SBSPSS/source/enemy/nssnake.cpp
Charles 2a8821dd03
2001-08-22 13:10:41 +00:00

1436 lines
32 KiB
C++

/*=========================================================================
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 <ACTOR_SEASNAKE_ANIM.h>
#endif
#ifndef __PROJECTL_PROJECTL_H__
#include "projectl\projectl.h"
#endif
#ifndef __SPR_SPRITES_H__
#include <sprites.h>
#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()
{
int histLength;
m_npcPath.setPathType( CNpcPath::REPEATING_PATH );
s16 maxArraySize = NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING * 2;
m_positionHistoryArray[0].pos = Pos;
m_positionHistoryArray[0].next = &m_positionHistoryArray[1];
m_positionHistoryArray[0].prev = &m_positionHistoryArray[maxArraySize - 1];
for ( histLength = 1 ; histLength < maxArraySize - 1 ; histLength++ )
{
m_positionHistoryArray[histLength].pos = Pos;
m_positionHistoryArray[histLength].next = &m_positionHistoryArray[histLength + 1];
m_positionHistoryArray[histLength].prev = &m_positionHistoryArray[histLength - 1];
}
m_positionHistoryArray[maxArraySize - 1].pos = Pos;
m_positionHistoryArray[maxArraySize - 1].next = &m_positionHistoryArray[0];
m_positionHistoryArray[maxArraySize - 1].prev = &m_positionHistoryArray[maxArraySize - 2];
m_positionHistory = &m_positionHistoryArray[0];
u16 segScale;
int initLength = NPC_SEA_SNAKE_LENGTH / 3;
int remLength = NPC_SEA_SNAKE_LENGTH - initLength;
m_health = NPC_SEA_SNAKE_LENGTH + 1;
if ( CLevel::getIsBossRespawn() )
{
m_health = CLevel::getBossHealth();
m_speed = m_data[m_type].speed + ( ( 3 * ( NPC_SEA_SNAKE_LENGTH - ( m_health - 1 ) ) ) / NPC_SEA_SNAKE_LENGTH );
}
for ( int segCount = 0 ; segCount < NPC_SEA_SNAKE_LENGTH ; segCount++ )
{
m_segmentArray[segCount].init();
if ( segCount < initLength )
{
u16 sum = ONE << 1;
u16 start = ONE;
u16 end = sum - start;
segScale = start + ( ( end * segCount ) / initLength );
}
else
{
u16 sum = ONE << 1;
u16 start = ONE >> 1;
u16 end = sum - start;
segScale = start + ( ( end * ( NPC_SEA_SNAKE_LENGTH - segCount ) ) / remLength );
}
m_segmentArray[segCount].setScale( segScale );
// attach snake segment
if ( segCount < NPC_SEA_SNAKE_LENGTH - 1 )
{
m_segmentArray[segCount].m_nextSegment = &m_segmentArray[segCount + 1];
}
}
m_segmentCount = m_health - 1;
m_movementTimer = 2 * GameState::getOneSecondInFrames();
m_collTimer = 0;
m_turnDir = 0;
m_waitTimer = 0;
m_collCount = 0;
m_sign = 1;
CNpcBossEnemy::postInit();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeSegment::shutdown()
{
delete m_actorGfx;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeEnemy::shutdown()
{
CLevel::setIsBossRespawn( true );
if ( m_state != NPC_GENERIC_HIT_DEATH_END )
{
CLevel::setBossHealth( m_health );
}
else
{
CLevel::setBossHealth( 0 );
}
// delete snake segments
for ( int segCount = 0 ; segCount < NPC_SEA_SNAKE_LENGTH ; segCount++ )
{
m_segmentArray[segCount].shutdown();
}
CNpcBossEnemy::shutdown();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool CNpcSeaSnakeEnemy::processSensor()
{
if ( m_sensorFunc == NPC_SENSOR_NONE )
{
return( false );
}
if ( playerXDistSqr + playerYDistSqr < 50000 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
