1736 lines
33 KiB
C++
1736 lines
33 KiB
C++
/*=========================================================================
|
|
|
|
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 <biglump.h>
|
|
#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
|
|
|
|
#ifndef __PROJECTL_PRNPC_H__
|
|
#include "projectl\prnpc.h"
|
|
#endif
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
#ifndef __ENEMY_NSJFISH_H__
|
|
#include "enemy\nsjfish.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NHCRAB_H__
|
|
#include "enemy\nhcrab.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NSCRAB_H__
|
|
#include "enemy\nscrab.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NGEN_H__
|
|
#include "enemy\ngen.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NANEMONE_H__
|
|
#include "enemy\nanemone.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NCLAM_H__
|
|
#include "enemy\nclam.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NOCTO_H__
|
|
#include "enemy\nocto.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NFFOLK_H__
|
|
#include "enemy\nffolk.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NBBLOB_H__
|
|
#include "enemy\nbblob.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NGPIRATE_H__
|
|
#include "enemy\ngpirate.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NPUFFA_H__
|
|
#include "enemy\npuffa.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NSHRKMAN_H__
|
|
#include "enemy\nshrkman.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NSKLFISH_H__
|
|
#include "enemy\nsklfish.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NEYEBALL_H__
|
|
#include "enemy\neyeball.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NFSKULL_H__
|
|
#include "enemy\nfskull.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NSSTOMP_H__
|
|
#include "enemy\nsstomp.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NBOOGER_H__
|
|
#include "enemy\nbooger.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NMJFISH_H__
|
|
#include "enemy\nmjfish.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NSSHARK_H__
|
|
#include "enemy\nsshark.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NWORM_H__
|
|
#include "enemy\nworm.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NFDUTCH_H__
|
|
#include "enemy\nfdutch.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NDOGFISH_H__
|
|
#include "enemy\ndogfish.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NDUSTDEV_H__
|
|
#include "enemy\ndustdev.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NSDART_H__
|
|
#include "enemy\nsdart.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NPBUG_H__
|
|
#include "enemy\npbug.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NSSNAKE_H__
|
|
#include "enemy\nssnake.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NANGLER_H__
|
|
#include "enemy\nangler.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NMINE_H__
|
|
#include "enemy\nmine.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NSTRFISH_H__
|
|
#include "enemy\nstrfish.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NGHOST_H__
|
|
#include "enemy\nghost.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NOILBLOB_H__
|
|
#include "enemy\noilblob.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NSHELL_H__
|
|
#include "enemy\nshell.h"
|
|
#endif
|
|
|
|
#ifndef __ENEMY_NMJBACK_H__
|
|
#include "enemy\nmjback.h"
|
|
#endif
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
// Enemy NPCs
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
s32 CNpcEnemy::playerXDist;
|
|
s32 CNpcEnemy::playerYDist;
|
|
s32 CNpcEnemy::playerXDistSqr;
|
|
s32 CNpcEnemy::playerYDistSqr;
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
CNpcEnemy::NPC_UNIT_TYPE CNpcEnemy::getTypeFromMapEdit( u16 newType )
|
|
{
|
|
return( mapEditConvertTable[newType - NPC_ENEMY_MAPEDIT_OFFSET] );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
CNpcEnemy *CNpcEnemy::Create(sThingActor *ThisActor)
|
|
{
|
|
CNpcEnemy *enemy;
|
|
|
|
NPC_UNIT_TYPE enemyType = CNpcEnemy::getTypeFromMapEdit( ThisActor->Type );
|
|
|
|
switch( enemyType )
|
|
{
|
|
case CNpcEnemy::NPC_SMALL_JELLYFISH_1:
|
|
case CNpcEnemy::NPC_SMALL_JELLYFISH_2:
|
|
{
|
|
printf("JFish\n");
|
|
enemy = new ("small jellyfish") CNpcSmallJellyfishEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_HERMIT_CRAB:
|
|
{
|
|
printf("NPC_HERMIT_CRAB\n");
|
|
enemy = new ("hermit crab") CNpcHermitCrabEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_SPIDER_CRAB:
|
|
{
|
|
printf("NPC_SPIDER_CRAB\n");
|
|
enemy = new ("spider crab") CNpcSpiderCrabEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_SPIDER_CRAB_SPAWNER:
|
|
{
|
|
printf("NPC_SPIDER_CRAB_SPAWNER\n");
|
|
