNpcEnemy *segment = (CNpcEnemy *) List; s32 xDist = oldPos.vx - newPos->pos.vx; s32 yDist = oldPos.vy - newPos->pos.vy; s16 headingToTarget = ratan2( yDist, xDist ); segment->setHeading( headingToTarget ); List->setPos( newPos->pos ); oldPos = newPos->pos; List = List->getNext(); if ( List ) { for ( skipCounter = 0 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ ) { newPos = newPos->next; } } extension += 1024; extension &= 4095; } }*/ //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::processClose( int _frames ) { DVECTOR oldPos = Pos; switch( m_state ) { case SEA_SNAKE_VERTICAL_LINEUP: { if ( playerYDistSqr > 100 ) { processGenericGotoTarget( _frames, 0, playerYDist, m_speed ); } else { m_state = SEA_SNAKE_CHARGE; } break; } case SEA_SNAKE_CHARGE: { if ( playerXDistSqr > 4000 ) { processGenericGotoTarget( _frames, playerXDist, 0, m_speed ); } else { s16 heading = m_heading; CProjectile *projectile; projectile = CProjectile::Create(); DVECTOR newPos = Pos; newPos.vx += 50 * ( rcos( m_heading ) >> 12 ); newPos.vy += 50 * ( rsin( m_heading ) >> 12 ); int perpHeading = ( heading - 1024 ) & 4095; newPos.vx += 20 * ( rcos( perpHeading ) >> 12 ); newPos.vy += 20 * ( rsin( perpHeading ) >> 12 ); projectile->init( newPos, heading ); projectile->setGraphic( FRM__SNAKEBILE ); m_movementTimer = GameState::getOneSecondInFrames(); m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = 5 * GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; m_snapTimer = m_movementTimer; } if ( m_soundId == NOT_PLAYING ) { m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_SEASNAKE_ATTACK, true ); } break; } } updateTail( oldPos, _frames ); /* // fire at player //s16 heading = ratan2( playerYDist, playerXDist ) & 4095; s16 heading = m_heading; CProjectile *projectile; projectile = CProjectile::Create(); DVECTOR newPos = Pos; newPos.vx += 50 * ( rcos( m_heading ) >> 12 ); newPos.vy += 50 * ( rsin( m_heading ) >> 12 ); int perpHeading = ( heading - 1024 ) & 4095; newPos.vx += 20 * ( rcos( perpHeading ) >> 12 ); newPos.vy += 20 * ( rsin( perpHeading ) >> 12 ); projectile->init( newPos, heading ); projectile->setGraphic( FRM__SNAKEBILE ); //resetSeaSnakeHeadToTail(); m_movementTimer = GameState::getOneSecondInFrames(); m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; m_snapTimer = m_movementTimer; //m_openTimer = GameState::getOneSecondInFrames() >> 2; */ } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::processEnemyCollision( CThing *thisThing ) { // do nothing } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeSegment::processEnemyCollision( CThing *thisThing ) { // do nothing } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::render() { SprFrame = NULL; if ( m_isActive ) { CEnemyThing::render(); if (canRender()) { DVECTOR &renderPos=getRenderPos(); SprFrame = m_actorGfx->Render(renderPos,m_animNo,( m_frame >> 8 ),0); m_actorGfx->RotateScale( SprFrame, renderPos, m_heading, 4096, 4096 ); sBBox boundingBox = m_actorGfx->GetBBox(); setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) ); setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 ); } for ( int segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ ) { m_segmentArray[segmentCount].render(); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// int CNpcSeaSnakeEnemy::checkCollisionAgainst( CThing *_thisThing, int _frames ) { DVECTOR pos,thisThingPos; int radius; int collided; pos=getCollisionCentre(); thisThingPos=_thisThing->getCollisionCentre(); radius=getCollisionRadius()+_thisThing->getCollisionRadius(); collided=false; if(abs(pos.vx-thisThingPos.vx)getCollisionArea(); if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&& ((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2))) { collided=true; } } // go through segments for ( int segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ ) { if ( m_segmentArray[segmentCount].checkCollisionAgainst( _thisThing, _frames ) ) { collided = true; } } return