m_state = SEA_SNAKE_VERTICAL_LINEUP;
return( true );
}
else
{
return( false );
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
u8 CNpcSeaSnakeEnemy::processPathMove( 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 speed = m_speed;
if ( abs( *moveDist ) > 10 )
{
speed = 3;
}
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;
}
*moveVel = ( _frames * m_speed ) << 8;
//processGroundCollisionReverse( moveX, moveY );
}
return( waypointChange );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeEnemy::processFrameMovement()
{
s32 moveX = 0, moveY = 0;
s32 moveVel = 0;
s32 moveDist = 0;
DVECTOR oldPos = Pos;
if ( m_snapTimer > 0 )
{
m_snapTimer -= 1;
if ( m_snapTimer > 0 )
{
if ( !m_animPlaying )
{
m_animNo = ANIM_SEASNAKE_HEADSNAP;
m_animPlaying = true;
m_frame = 0;
CSoundMediator::playSfx( CSoundMediator::SFX_WORM___CHOMP );
}
}
}
if ( m_data[m_type].moveSfx < CSoundMediator::NUM_SFXIDS )
{
if ( m_soundId == NOT_PLAYING )
{
m_soundId = (int) CSoundMediator::playSfx( m_data[m_type].moveSfx, true );
}
}
if ( m_waitTimer > 0 )
{
m_waitTimer -= 1;
}
else
{
switch( m_turnDir )
{
case NPC_SEA_SNAKE_CIRCLE_CLOCKWISE:
{
m_circleHeading += m_data[m_type].turnSpeed;
if ( m_circleHeading > 4096 )
{
m_circleHeading = 0;
m_turnDir = 0;
}
m_heading = ( m_origHeading + m_circleHeading ) & 4095;
s32 preShiftX = 3 * rcos( m_heading );
s32 preShiftY = 3 * rsin( m_heading );
s32 moveX = preShiftX >> 12;
if ( !moveX && preShiftX )
{
moveX = preShiftX / abs( preShiftX );
}
s32 moveY = preShiftY >> 12;
if ( !moveY && preShiftY )
{
moveY = preShiftY / abs( preShiftY );
}
Pos.vx += moveX;
Pos.vy += moveY;
break;
}
case NPC_SEA_SNAKE_CIRCLE_ANTICLOCKWISE:
{
m_circleHeading -= m_data[m_type].turnSpeed;
if ( m_circleHeading < -4096 )
{
m_circleHeading = 0;
m_turnDir = 0;
}
m_heading = ( m_origHeading + m_circleHeading ) & 4095;
s32 preShiftX = 3 * rcos( m_heading );
s32 preShiftY = 3 * rsin( m_heading );
s32 moveX = preShiftX >> 12;
if ( !moveX && preShiftX )
{
moveX = preShiftX / abs( preShiftX );
}
s32 moveY = preShiftY >> 12;
if ( !moveY && preShiftY )
{
moveY = preShiftY / abs( preShiftY );
}
Pos.vx += moveX;
Pos.vy += moveY;
break;
}
default:
{
DVECTOR waypointPos;
m_npcPath.getCurrentWaypointPos( &waypointPos );
waypointPos.vy -= 8;
if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 )
{
// waypoint is either start or end waypoint
s32 distX, distY;
distX = waypointPos.vx - Pos.vx;
distY = waypointPos.vy - Pos.vy;
if( !distX && !distY )
{
if ( isSnakeStopped() )
{
m_npcPath.incPath();
m_npcPath.getCurrentWaypointPos( &waypointPos );
waypointPos.vy -= 8;
if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 )
{
// if next waypoint is ALSO a start/end waypoint, teleport directly to it
moveEntireSnake( waypointPos );
m_waitTimer = GameState::getOneSecondInFrames();
oldPos.vx = waypointPos.vx;
oldPos.vy = waypointPos.vy;
// increment path
m_npcPath.incPath();
// point snake in correct direction
m_npcPath.getCurrentWaypointPos( &waypointPos );
m_heading = ratan2( waypointPos.vy - Pos.vy, waypointPos.vx - Pos.vx ) & 4095;
}
}
}
else
{
processGenericGotoTarget( 1, distX, distY, m_speed );
