/*========================================================================= npc.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #include "enemy\npc.h" #ifndef __LEVEL_LEVEL_H__ #include "level\level.h" #endif #ifndef __FILE_EQUATES_H__ #include #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif #ifndef __ENEMY_NPCPATH_H__ #include "enemy\npcpath.h" #endif #ifndef __UTILS_HEADER__ #include "utils\utils.h" #endif #ifndef __GAME_CONVO_H__ #include "game\convo.h" #endif #include "Gfx\actor.h" #ifndef __VID_HEADER_ #include "system\vid.h" #endif #ifndef __PROJECTL_PROJECTL_H__ #include "projectl\projectl.h" #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Friend NPCs //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::init() { CNpcThing::init(); Pos.vx = 100; Pos.vy = 100; m_extension = EXTEND_RIGHT; // temporary m_actorGfx=CActorPool::GetActor(ACTORS_CLAM_SBK); //m_animPlaying = true; m_animNo = 0; m_frame = 0; m_reversed = false; DVECTOR ofs = getCollisionSize(); m_drawOffset.vx = 0; m_drawOffset.vy = -( ofs.vy >> 1 ); setCollisionCentreOffset( 0, -( ofs.vy >> 1 ) ); //m_spriteBank=new ("enemy sprites") SpriteBank(); //m_spriteBank->load(UI_UIGFX_SPR); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::shutdown() { //m_spriteBank->dump(); delete m_spriteBank; CNpcThing::shutdown(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::think(int _frames) { CNpcThing::think(_frames); switch( m_data[m_type].movementFunc ) { case NPC_FRIEND_MOVEMENT_GARY: processGaryMovement( _frames ); break; case NPC_FRIEND_MOVEMENT_STATIC: default: break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::render() { CNpcThing::render(); // Render DVECTOR renderPos; DVECTOR offset = CLevel::getCameraPos(); renderPos.vx = Pos.vx - offset.vx; renderPos.vy = Pos.vy - offset.vy; if ( renderPos.vx >= 0 && renderPos.vx <= VidGetScrW() ) { if ( renderPos.vy >= 0 && renderPos.vy <= VidGetScrH() ) { m_actorGfx->Render(renderPos,m_animNo,m_frame,m_reversed); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcFriend::processEvent( GAME_EVENT evt, CThing *sourceThing ) { switch( evt ) { case USER_REQUEST_TALK_EVENT: { if ( m_data[this->m_type].canTalk ) { DVECTOR sourcePos; s32 xDiffSqr, yDiffSqr; // check talk distance sourcePos = sourceThing->getPos(); xDiffSqr = this->Pos.vx - sourcePos.vx; xDiffSqr *= xDiffSqr; yDiffSqr = this->Pos.vy - sourcePos.vy; yDiffSqr *= yDiffSqr; if ( xDiffSqr + yDiffSqr < 10000 ) { if( !CConversation::isActive() ) { CConversation::trigger( SCRIPTS_SPEECHTEST_DAT ); } } } break; } default: // ignore break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Enemy NPCs //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// s32 CNpcEnemy::playerXDist; s32 CNpcEnemy::playerYDist; s32 CNpcEnemy::playerXDistSqr; s32 CNpcEnemy::playerYDistSqr; //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::setTypeFromMapEdit( u16 newType ) { m_type = mapEditConvertTable[newType - NPC_ENEMY_MAPEDIT_OFFSET]; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::addWaypoint( s32 xPos, s32 yPos ) { DVECTOR newPos; newPos.vx = xPos << 4; newPos.vy = yPos << 4; m_npcPath.addWaypoint( newPos ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::setStartPos( s32 xPos, s32 yPos ) { Pos.vx = xPos << 4; Pos.vy = yPos << 4; m_base = Pos; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // Static function to initialise the actor pool with levels nasty folk void CNpcEnemy::CacheActor(int Type) { int m_type = mapEditConvertTable[Type - NPC_ENEMY_MAPEDIT_OFFSET]; CActorPool::GetActor(m_data[m_type].skelType); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::init() { CEnemyThing::init(); m_actorGfx=CActorPool::GetActor(m_data[m_type].skelType); m_animPlaying = true; m_animNo = m_data[m_type].initAnim; m_frame = 0; m_heading = m_fireHeading = 0; m_movementTimer = 0; m_timerTimer = 0; m_velocity = 0; m_extension = 0; m_rotation = 0; m_reversed = false; m_salvoCount = 0; m_health = m_data[this->m_type].initHealth; m_extendDir = EXTEND_RIGHT; m_timerFunc = m_data[this->m_type].timerFunc; m_sensorFunc = m_data[this->m_type].sensorFunc; m_controlFunc = NPC_CONTROL_MOVEMENT; m_npcPath.initPath(); DVECTOR ofs = getCollisionSize(); m_drawOffset.vx = 0; m_drawOffset.vy = 0; setCollisionCentreOffset( 0, -( ofs.vy >> 1 ) ); m_positionHistory = NULL; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::postInit() { switch ( m_data[this->m_type].initFunc ) { case NPC_INIT_DEFAULT: { m_npcPath.setPathType( CNpcPath::PONG_PATH ); break; } case NPC_INIT_BALL_BLOB: { m_heading = m_fireHeading = 128; m_npcPath.setPathType( CNpcPath::PONG_PATH ); break; } case NPC_INIT_HERMIT_CRAB: { m_npcPath.setPathType( CNpcPath::PONG_PATH ); m_state = HERMIT_CRAB_NO_ATTACK; break; } case NPC_INIT_GHOST_PIRATE: m_heading = m_fireHeading = 3072; break; case NPC_INIT_SKULL_STOMPER: { m_extendDir = EXTEND_DOWN; break; } case NPC_INIT_MOTHER_JELLYFISH: { m_state = MOTHER_JELLYFISH_RETURN_TO_START_1; break; } case NPC_INIT_FLYING_DUTCHMAN: { m_state = FLYING_DUTCHMAN_ATTACK_PLAYER_1; m_extendDir = EXTEND_UP; m_extension = 100; break; } case NPC_INIT_SUB_SHARK: { m_state = SUB_SHARK_MINE_1; m_extendDir = EXTEND_RIGHT; break; } case NPC_INIT_IRON_DOGFISH: { m_state = IRON_DOGFISH_THUMP_1; m_extendDir = EXTEND_RIGHT; break; } case NPC_INIT_FISH_HOOK: { m_heading = m_fireHeading = 3072; DVECTOR newPos; newPos.vx = 100; newPos.vy = -100; m_npcPath.addWaypoint( newPos ); m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH ); break; } case NPC_INIT_PENDULUM: { m_extendDir = EXTEND_LEFT; m_extension = 0; m_heading = 1024; break; } case NPC_INIT_FIREBALL: { DVECTOR newPos; newPos.vx = 300; newPos.vy = 100; m_npcPath.addWaypoint( newPos ); m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH ); m_extension = 0; m_velocity = m_data[m_type].speed; m_timerTimer = GameState::getOneSecondInFrames() * 4; break; } case NPC_INIT_RETURNING_HAZARD: { m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH ); break; } case NPC_INIT_FISH_FOLK: { m_heading = m_fireHeading = 0; DVECTOR newPos; newPos.vx = 200; newPos.vy = 400; m_npcPath.addWaypoint( newPos ); newPos.vx = 500; newPos.vy = 400; m_npcPath.addWaypoint( newPos ); m_npcPath.setPathType( CNpcPath::PONG_PATH ); break; } case NPC_INIT_FLAMING_SKULL: { m_state = FLAMING_SKULL_ATTACK; break; } case NPC_INIT_EYEBALL: { CProjectile *projectile; projectile = new ( "eyeball projectile" ) CProjectile; projectile->init( Pos, m_fireHeading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE ); addChild( projectile ); break; } case NPC_INIT_ANEMONE_2: { CProjectile *projectile; s16 heading; for ( int fireLoop = 0 ; fireLoop < 5 ; fireLoop++ ) { DVECTOR spikePos; heading = m_heading - 1024 + ( fireLoop * 512 ); heading &= 4095; spikePos = Pos; spikePos.vx += ( 10 * rcos( heading ) ) >> 12; spikePos.vy += ( 10 * rsin( heading ) ) >> 12; projectile = new( "anemone lev2 projectile" ) CProjectile; projectile->init( spikePos, heading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE ); addChild( projectile ); } break; } case NPC_INIT_CIRCULAR_PLATFORM: { Pos.vx = 300; Pos.vy = 300; m_base = Pos; m_extendDir = EXTEND_CLOCKWISE; m_extension = 100; break; } case NPC_INIT_PARASITIC_WORM: { DVECTOR newPos; newPos.vx = 100; //newPos.vy = 10; newPos.vy = 100; m_npcPath.addWaypoint( newPos ); newPos.vx = 500; //newPos.vy = 10; newPos.vy = 100; m_npcPath.addWaypoint( newPos ); newPos.vx = 500; //newPos.vy = 