/*========================================================================= nanemone.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #ifndef __ENEMY_NPC_H__ #include "enemy\npc.h" #endif #ifndef __PROJECTL_PROJECTL_H__ #include "projectl\projectl.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif void CNpc::processCloseAnemone1Attack( int _frames ) { s32 moveX, moveY; s16 decDir, incDir, moveDist; CPlayer *player = GameScene.getPlayer(); DVECTOR playerPos = player->getPos(); s32 xDist, yDist; s16 maxTurnRate = m_data[m_type].turnSpeed; bool withinRange = false; xDist = playerPos.vx - this->Pos.vx; yDist = playerPos.vy - this->Pos.vy; s16 headingToPlayer = ratan2( yDist, xDist ); decDir = m_baseHeading - headingToPlayer; if ( decDir < 0 ) { decDir += ONE; } incDir = headingToPlayer - m_baseHeading; if ( incDir < 0 ) { incDir += ONE; } if ( decDir < incDir ) { moveDist = decDir; } else { moveDist = incDir; } // check user is within 45 degrees either way if ( moveDist < 512 ) { 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 < -maxTurnRate ) { moveDist = -maxTurnRate; } else if ( moveDist > maxTurnRate ) { moveDist = maxTurnRate; } else { withinRange = true; } m_heading += moveDist; m_heading = m_heading % ONE; if ( withinRange ) { // can fire if ( m_timerTimer <= 0 ) { CProjectile *projectile; projectile = new( "test projectile" ) CProjectile; projectile->init( Pos, m_heading ); m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerTimer = GameState::getOneSecondInFrames(); } } } } void CNpc::processCloseAnemone2Attack( int _frames ) { int fireLoop; CProjectile *projectile; s16 heading; for ( fireLoop = 0 ; fireLoop < 5 ; fireLoop++ ) { heading = m_baseHeading - 1024 + ( fireLoop * 512 ); heading %= 4096; projectile = new( "test projectile" ) CProjectile; projectile->init( Pos, heading ); } m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; }