}
}
else
{
if ( processPathMove( 1, &moveX, &moveY, &moveVel, &moveDist ) )
{
// path has changed
DVECTOR newWaypointPos;
m_npcPath.getCurrentWaypointPos( &newWaypointPos );
newWaypointPos.vy -= 8;
if ( newWaypointPos.vy == waypointPos.vy )
{
int testDir = newWaypointPos.vx - waypointPos.vx;
if ( testDir > 0 && testDir <= 16 )
{
// clockwise
m_turnDir = NPC_SEA_SNAKE_CIRCLE_CLOCKWISE;
m_circleHeading = 0;
m_origHeading = m_heading;
m_npcPath.incPath();
}
else if ( testDir < 0 && testDir >= -16 )
{
// anticlockwise
m_turnDir = NPC_SEA_SNAKE_CIRCLE_ANTICLOCKWISE;
m_circleHeading = 0;
m_origHeading = m_heading;
m_npcPath.incPath();
}
}
}
}
break;
}
}
}
Pos.vx += moveX;
Pos.vy += moveY;
// check for hitting ground
if ( CGameScene::getCollision()->Get( Pos.vx >> 4, Pos.vy >> 4 ) )
{
switch ( CGameScene::getCollision()->getCollisionBlock( Pos.vx, Pos.vy ) & COLLISION_TYPE_MASK )
{
case COLLISION_TYPE_FLAG_SOLID:
{
Pos = oldPos;
if ( m_collCount > 4 )
{
m_collCount = 0;
m_sign = -m_sign;
}
else
{
m_collCount++;
}
m_heading += m_sign * 1024;
m_heading &= 4095;
bool dec = m_npcPath.decPath();
if ( dec )
{
DVECTOR waypointPos;
m_npcPath.getCurrentWaypointPos( &waypointPos );
waypointPos.vy -= 8;
if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 )
{
// one of the special 'teleport' waypoints
m_npcPath.incPath();
}
}
break;
}
default:
break;
}
}
updateTail( oldPos, 1 );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeEnemy::processMovement( int _frames )
{
for ( int frameCount = 0 ; frameCount < _frames ; frameCount++ )
{
processFrameMovement();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeEnemy::updateTail( DVECTOR &oldPos, int _frames )
{
u8 skipCounter;
m_extension += 256;
m_extension &= 4095;
m_positionHistory = m_positionHistory->prev;
m_positionHistory->pos = oldPos;
CNpcPositionHistory *newPos;
newPos = m_positionHistory;
//m_speed = m_data[m_type].speed + ( ( 3 * ( NPC_SEA_SNAKE_LENGTH - ( m_health - 1 ) ) ) / NPC_SEA_SNAKE_LENGTH );
int skipDist;
skipDist = NPC_SEA_SNAKE_SPACING;
skipDist -= m_speed - m_data[m_type].speed;
//for ( skipCounter = 1 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ )
for ( skipCounter = 1 ; skipCounter < skipDist ; skipCounter++ )
{
newPos = newPos->next;
}
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();
int segmentCount;
for ( segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
{
s32 xDist = oldPos.vx - newPos->pos.vx;
s32 yDist = oldPos.vy - newPos->pos.vy;
s16 headingToTarget = ratan2( yDist, xDist ) & 4095;
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;
m_segmentArray[segmentCount].setPos( sinPos );
if ( segmentCount > 3 )
{
if ( segmentCount == m_segmentCount - 1 )
{
m_segmentArray[segmentCount].setAnim( ANIM_SEASNAKE_TAILSTATIC );
}
else
{
if ( segmentCount % 2 )
{
m_segmentArray[segmentCount].setAnim( ANIM_SEASNAKE_BODY2STATIC );
}
else
{
m_segmentArray[segmentCount].setAnim( ANIM_SEASNAKE_BODY3STATIC );
}
}
}
else
{
m_segmentArray[segmentCount].setAnim( ANIM_SEASNAKE_BODY1STATIC );
}
oldPos = sinPos;
//for ( skipCounter = 0 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ )
for ( skipCounter = 0 ; skipCounter < skipDist ; skipCounter++ )