100; newPos.vy = 300; m_npcPath.addWaypoint( newPos ); newPos.vx = 100; //newPos.vy = 100; newPos.vy = 300; m_npcPath.addWaypoint( newPos ); m_npcPath.setPathType( CNpcPath::PONG_PATH ); // create head 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 < ( 10 * NPC_PARASITIC_WORM_SPACING ) ; histLength++ ) { newPosition = new ("position history") CNpcPositionHistory; newPosition->pos = Pos; newPosition->next = NULL; currentPosition->next = newPosition; currentPosition = newPosition; } for ( int segCount = 0 ; segCount < 10 ; segCount++ ) { CNpcEnemy *segment; segment = new ("segment") CNpcEnemy; segment->setType( CNpcEnemy::NPC_PARASITIC_WORM_SEGMENT ); segment->init(); segment->setLayerCollision( m_layerCollision ); this->addChild( segment ); } break; } case NPC_INIT_PARASITIC_WORM_SEGMENT: { break; } default: break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::shutdown() { // remove waypoints m_npcPath.removeAllWaypoints(); // remove position history CNpcPositionHistory *currentPosition; CNpcPositionHistory *oldPosition; currentPosition = m_positionHistory; while( currentPosition ) { oldPosition = currentPosition; currentPosition = currentPosition->next; delete oldPosition; } m_positionHistory = NULL; CEnemyThing::shutdown(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::think(int _frames) { CEnemyThing::think(_frames); processGenericGetUserDist( _frames, &playerXDist, &playerYDist ); playerXDistSqr = playerXDist * playerXDist; playerYDistSqr = playerYDist * playerYDist; if ( m_animPlaying ) { s32 frameCount = m_actorGfx->getFrameCount(m_animNo); s32 frameShift = ( _frames << 8 ) >> 1; if ( ( frameCount << 8 ) - m_frame > frameShift ) //( _frames >> 1 ) ) { //m_frame += _frames >> 1; m_frame += frameShift; } else { m_frame = ( frameCount - 1 ) << 8; m_animPlaying = false; } } switch ( this->m_controlFunc ) { case NPC_CONTROL_NONE: return; case NPC_CONTROL_MOVEMENT: if ( !processSensor() ) { processMovement(_frames); } else { processClose(_frames); } break; case NPC_CONTROL_SHOT: processShot(); break; case NPC_CONTROL_CLOSE: processClose(_frames); break; case NPC_CONTROL_COLLISION: processCollision(); break; } processTimer(_frames); if ( m_heading > 1024 && m_heading < 3072 ) { m_reversed = true; } else { m_reversed = false; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::collidedWith( CThing *_thisThing ) { switch(_thisThing->getThingType()) { case TYPE_PLAYER: { if ( m_data[m_type].detectCollision ) { if ( m_data[m_type].damageToUserType == DAMAGE__NONE ) { // if we can detect a collision, but the collision does no damage, this must be a platform CPlayer *player = (CPlayer *) _thisThing; player->setPlatform( this ); } else { m_oldControlFunc = m_controlFunc; m_controlFunc = NPC_CONTROL_COLLISION; } } break; } default: ASSERT(0); break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CNpcEnemy::processSensor() { /*// temporary if ( playerXDistSqr + playerYDistSqr < 10000 ) { m_controlFunc = NPC_CONTROL_SHOT; m_state = NPC_GENERIC_HIT_CHECK_HEALTH; return( true ); } // temporary*/ switch( m_sensorFunc ) { case NPC_SENSOR_NONE: return( false ); default: { switch( m_sensorFunc ) { case NPC_SENSOR_JELLYFISH_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 5625 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_evadeClockwise = getRnd() % 2; return( true ); } else { return( false ); } } case NPC_SENSOR_CLAM_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 10000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_extendDir = EXTEND_UP; m_extension = 0; m_movementTimer = GameState::getOneSecondInFrames() >> 3; m_velocity = ( getRnd() % 6 ) + 1; return( true ); } else { return( false ); } } case