/*========================================================================= nanemone.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #ifndef __ENEMY_NPC_H__ #include "enemy\npc.h" #endif #ifndef __ENEMY_NANEMONE_H__ #include "enemy\nanemone.h" #endif #ifndef __PROJECTL_PROJECTL_H__ #include "projectl\projectl.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __VID_HEADER_ #include "system\vid.h" #endif #ifndef __UTILS_HEADER__ #include "utils\utils.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif #ifndef __ANIM_ANENOME_HEADER__ #include #endif #ifndef __ANIM_SPIKEYANENOME_HEADER__ #include #endif //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcAnemoneEnemy::postInit() { CNpcEnemy::postInit(); m_drawRotation = m_heading + 1024; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcAnemoneEnemy::processEnemyCollision( CThing *thisThing ) { // do nothing } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// bool CNpcAnemoneEnemy::processSensor() { switch( m_sensorFunc ) { case NPC_SENSOR_NONE: return( false ); default: { if ( playerXDistSqr + playerYDistSqr < 40000 ) { m_controlFunc = NPC_CONTROL_CLOSE; return( true ); } else { return( false ); } } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcAnemone1Enemy::processClose( int _frames ) { s32 moveX, moveY; s16 decDir, incDir, moveDist; s16 maxTurnRate = m_data[m_type].turnSpeed; bool withinRange = false; s16 headingToPlayer = ratan2( playerYDist, playerXDist ); decDir = m_fireHeading - headingToPlayer; if ( decDir < 0 ) { decDir += ONE; } incDir = headingToPlayer - m_fireHeading; 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 &= 4095; m_drawRotation = m_heading + 1024; if ( withinRange ) { // can fire, start firing anim if ( m_timerTimer <= 0 && !m_animPlaying ) { if ( m_animNo != ANIM_ANENOME_FIRE ) { m_animPlaying = true; m_animNo = ANIM_ANENOME_FIRE; m_frame = 0; } } } } else { if ( !m_animPlaying || m_animNo != ANIM_ANENOME_FIRE ) { m_animPlaying = true; m_animNo = ANIM_ANENOME_FIRE; m_frame = 0; } } if ( withinRange ) { if ( m_timerTimer <= 0 && !m_animPlaying ) { if ( m_animNo == ANIM_ANENOME_FIRE ) { // if firing anim is complete and user is still in range, fire projectile CProjectile *projectile; projectile = new( "test projectile" ) CProjectile; projectile->init( Pos, m_heading ); projectile->setLayerCollision( m_layerCollision ); m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerTimer = GameState::getOneSecondInFrames(); m_timerFunc = NPC_TIMER_ATTACK_DONE; m_sensorFunc = NPC_SENSOR_NONE; m_animPlaying = true; m_animNo = ANIM_ANENOME_FIRE; m_frame = 0; } } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcAnemone2Enemy::postInit() { CProjectile *projectile; s16 heading; MATRIX mtx; SetIdentNoTrans(&mtx ); RotMatrixZ( m_heading, &mtx ); m_radius = 0; for ( int fireLoop = 0 ; fireLoop < 5 ; fireLoop++ ) { DVECTOR spikePos; s16 relativeHeading = -1024 + ( fireLoop * 512 ); heading = m_heading + relativeHeading; heading &= 4095; spikePos = Pos; //s16 multiplier, multiplier2; s16 xDiff, yDiff; SVECTOR offset; VECTOR result; // move base position spikePos.vx += ( 10 * rcos( m_heading ) ) >> 12; spikePos.vy += ( 10 * rsin( m_heading ) ) >> 12; // move appropriate to scaling (anemone origin is 90 degrees off, hence:) xDiff = ( m_scaleY * m_radius ) >> 12; yDiff = ( m_scaleX * m_radius ) >> 12; offset.vx = ( xDiff * rcos( relativeHeading ) ) >> 12; offset.vy = ( yDiff * rsin( relativeHeading ) ) >> 12; ApplyMatrix( &mtx, &offset, &result ); spikePos.vx += result.vx; spikePos.vy += result.vy; projectile = new( "anemone lev2 projectile" ) CProjectile; projectile->init( spikePos, heading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE ); projectile->setLayerCollision( m_layerCollision ); projectile->setOt( 15 ); addChild( projectile ); } m_drawRotation = m_heading + 1024; m_scaleX = ONE; m_scaleY = ONE; } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcAnemone2Enemy::shutdown() { CNpcEnemy::shutdown(); } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcAnemone2Enemy::processShot( int _frames ) { 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: { if ( CLevel::getCurrentChapter() == 1 && CLevel::getCurrentChapterLevel() == 1 ) { m_state = NPC_GENERIC_HIT_DEATH_START; } else { 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; deleteAllChild(); m_isDying = true; m_speed = -5; if (m_data[m_type].skelType) { m_actorGfx->SetOtPos( 0 ); } break; } case NPC_GENERIC_HIT_DEATH_END: { 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() ) { if ( m_data[m_type].respawning ) { m_isActive = false; m_timerFunc = NPC_TIMER_RESPAWN; m_timerTimer = 4 * GameState::getOneSecondInFrames(); } else { setToShutdown(); } } break; } } break; } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcAnemone2Enemy::processClose( int _frames ) { int fireLoop; CProjectile *projectile; s16 heading; if ( m_animNo != ANIM_SPIKEYANENOME_BODY ) { m_animPlaying = true; m_animNo = ANIM_SPIKEYANENOME_BODY; m_frame = 0; } else { CProjectile *projectile; s16 heading; // fire off attached spikes CThing *nextThing = Next; while ( nextThing ) { CProjectile *projectile; projectile = (CProjectile *) nextThing; if ( projectile->getMovementType() == CProjectile::PROJECTILE_FIXED ) { projectile->setMovementType( CProjectile::PROJECTILE_DUMBFIRE ); projectile->setLifeTime( CProjectile::PROJECTILE_FINITE_LIFE ); projectile->setState( CProjectile::PROJECTILE_ATTACK ); projectile->setOt( 0 ); } nextThing = nextThing->getNext(); } removeAllChild(); m_radius = 0; // attach new spikes MATRIX mtx; SetIdentNoTrans(&mtx ); RotMatrixZ( m_heading, &mtx ); for ( fireLoop = 0 ; fireLoop < 5 ; fireLoop++ ) { DVECTOR spikePos; s16 relativeHeading = -1024 + ( fireLoop * 512 ); heading = m_heading + relativeHeading; heading &= 4095; spikePos = Pos; //s16 multiplier, multiplier2; s16 xDiff, yDiff; SVECTOR offset; VECTOR result; // move base position spikePos.vx += ( 10 * rcos( m_heading ) ) >> 12; spikePos.vy += ( 10 * rsin( m_heading ) ) >> 12; // move appropriate to scaling (anemone origin is 90 degrees off, hence:) xDiff = ( m_scaleY * m_radius ) >> 12; yDiff = ( m_scaleX * m_radius ) >> 12; offset.vx = ( xDiff * rcos( relativeHeading ) ) >> 12; offset.vy = ( yDiff * rsin( relativeHeading ) ) >> 12; ApplyMatrix( &mtx, &offset, &result ); spikePos.vx += result.vx; spikePos.vy += result.vy; projectile = new( "anemone lev2 projectile" ) CProjectile; projectile->init( spikePos, heading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE ); projectile->setLayerCollision( m_layerCollision ); projectile->setOt( 15 ); addChild( projectile ); } m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = 4 * GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcAnemone2Enemy::processMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange ) { s32 maxTimer = GameState::getOneSecondInFrames() >> 1; m_movementTimer += _frames; if ( m_movementTimer > maxTimer ) { m_movementTimer -= maxTimer; } s32 sineVal = ( m_movementTimer * ONE ) / maxTimer; m_scaleX = ONE + ( rsin( sineVal ) >> 2 ); m_scaleY = ONE + ( rcos( sineVal ) >> 2 ); CProjectile *projectile; projectile = (CProjectile *) Next; MATRIX mtx; SetIdentNoTrans(&mtx ); RotMatrixZ( m_heading, &mtx ); if ( m_radius < SPIKE_RADIUS ) { m_radius++; } for ( int fireLoop = 0 ; fireLoop < 5 ; fireLoop++ ) { DVECTOR spikePos; s16 relativeHeading = -1024 + ( fireLoop * 512 ); s16 heading = m_heading + relativeHeading; heading &= 4095; spikePos = Pos; //s16 multiplier, multiplier2; s16 xDiff, yDiff; SVECTOR offset; VECTOR result; // move base position spikePos.vx += ( 10 * rcos( m_heading ) ) >> 12; spikePos.vy += ( 10 * rsin( m_heading ) ) >> 12; // move appropriate to scaling (anemone origin is 90 degrees off, hence:) xDiff = ( m_scaleY * m_radius ) >> 12; yDiff = ( m_scaleX * m_radius ) >> 12; offset.vx = ( xDiff * rcos( relativeHeading ) ) >> 12; offset.vy = ( yDiff * rsin( relativeHeading ) ) >> 12; ApplyMatrix( &mtx, &offset, &result ); spikePos.vx += result.vx; spikePos.vy += result.vy; if ( projectile ) { projectile->setPos( spikePos ); projectile = (CProjectile *) projectile->getNext(); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcAnemone2Enemy::render() { SprFrame = NULL; if ( m_isActive ) { CEnemyThing::render(); if (canRender()) { DVECTOR &renderPos=getRenderPos(); SprFrame = m_actorGfx->Render(renderPos,m_animNo,( m_frame >> 8 ),m_reversed); m_actorGfx->RotateScale( SprFrame, renderPos, m_drawRotation, m_scaleX, m_scaleY ); 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 ); } } } //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// void CNpcAnemone3Enemy::processClose( int _frames ) { if ( m_animNo != ANIM_ANENOME_FIRE ) { m_animPlaying = true; m_animNo = ANIM_ANENOME_FIRE; m_frame = 0; } else if ( !m_animPlaying ) { CProjectile *projectile; u8 lifetime = 8; m_fireHeading = m_heading & 4095; projectile = new( "test projectile" ) CProjectile; projectile->init( Pos, m_fireHeading, CProjectile::PROJECTILE_GAS_CLOUD, CProjectile::PROJECTILE_FINITE_LIFE, lifetime * GameState::getOneSecondInFrames() ); projectile->setLayerCollision( m_layerCollision ); m_controlFunc = NPC_CONTROL_MOVEMENT; m_timerFunc = NPC_TIMER_ATTACK_DONE; m_timerTimer = ( lifetime + 4 ) * GameState::getOneSecondInFrames(); m_sensorFunc = NPC_SENSOR_NONE; m_animPlaying = true; m_animNo = ANIM_ANENOME_FIRE; m_frame = 0; } }