{
newPos = newPos->next;
}
extension += 1024;
extension &= 4095;
if ( downShift > 0 )
{
downShift--;
}
}
oldPos = Pos;
for ( segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
{
DVECTOR const &currentPos = m_segmentArray[segmentCount].getPos();
s32 xDist = oldPos.vx - currentPos.vx;
s32 yDist = oldPos.vy - currentPos.vy;
s16 headingToPrev = ratan2( yDist, xDist ) & 4095;
s16 headingFromNext;
s16 heading = headingToPrev;
oldPos = currentPos;
if ( segmentCount < m_segmentCount - 1 )
{
DVECTOR const &nextPos = m_segmentArray[segmentCount + 1].getPos();
xDist = currentPos.vx - nextPos.vx;
yDist = currentPos.vy - nextPos.vy;
headingFromNext = ratan2( yDist, xDist ) & 4095;
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;
}
m_segmentArray[segmentCount].setHeading( heading );
m_segmentArray[segmentCount].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::processFrameClose()
{
DVECTOR oldPos = Pos;
switch( m_state )
{
case SEA_SNAKE_VERTICAL_LINEUP:
{
if ( playerYDistSqr > 100 )
{
processGenericGotoTarget( 1, 0, playerYDist, m_speed );
}
else
{
m_state = SEA_SNAKE_CHARGE;
}
break;
}
case SEA_SNAKE_CHARGE:
{
if ( playerXDistSqr > 4000 )
{
processGenericGotoTarget( 1, playerXDist, 0, m_speed );
}
else
{
s16 heading = m_heading;
CProjectile *projectile;
projectile = CProjectile::Create();
DVECTOR newPos = Pos;
newPos.vx += 50 * ( rcos( m_heading ) >> 12 );
newPos.vy += 50 * ( rsin( m_heading ) >> 12 );
int perpHeading = ( heading - 1024 ) & 4095;
newPos.vx += 20 * ( rcos( perpHeading ) >> 12 );
newPos.vy += 20 * ( rsin( perpHeading ) >> 12 );
projectile->init( newPos, heading );
projectile->setGraphic( FRM__SNAKEBILE );
m_movementTimer = GameState::getOneSecondInFrames();
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_timerTimer = 5 * GameState::getOneSecondInFrames();
m_sensorFunc = NPC_SENSOR_NONE;
m_snapTimer = m_movementTimer;
CSoundMediator::playSfx( CSoundMediator::SFX_WORM___HISS );
}
if ( m_soundId == NOT_PLAYING )
{
m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_SEASNAKE_ATTACK, true );
}
break;
}
}
// check for hitting ground
if ( CGameScene::getCollision()->Get( Pos.vx >> 4, Pos.vy >> 4 ) )
{
switch ( CGameScene::getCollision()->getCollisionBlock( Pos.vx, Pos.vy ) & COLLISION_TYPE_MASK )
{
case COLLISION_TYPE_FLAG_SOLID:
{
m_movementTimer = GameState::getOneSecondInFrames();
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_timerTimer = 10 * GameState::getOneSecondInFrames();
m_sensorFunc = NPC_SENSOR_NONE;
Pos = oldPos;
if ( m_collCount > 4 )
{
m_collCount = 0;
m_sign = -m_sign;
}
else
{
m_collCount++;
}
m_heading += m_sign * 1024;
m_heading &= 4095;
bool dec = m_npcPath.decPath();
if ( dec )
{
DVECTOR waypointPos;
m_npcPath.getCurrentWaypointPos( &waypointPos );
waypointPos.vy -= 8;
if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 )
{
// one of the special 'teleport' waypoints
m_npcPath.incPath();
}
}
break;
}
default:
break;
}
}
updateTail( oldPos, 1 );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeEnemy::processClose( int _frames )
{
for ( int frameCount = 0 ; frameCount < _frames ; frameCount++ )
{
processFrameClose();