NPC_SENSOR_SPIDER_CRAB_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 10000 ) { // only attack if within path extents s32 minX, maxX; m_npcPath.getPathXExtents( &minX, &maxX ); if ( playerXDist < 0 ) { m_extendDir = EXTEND_LEFT; if ( ( Pos.vx + playerXDist - 128 ) < minX ) { return( false ); } } else { m_extendDir = EXTEND_RIGHT; if ( ( Pos.vx + playerXDist + 128 ) > maxX ) { return( false ); } } m_controlFunc = NPC_CONTROL_CLOSE; m_extension = 0; m_velocity = 5; m_base = Pos; return( true ); } else { return( false ); } } case NPC_SENSOR_OIL_BLOB_USER_CLOSE: case NPC_SENSOR_NINJA_STARFISH_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 10000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_velocity = m_data[m_type].speed; return( true ); } else { return( false ); } } case NPC_SENSOR_GHOST_PIRATE_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 10000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_extendDir = EXTEND_UP; m_extension = 0; m_movementTimer = GameState::getOneSecondInFrames() >> 1; m_velocity = 4; return( true ); } else { return( false ); } } case NPC_SENSOR_GENERIC_USER_VISIBLE: { s32 xDistWaypoint, yDistWaypoint; if ( abs( playerXDist ) < 500 ) { // within range // make sure user is closer to npc than next waypoint s32 xDistWaypoint, yDistWaypoint; m_npcPath.getDistToNextWaypoint( Pos, &xDistWaypoint, &yDistWaypoint ); if ( abs( playerXDist ) < abs( xDistWaypoint ) ) { s16 headingToPlayer = ratan2( playerYDist, playerXDist ); s16 decDir, incDir, moveDist; s32 headingToWaypoint = ratan2( yDistWaypoint, xDistWaypoint ); // check waypoint is in the same direction as the user decDir = headingToPlayer - headingToWaypoint; if ( decDir < 0 ) { decDir += ONE; } incDir = headingToWaypoint - headingToPlayer; if ( incDir < 0 ) { incDir += ONE; } if ( decDir < incDir ) { moveDist = decDir; } else { moveDist = incDir; } if ( moveDist > 512 ) { return( false ); } else { // check if npc is facing user 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 < 1024 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_velocity = 8; return( true ); } else { return( false ); } } } else { return( false ); } } else { return( false ); } } case NPC_SENSOR_ANEMONE_USER_CLOSE: case NPC_SENSOR_EYEBALL_USER_CLOSE: case NPC_SENSOR_FLAMING_SKULL_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 40000 ) { m_controlFunc = NPC_CONTROL_CLOSE; return( true ); } else { return( false ); } } case NPC_SENSOR_SKULL_STOMPER_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 40000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_extendDir = EXTEND_DOWN; return( true ); } else { return( false ); } } case NPC_SENSOR_BOOGER_MONSTER_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 400 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_extendDir = EXTEND_UP; return( true ); } else { return( false ); } } case NPC_SENSOR_IRON_DOGFISH_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 10000 ) { m_controlFunc = NPC_CONTROL_CLOSE; return( true ); } else { return( false ); } } case NPC_SENSOR_PUFFA_FISH_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 10000 ) { m_state = PUFFA_FISH_NO_INFLATE; m_controlFunc = NPC_CONTROL_CLOSE; return( true ); } else { return( false ); } } case NPC_SENSOR_FISH_HOOK_USER_CLOSE: case NPC_SENSOR_OCTOPUS_USER_CLOSE: case NPC_SENSOR_HERMIT_CRAB_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 400 ) { m_controlFunc = NPC_CONTROL_CLOSE; return( true ); } else { return( false ); } } case NPC_SENSOR_FALLING_ITEM_USER_CLOSE: { if ( playerXDistSqr + playerYDistSqr < 40000 ) { m_controlFunc = NPC_CONTROL_CLOSE; m_movementTimer = GameState::getOneSecondInFrames() * 3; return( true ); } else { return( false ); } } default: return( false ); } } break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processMovement(int _frames) { if ( _frames > 2 ) { _frames = 2; } s32 moveX = 0, moveY = 0; s32 moveVel = 0; s32 moveDist = 0; switch( m_data[this->m_type].movementFunc ) { case NPC_MOVEMENT_STATIC: { break; } case NPC_MOVEMENT_STATIC_CYCLE_ANIM: { if ( !m_animPlaying ) { m_animPlaying = true; m_animNo = m_data[m_type].initAnim; m_frame = 0; } break; } case NPC_MOVEMENT_FIXED_PATH: { processGenericFixedPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist ); if ( !m_animPlaying ) { m_animPlaying = true; m_animNo = m_data[m_type].moveAnim; m_frame = 0; } break; } case NPC_MOVEMENT_FIXED_PATH_WALK: { processGenericFixedPathWalk( _frames, &moveX, &moveY ); if ( !m_animPlaying ) { m_animPlaying = true; m_animNo = m_data[m_type].moveAnim; m_frame = 0; } break; } case NPC_MOVEMENT_MOTHER_JELLYFISH: { processMotherJellyfishMovement( _frames ); break; } case NPC_MOVEMENT_FLYING_DUTCHMAN: { processFlyingDutchmanMovement( _frames ); break; } case NPC_MOVEMENT_PARASITIC_WORM: { processParasiticWormMovement( _frames ); break; } case NPC_MOVEMENT_SUB_SHARK: { processSubSharkMovement( _frames ); break; } case NPC_MOVEMENT_IRON_DOGFISH: { processIronDogfishMovement( _frames ); break; } case NPC_MOVEMENT_PENDULUM: { processPendulumMovement( _frames ); break; } case NPC_MOVEMENT_FIREBALL: { processFireballMovement( _frames ); break; } case NPC_MOVEMENT_RETURNING_HAZARD: { processReturningHazardMovement( _frames ); break; } case NPC_MOVEMENT_SHARK_MAN: { processSharkManMovement( _frames, &moveX, &moveY ); break; } case NPC_MOVEMENT_BALL_BLOB: { processBallBlobMovement( _frames, &moveX, &moveY ); break; } default: break; } processMovementModifier( _frames, moveX, moveY, moveVel, moveDist ); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processMovementModifier(int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange) { switch( m_data[m_type].movementModifierFunc ) { case NPC_MOVEMENT_MODIFIER_NONE: { Pos.vx += distX; Pos.vy += distY; break; } case NPC_MOVEMENT_MODIFIER_BOB: { break; } case NPC_MOVEMENT_MODIFIER_JELLYFISH: { processSmallJellyfishMovementModifier( _frames, distX, distY, dist, headingChange ); break; } case NPC_MOVEMENT_MODIFIER_FISH_FOLK: { processFishFolkMovementModifier( _frames, distX, distY ); break; } case NPC_MOVEMENT_MODIFIER_OCTOPUS: { processBabyOctopusMovementModifier( _frames, dist, headingChange ); break; } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::hasBeenAttacked() { m_controlFunc = NPC_CONTROL_SHOT; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processShot() { switch( m_data[m_type].shotFunc ) { case NPC_SHOT_NONE: { // do nothing break; } case NPC_SHOT_GENERIC: { switch ( m_state ) { case NPC_GENERIC_HIT_CHECK_HEALTH: { m_health -= 5; if ( m_health < 0 ) { m_state = NPC_GENERIC_HIT_DEATH_START; } else { m_state = NPC_GENERIC_HIT_RECOIL; m_animPlaying = true; m_animNo = m_data[m_type].recoilAnim; m_frame = 0; } break; } case NPC_GENERIC_HIT_RECOIL: { if ( !m_animPlaying ) { m_state = 0; m_controlFunc = NPC_CONTROL_MOVEMENT; } break; } case NPC_GENERIC_HIT_DEATH_START: { m_animPlaying = true; m_animNo = m_data[m_type].dieAnim; m_frame = 0; m_state = NPC_GENERIC_HIT_DEATH_END; break; } case NPC_GENERIC_HIT_DEATH_END: { if ( !m_animPlaying ) { this->shutdown(); } break; } } break; } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processClose(int _frames) { switch( m_data[this->m_type].closeFunc ) { case NPC_CLOSE_JELLYFISH_EVADE: processCloseSmallJellyfishEvade( _frames ); break; case NPC_CLOSE_CLAM_JUMP_ATTACK: processCloseClamJumpAttack( _frames ); break; case NPC_CLOSE_CLAM_SNAP_ATTACK: processCloseClamSnapAttack( _frames ); break; case