collided; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeSegment::render() { POLY_FT4 *SprFrame = NULL; sBBox &ScrBBox=CThingManager::getRenderBBox(); DVECTOR const &CamPos=CLevel::getCameraPos(); DVECTOR renderPos; renderPos.vx = Pos.vx - CamPos.vx; renderPos.vy = Pos.vy - CamPos.vy; u8 renderFlag = true; if ( m_collisionArea.x2 < ScrBBox.XMin || m_collisionArea.x1 > ScrBBox.XMax ) renderFlag=false; if ( m_collisionArea.y2 < ScrBBox.YMin || m_collisionArea.y1 > ScrBBox.YMax ) renderFlag=false; if ( renderFlag ) { SprFrame = m_actorGfx->Render(renderPos,m_anim,0,0); m_actorGfx->RotateScale( SprFrame, renderPos, m_heading, 4096, m_scale ); sBBox boundingBox = m_actorGfx->GetBBox(); setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) ); setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 ); #if defined (__USER_charles__) DVECTOR const &ofs=CLevel::getCameraPos(); CRECT area; area=getCollisionArea(); area.x1-=ofs.vx; area.y1-=ofs.vy; area.x2-=ofs.vx; area.y2-=ofs.vy; if(area.x1<=511&&area.x2>=0 && area.y1<=255&&area.y2>=0) { DrawLine(area.x1,area.y1,area.x2,area.y1,255,255,255,0); DrawLine(area.x2,area.y1,area.x2,area.y2,255,255,255,0); DrawLine(area.x2,area.y2,area.x1,area.y2,255,255,255,0); DrawLine(area.x1,area.y2,area.x1,area.y1,255,255,255,0); area.x1=Pos.vx-10-ofs.vx; area.y1=Pos.vy-10-ofs.vy; area.x2=Pos.vx+10-ofs.vx; area.y2=Pos.vy+10-ofs.vy; DrawLine(area.x1,area.y1,area.x2,area.y2,255,0,0,0); DrawLine(area.x2,area.y1,area.x1,area.y2,255,0,0,0); } #endif } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// int CNpcSeaSnakeSegment::checkCollisionAgainst( CThing *_thisThing, int _frames ) { DVECTOR pos,thisThingPos; int radius; int collided; pos = getCollisionCentre(); thisThingPos = _thisThing->getCollisionCentre(); radius = getCollisionRadius() + _thisThing->getCollisionRadius(); collided = false; if(abs(pos.vx-thisThingPos.vx)getCollisionArea(); if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&& ((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2))) { collided=true; } } return collided; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::processShot( int _frames ) { if ( !m_segmentCount ) { m_drawRotation += 64 * _frames; m_drawRotation &= 4095; Pos.vy += m_speed * _frames; if ( m_speed < 5 ) { m_speed++; } m_state = NPC_GENERIC_HIT_DEATH_END; DVECTOR offset = CLevel::getCameraPos(); if ( Pos.vy - offset.vy > VidGetScrH() ) { setToShutdown(); CGameScene::setBossHasBeenKilled(); } } else { if ( m_collTimer <= 0 ) { // knock segment off end of list m_segmentCount--; m_health--; m_speed = m_data[m_type].speed + ( ( 3 * ( NPC_SEA_SNAKE_LENGTH - m_health ) ) / NPC_SEA_SNAKE_LENGTH ); m_collTimer = GameState::getOneSecondInFrames(); } m_controlFunc = NPC_CONTROL_MOVEMENT; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::processUserCollision( CThing *thisThing ) { } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// s32 CNpcSeaSnakeEnemy::getFrameShift( int _frames ) { return( ( _frames << 8 ) >> 3 ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// u8 CNpcSeaSnakeEnemy::isSnakeStopped() { if ( !m_segmentCount ) { return( true ); } DVECTOR tailPos = m_segmentArray[m_segmentCount - 1].getPos(); if ( tailPos.vx == Pos.vx && tailPos.vy == Pos.vy ) { return( true ); } else { return( false ); } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::moveEntireSnake( DVECTOR newPos ) { Pos.vx = newPos.vx; Pos.vy = newPos.vy; int segmentCount; for ( segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ ) { m_segmentArray[segmentCount].setPos( Pos ); } s16 maxArraySize = NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING; for ( int histLength = 0 ; histLength < maxArraySize ; histLength++ ) { m_positionHistoryArray[histLength].pos = Pos; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::addHealthMeter() { if (!m_meterOn) { m_energyBar=(CFXNRGBar*)CFX::Create(CFX::FX_TYPE_NRG_BAR,this); m_energyBar->SetMax( NPC_SEA_SNAKE_LENGTH + 1 ); m_meterOn=true; } }