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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, true );
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 );
}
for ( int segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
{
m_segmentArray[segmentCount].render();
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeEnemy::renderOnMapScreen( DVECTOR drawPos )
{
drawPos.vx += 120;
POLY_FT4 *headSprFrame;
headSprFrame = m_actorGfx->Render(drawPos,ANIM_SEASNAKE_HEADSNAP,0,0);
m_actorGfx->RotateScale( headSprFrame, drawPos, 0, 4096, 4096,true );
int segmentCount;
int segmentType;
u16 segScale;
int initLength = NPC_SEA_SNAKE_LENGTH / 3;
int remLength = NPC_SEA_SNAKE_LENGTH - initLength;
for ( segmentCount = 0 ; segmentCount < NPC_SEA_SNAKE_LENGTH ; segmentCount++ )
{
drawPos.vx -= 30;
if ( segmentCount > 3 )
{
if ( segmentCount == NPC_SEA_SNAKE_LENGTH - 1 )
{
segmentType = ANIM_SEASNAKE_TAILSTATIC;
}
else
{
if ( segmentCount % 2 )
{
segmentType = ANIM_SEASNAKE_BODY2STATIC;
}
else
{
segmentType = ANIM_SEASNAKE_BODY3STATIC;
}
}
}
else
{
segmentType = ANIM_SEASNAKE_BODY1STATIC;
}
if ( segmentCount < initLength )
{
u16 sum = ONE << 1;
u16 start = ONE;
u16 end = sum - start;
segScale = start + ( ( end * segmentCount ) / initLength );
}
else
{
u16 sum = ONE << 1;
u16 start = ONE >> 1;
u16 end = sum - start;
segScale = start + ( ( end * ( NPC_SEA_SNAKE_LENGTH - segmentCount ) ) / remLength );
}
POLY_FT4 *Ft4= m_actorGfx->Render(drawPos,segmentType,0,0);
m_actorGfx->RotateScale( Ft4, drawPos, 0, 4096, segScale,true );
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
int CNpcSeaSnakeEnemy::checkCollisionAgainst( CThing *_thisThing, int _frames )
{
// DVECTOR pos,thisThingPos;
int radius;
int collided;
DVECTOR const &pos=getCollisionCentre();
DVECTOR const &thisThingPos=_thisThing->getCollisionCentre();
radius=getCollisionRadius()+_thisThing->getCollisionRadius();
collided=false;
if(abs(pos.vx-thisThingPos.vx)<radius&&
abs(pos.vy-thisThingPos.vy)<radius)
{
// CRECT thisRect,thatRect;
CRECT const &thisRect=getCollisionArea();
CRECT const &thatRect=_thisThing->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
for ( int segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
{
if ( m_segmentArray[segmentCount].checkCollisionAgainst( _thisThing, _frames ) )
{
collided = true;
}
}
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,m_anim,0,0);
m_actorGfx->RotateScale( SprFrame, renderPos, m_heading, 4096, m_scale, true );
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;
DVECTOR const &pos = getCollisionCentre();
DVECTOR const &thisThingPos = _thisThing->getCollisionCentre();
radius = getCollisionRadius() + _thisThing->getCollisionRadius();
collided = false;
if(abs(pos.vx-thisThingPos.vx)<radius&&
abs(pos.vy-thisThingPos.vy)<radius)
{
// CRECT thisRect,thatRect;
CRECT const &thisRect=getCollisionArea();
CRECT const &thatRect=_thisThing->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_segmentCount )
{
if ( m_collTimer <= 0 )
{
m_drawRotation += 64 * _frames;
m_drawRotation &= 4095;
Pos.vy += m_speed * _frames;
if ( m_speed < 5 )
{
m_speed++;
}
m_state = NPC_GENERIC_HIT_DEATH_END;