NPC_CLOSE_SPIDER_CRAB_ATTACK: processCloseSpiderCrabAttack( _frames ); break; case NPC_CLOSE_GENERIC_USER_SEEK: { processGenericGotoTarget( _frames, playerXDist, playerYDist, m_data[m_type].speed ); break; } case NPC_CLOSE_GHOST_PIRATE_ATTACK: processCloseGhostPirateAttack( _frames ); break; case NPC_CLOSE_SHARK_MAN_ATTACK: processCloseSharkManAttack( _frames ); break; case NPC_CLOSE_ANEMONE_1_ATTACK: processCloseAnemone1Attack( _frames ); break; case NPC_CLOSE_ANEMONE_2_ATTACK: processCloseAnemone2Attack( _frames ); break; case NPC_CLOSE_ANEMONE_3_ATTACK: processCloseAnemone3Attack( _frames ); break; case NPC_CLOSE_EYEBALL_ATTACK: processCloseEyeballAttack( _frames ); break; case NPC_CLOSE_SKULL_STOMPER_ATTACK: processCloseSkullStomperAttack( _frames ); break; case NPC_CLOSE_BOOGER_MONSTER_ATTACK: processCloseBoogerMonsterAttack( _frames ); break; case NPC_CLOSE_MOTHER_JELLYFISH_ATTACK: processCloseMotherJellyfishAttack( _frames ); break; case NPC_CLOSE_FLYING_DUTCHMAN_ATTACK: processCloseFlyingDutchmanAttack( _frames ); break; case NPC_CLOSE_SUB_SHARK_ATTACK: processCloseSubSharkAttack( _frames ); break; case NPC_CLOSE_IRON_DOGFISH_ATTACK: processCloseIronDogfishAttack( _frames ); break; case NPC_CLOSE_FALLING_ITEM_FALL: processCloseFallingItemFall( _frames ); break; case NPC_CLOSE_FISH_HOOK_RISE: processCloseFishHookRise( _frames ); break; case NPC_CLOSE_FLAMING_SKULL_ATTACK: processCloseFlamingSkullAttack( _frames ); break; case NPC_CLOSE_SKELETAL_FISH_ATTACK: processCloseSkeletalFishAttack( _frames ); break; case NPC_CLOSE_HERMIT_CRAB_ATTACK: processCloseHermitCrabAttack( _frames ); break; case NPC_CLOSE_OCTOPUS_ATTACK: processCloseOctopusAttack( _frames ); break; case NPC_CLOSE_PUFFA_FISH_INFLATE: processClosePuffaFishInflate( _frames ); break; default: break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processCollision() { CPlayer *player = GameScene.getPlayer(); //player->takeDamage( m_data[m_type].damageToUserType ); m_controlFunc = m_oldControlFunc; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processTimer(int _frames) { if ( m_timerTimer > 0 ) { this->m_timerTimer -= _frames; } switch( m_timerFunc ) { case NPC_TIMER_NONE: { break; } case NPC_TIMER_EVADE_DONE: case NPC_TIMER_ATTACK_DONE: { if ( m_timerTimer <= 0 ) { this->m_timerFunc = NPC_TIMER_NONE; this->m_sensorFunc = m_data[this->m_type].sensorFunc; } break; } default: break; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::render() { CEnemyThing::render(); // Render DVECTOR renderPos; DVECTOR offset = CLevel::getCameraPos(); renderPos.vx = Pos.vx - offset.vx; renderPos.vy = Pos.vy - offset.vy; if ( renderPos.vx >= 0 && renderPos.vx <= VidGetScrW() ) { if ( renderPos.vy >= 0 && renderPos.vy <= VidGetScrH() ) { m_actorGfx->Render(renderPos,m_animNo,( m_frame >> 8 ),m_reversed); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcEnemy::processEvent( GAME_EVENT evt, CThing *sourceThing ) { switch( evt ) { case USER_REQUEST_TALK_EVENT: { if ( m_data[this->m_type].canTalk ) { DVECTOR sourcePos; s32 xDiffSqr, yDiffSqr; // check talk distance sourcePos = sourceThing->getPos(); xDiffSqr = this->Pos.vx - sourcePos.vx; xDiffSqr *= xDiffSqr; yDiffSqr = this->Pos.vy - sourcePos.vy; yDiffSqr *= yDiffSqr; if ( xDiffSqr + yDiffSqr < 10000 ) { if( !CConversation::isActive() ) { CConversation::trigger( SCRIPTS_SPEECHTEST_DAT ); } } } break; } case PROJECTILE_RETURNED_TO_SOURCE_EVENT: { m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; //removeChild( sourceThing ); //sourceThing->shutdown(); //delete sourceThing; CProjectile *projectile; projectile = (CProjectile *) sourceThing; projectile->setMovementType( CProjectile::PROJECTILE_FIXED ); projectile->setPosition( Pos ); break; } } }