/*========================================================================= ngeneric.cpp Author: CRB Created: Project: Spongebob Purpose: Copyright (c) 2000 Climax Development Ltd ===========================================================================*/ #ifndef __ENEMY_NPC_H__ #include "enemy\npc.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif void CNpcEnemy::processGenericGotoTarget( int _frames, s32 xDist, s32 yDist, s32 speed ) { s16 decDir, incDir, moveDist; s32 moveX, moveY; s16 headingToTarget = ratan2( yDist, xDist ); 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 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; } Pos.vx += moveX; Pos.vy += moveY; } void CNpcEnemy::processGenericGetUserDist( int _frames, s32 *distX, s32 *distY ) { s32 moveX = 0, moveY = 0; s16 moveDist = 0; s32 moveVel = 0; CPlayer *player = GameScene.getPlayer(); DVECTOR playerPos = player->getPos(); *distX = playerPos.vx - this->Pos.vx; *distY = playerPos.vy - this->Pos.vy; } bool CNpcEnemy::processGroundCollisionReverse( s32 *moveX, s32 *moveY ) { bool xBlocked = false; bool yBlocked = false; // check for collision with ground if ( CGameScene::getCollision()->Get( ( Pos.vx + *moveX ) >> 4, ( Pos.vy + *moveY ) >> 4 ) ) { // destination point is below ground, check in individual directions if ( CGameScene::getCollision()->Get( ( Pos.vx + *moveX ) >> 4, Pos.vy >> 4 ) ) { // X direction is blocked xBlocked = true; } if ( CGameScene::getCollision()->Get( Pos.vx >> 4, ( Pos.vy + *moveY ) >> 4 ) ) { yBlocked = true; } if ( xBlocked && !yBlocked ) { // invert X *moveX = -(*moveX); m_heading = ratan2( *moveY, *moveX ); } else if ( !xBlocked && yBlocked ) { // invert Y *moveY = -(*moveY); m_heading = ratan2( *moveY, *moveX ); } else { // invert both *moveX = -(*moveX); *moveY = -(*moveY); m_heading += 2048; } m_heading &= 4095; } return( xBlocked | yBlocked ); } void CNpcEnemy::processGenericFixedPathMove( 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 preShiftX = _frames * m_speed * rcos( m_heading ); s32 preShiftY = _frames * m_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 ); } } void CNpcEnemy::processGenericFixedPathWalk( int _frames, s32 *moveX, s32 *moveY ) { s32 maxHeight = 20; s32 distX, distY; s32 fallSpeed = 3; s8 yMovement = fallSpeed * _frames; s32 groundHeight; *moveX = 0; *moveY = 0; // ignore y component of waypoint, since we are stuck to the ground bool pathComplete; if ( m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading ) ) { // path has finished, waypoint has changed, or there are no waypoints - do not move horizontally // check for vertical movement groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 ); if ( groundHeight <= yMovement ) { // groundHeight <= yMovement indicates either just above ground or on or below ground *moveY = groundHeight; } else { // fall *moveY = yMovement; } } else { // check for collision distX = distX / abs( distX ); if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( distX * m_speed * _frames ), Pos.vy ) < -maxHeight ) { // there is an obstacle in the way, increment the path point (hopefully this will resolve the problem) m_npcPath.incPath(); } else { // check for vertical movement groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 ); if ( groundHeight <= yMovement ) { // groundHeight <= yMovement indicates either just above ground or on or below ground *moveX = distX * m_speed * _frames; *moveY = groundHeight; } else { // fall *moveY = yMovement; } } } } bool CNpcEnemy::isCollisionWithGround() { return CGameScene::getCollision()->Get( Pos.vx >> 4, ( Pos.vy + 1 ) >> 4 ) ? 16:0; }