if ( !CGameScene::getBossHasBeenKilled() )
{
CGameScene::setBossHasBeenKilled();
}
DVECTOR const &offset = CLevel::getCameraPos();
if ( Pos.vy - offset.vy > VidGetScrH() )
{
setToShutdown();
}
}
else
{
m_controlFunc = NPC_CONTROL_MOVEMENT;
}
}
else
{
if ( m_collTimer <= 0 )
{
// knock segment off end of list
m_segmentCount--;
m_health--;
m_speed = m_data[m_type].speed + ( ( 3 * ( NPC_SEA_SNAKE_LENGTH - ( m_health - 1 ) ) ) / NPC_SEA_SNAKE_LENGTH );
m_collTimer = GameState::getOneSecondInFrames();
}
m_invulnerableTimer = 2 * GameState::getOneSecondInFrames();
m_controlFunc = NPC_CONTROL_MOVEMENT;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeEnemy::processUserCollision( CThing *thisThing )
{
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
s32 CNpcSeaSnakeEnemy::getFrameShift( int _frames )
{
return( ( _frames << 8 ) >> 3 );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
u8 CNpcSeaSnakeEnemy::isSnakeStopped()
{
if ( !m_segmentCount )
{
return( true );
}
DVECTOR const &tailPos = m_segmentArray[m_segmentCount - 1].getPos();
if ( tailPos.vx == Pos.vx && tailPos.vy == Pos.vy )
{
return( true );
}
else
{
return( false );
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeEnemy::moveEntireSnake( DVECTOR const &newPos )
{
Pos.vx = newPos.vx;
Pos.vy = newPos.vy;
int segmentCount;
for ( segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
{
m_segmentArray[segmentCount].setPos( Pos );
}
s16 maxArraySize = NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING;
for ( int histLength = 0 ; histLength < maxArraySize ; histLength++ )
{
m_positionHistoryArray[histLength].pos = Pos;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeEnemy::addHealthMeter()
{
if (!m_meterOn)
{
m_energyBar=(CFXNRGBar*)CFX::Create(CFX::FX_TYPE_NRG_BAR,this);
m_energyBar->SetMax( NPC_SEA_SNAKE_LENGTH + 1 );
m_meterOn=true;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeEnemy::collidedWith( CThing *_thisThing )
{
if ( m_isActive && !m_isCaught && !m_isDying )
{
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
{
if ( m_invulnerableTimer <= 0 )
{
CPlayer *player = (CPlayer *) _thisThing;
ATTACK_STATE playerState = player->getAttackState();
if(playerState==ATTACK_STATE__NONE)
{
if ( !player->isRecoveringFromHit() )
{
switch( m_data[m_type].detectCollision )
{
case DETECT_NO_COLLISION:
{
// ignore
break;
}
case DETECT_ALL_COLLISION:
{
if ( m_controlFunc != NPC_CONTROL_COLLISION )
{
m_oldControlFunc = m_controlFunc;
m_controlFunc = NPC_CONTROL_COLLISION;
}
processUserCollision( _thisThing );
break;
}
case DETECT_ATTACK_COLLISION_GENERIC:
{
processAttackCollision();
processUserCollision( _thisThing );
break;
}
}
}
}
else
{
// player is attacking, respond appropriately
if ( m_controlFunc != NPC_CONTROL_SHOT )
{
if(playerState==ATTACK_STATE__BUTT_BOUNCE)
{
player->justButtBouncedABadGuy();
}
m_controlFunc = NPC_CONTROL_SHOT;
m_state = NPC_GENERIC_HIT_CHECK_HEALTH;
drawAttackEffect();
}
}
}
break;
}
case TYPE_ENEMY:
{
CNpcEnemy *enemy = (CNpcEnemy *) _thisThing;
if ( canCollideWithEnemy() && enemy->canCollideWithEnemy() )
{
processEnemyCollision( _thisThing );
}
break;
}
default:
ASSERT(0);
break;
}
}
}