/*========================================================================= 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 //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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 ); // create start of list CNpcPositionHistory *newPosition; newPosition = new ("position history") CNpcPositionHistory; newPosition->pos = Pos; m_positionHistory = newPosition; CNpcPositionHistory *currentPosition = m_positionHistory; // create rest of list for ( int histLength = 1 ; histLength < ( NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING ) ; histLength++ ) { newPosition = new ("position history") CNpcPositionHistory; newPosition->pos = Pos; newPosition->next = NULL; newPosition->prev = currentPosition; currentPosition->next = newPosition; currentPosition = newPosition; } // link ends together for circular list currentPosition->next = m_positionHistory; m_positionHistory->prev = currentPosition; u16 segScale; int initLength = NPC_SEA_SNAKE_LENGTH / 3; int remLength = NPC_SEA_SNAKE_LENGTH - initLength; m_segment = NULL; CNpcSeaSnakeSegment *currentSegment; for ( int segCount = 0 ; segCount < NPC_SEA_SNAKE_LENGTH ; segCount++ ) { CNpcSeaSnakeSegment *snakeSegment; snakeSegment = new ("segment") CNpcSeaSnakeSegment; snakeSegment->init(); if ( segCount < initLength ) { u16 sum = ONE; u16 start = ONE >> 1; u16 end = sum - start; segScale = start + ( ( end * segCount ) / initLength ); } else { u16 sum = ONE; u16 start = ONE >> 3; u16 end = sum - start; segScale = start + ( ( end * ( NPC_SEA_SNAKE_LENGTH - segCount ) ) / remLength ); } snakeSegment->setScale( segScale ); // attach snake segment if ( m_segment ) { currentSegment = m_segment; while( currentSegment->m_nextSegment ) { currentSegment = currentSegment->m_nextSegment; } currentSegment->m_nextSegment = snakeSegment; } else { // no previous segments m_segment = snakeSegment; } } m_movementTimer = 2 * GameState::getOneSecondInFrames(); m_collTimer = 0; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeSegment::shutdown() { delete m_actorGfx; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::shutdown() { // delete snake segments CNpcSeaSnakeSegment *currentSegment = m_segment; while( currentSegment ) { CNpcSeaSnakeSegment *oldSegment; oldSegment = currentSegment; currentSegment = currentSegment->m_nextSegment; oldSegment->shutdown(); delete oldSegment; } // remove position history CNpcPositionHistory *currentPosition; CNpcPositionHistory *oldPosition; currentPosition = m_positionHistory; while( currentPosition ) { oldPosition = currentPosition; currentPosition = currentPosition->next; oldPosition->prev->next = NULL; delete oldPosition; } m_positionHistory = NULL; CNpcEnemy::shutdown(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CNpcSeaSnakeEnemy::processSensor() { /*if ( playerXDistSqr + playerYDistSqr < 40000 ) { m_controlFunc = NPC_CONTROL_CLOSE; return( true ); } else { return( false ); }*/ return( false ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcSeaSnakeEnemy::processMovement( int _frames ) { s32 moveX = 0, moveY = 0; s32 moveVel = 0; s32 moveDist = 0; DVECTOR oldPos = Pos; u8 skipCounter; if ( m_data[m_type].moveSfx < CSoundMediator::NUM_SFXIDS ) { CSoundMediator::playSfx( m_data[m_type].moveSfx ); } processGenericFixedPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist ); Pos.vx += moveX; Pos.vy += moveY; 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; } CNpcSeaSnakeSegment *List = m_segment; 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(); while( List ) { 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; List->setPos( sinPos ); oldPos = sinPos; List = List->m_nextSegment; if ( List ) { for ( skipCounter = 0 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ ) { newPos = newPos->next; } } extension += 1024; extension &= 4095; if ( downShift > 0 ) { downShift--; } } List = m_segment; oldPos = Pos; while( List ) { DVECTOR currentPos = List->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; CNpcSeaSnakeSegment *oldList = List; List = List->m_nextSegment; if ( List ) { DVECTOR nextPos = List->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; } oldList->setHeading( heading ); oldList->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 ) { //resetSeaSnakeHeadToTail(); m_movementTimer = 2 * GameState::getOneSecondInFrames(); m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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 ); } CNpcSeaSnakeSegment *segment = m_segment; while( segment ) { segment->render(); segment = segment->m_nextSegment; } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// 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 CNpcSeaSnakeSegment *segment = m_segment; while( segment ) { if ( segment->checkCollisionAgainst( _thisThing, _frames ) ) { collided = true; } segment = segment->m_nextSegment; } 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,ANIM_SEASNAKE_BODYSTATIC,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_segment ) { m_drawRotation += 64 * _frames; m_drawRotation &= 4095; Pos.vy += m_speed * _frames; if ( m_speed < 5 ) { m_speed++; } DVECTOR offset = CLevel::getCameraPos(); if ( Pos.vy - offset.vy > VidGetScrH() ) { setToShutdown(); CGameScene::setBossHasBeenKilled(); } } else { if ( m_collTimer <= 0 ) { // knock segment off end of list CNpcSeaSnakeSegment *segment = m_segment; CNpcSeaSnakeSegment *oldSegment = segment; while( segment->m_nextSegment ) { oldSegment = segment; segment = segment->m_nextSegment; } delete segment; if ( segment == m_segment ) { m_segment = NULL; } else { oldSegment->m_nextSegment = NULL; } m_collTimer = GameState::getOneSecondInFrames(); } m_controlFunc = NPC_CONTROL_MOVEMENT; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// const CRECT *CNpcSeaSnakeEnemy::getThinkBBox() { CRECT objThinkBox = getCollisionArea(); sBBox &thinkBBox = CThingManager::getThinkBBox(); objThinkBox.x1 = thinkBBox.XMin; objThinkBox.x2 = thinkBBox.XMax; objThinkBox.y1 = thinkBBox.YMin; objThinkBox.y2 = thinkBBox.YMax; return &objThinkBox; }