enemy = new ("spider crab spawner") CNpcEnemyGenerator;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_ANEMONE_1:
|
|
{
|
|
printf("NPC_ANEMONE_1\n");
|
|
enemy = new ("anemone 1") CNpcAnemone1Enemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_ANEMONE_2:
|
|
{
|
|
printf("NPC_ANEMONE_2\n");
|
|
enemy = new ("anemone 2") CNpcAnemone2Enemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_ANEMONE_3:
|
|
{
|
|
printf("NPC_ANEMONE_3\n");
|
|
enemy = new ("anemone 3") CNpcAnemone3Enemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_CLAM_JUMP:
|
|
{
|
|
printf("NPC_CLAM_JUMP\n");
|
|
enemy = new ("jumping clam") CNpcJumpingClamEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_CLAM_STATIC:
|
|
{
|
|
printf("NPC_CLAM_STATIC\n");
|
|
enemy = new ("static clam") CNpcStaticClamEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_BABY_OCTOPUS:
|
|
{
|
|
printf("NPC_BABY_OCTOPUS\n");
|
|
enemy = new ("baby octopus") CNpcBabyOctopusEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_FISH_FOLK:
|
|
case CNpcEnemy::NPC_ZOMBIE_FISH_FOLK:
|
|
{
|
|
printf("NPC_FISH_FOLK\n");
|
|
enemy = new ("fish folk") CNpcFishFolk;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_BALL_BLOB:
|
|
{
|
|
printf("NPC_BALL_BLOB\n");
|
|
enemy = new ("ball blob") CNpcBallBlobEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_GHOST_PIRATE:
|
|
{
|
|
printf("NPC_GHOST_PIRATE\n");
|
|
enemy = new ("ghost pirate") CNpcGhostPirateEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_PUFFA_FISH:
|
|
{
|
|
printf("NPC_PUFFA_FISH\n");
|
|
enemy = new ("puffa fish") CNpcPuffaFishEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_SHARK_MAN:
|
|
{
|
|
printf("NPC_SHARK_MAN\n");
|
|
enemy = new ("shark man") CNpcSharkManEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_SKELETAL_FISH:
|
|
{
|
|
printf("NPC_SKELETAL_FISH\n");
|
|
enemy = new ("skeletal fish") CNpcSkeletalFishEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_EYEBALL:
|
|
{
|
|
printf("NPC_EYEBALL\n");
|
|
enemy = new ("eyeball") CNpcEyeballEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_FLAMING_SKULL:
|
|
{
|
|
printf("NPC_FLAMING_SKULL\n");
|
|
enemy = new ("flaming skull") CNpcFlamingSkullEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_SKULL_STOMPER:
|
|
{
|
|
printf("NPC_SKULL_STOMPER\n");
|
|
enemy = new ("skull stomper") CNpcSkullStomperEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_BOOGER_MONSTER:
|
|
{
|
|
printf("NPC_BOOGER_MONSTER\n");
|
|
enemy = new ("booger monster") CNpcBoogerMonsterEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_MOTHER_JELLYFISH:
|
|
{
|
|
printf("NPC_MOTHER_JELLYFISH\n");
|
|
|
|
/*if ( CLevel::getCurrentChapterLevel() == 4 )
|
|
{
|
|
enemy = new ("mother jellyfish background") CNpcMotherJellyfishBackground;
|
|
enemyType = NPC_MOTHER_JELLYFISH_BACKGROUND;
|
|
}
|
|
else*/
|
|
{
|
|
enemy = new ("mother jellyfish") CNpcMotherJellyfishEnemy;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_SUB_SHARK:
|
|
{
|
|
printf("NPC_SUB_SHARK\n");
|
|
enemy = new ("sub shark") CNpcSubSharkEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_PARASITIC_WORM:
|
|
{
|
|
printf("NPC_PARASITIC_WORM\n");
|
|
enemy = new ("parasitic worm") CNpcParasiticWormEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_FLYING_DUTCHMAN:
|
|
{
|
|
printf("NPC_FLYING_DUTCHMAN\n");
|
|
enemy = new ("flying dutchman") CNpcFlyingDutchmanEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_IRON_DOGFISH:
|
|
{
|
|
printf("NPC_IRON_DOGFISH\n");
|
|
enemy = new ("iron dogfish") CNpcIronDogfishEnemy;
|
|
break;
|
|
}
|
|
|
|
/*case CNpcEnemy::NPC_FALLING_ITEM:
|
|
{
|
|
printf("NPC_FALLING_ITEM\n");
|
|
enemy = new ("falling item") CNpcFallingItemHazard;
|
|
break;
|
|
}*/
|
|
|
|
/*case CNpcEnemy::NPC_FISH_HOOK:
|
|
{
|
|
printf("NPC_FISH_HOOK\n");
|
|
enemy = new ("fish hook") CNpcFishHookHazard;
|
|
break;
|
|
}*/
|
|
|
|
/*case CNpcEnemy::NPC_PENDULUM:
|
|
{
|
|
printf("NPC_PENDULUM\n");
|
|
enemy = new ("pendulum") CNpcPendulumHazard;
|
|
break;
|
|
}*/
|
|
|
|
/*case CNpcEnemy::NPC_FIREBALL:
|
|
{
|
|
printf("NPC_FIREBALL\n");
|
|
enemy = new ("fireball") CNpcFireballHazard;
|
|
break;
|
|
}*/
|
|
|
|
/*case CNpcEnemy::NPC_SAW_BLADE:
|
|
{
|
|
printf("NPC_SAW_BLADE\n");
|
|
enemy = new ("saw blade") CNpcReturningHazard;
|
|
break;
|
|
}*/
|
|
|
|
case CNpcEnemy::NPC_DUST_DEVIL:
|
|
{
|
|
printf("NPC_DUST_DEVIL\n");
|
|
enemy = new ("dust devil") CNpcDustDevilEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_SQUID_DART:
|
|
{
|
|
enemy = new ("squid dart") CNpcSquidDartEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_PRICKLY_BUG:
|
|
{
|
|
enemy = new ("prickly bug") CNpcPricklyBugEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_SEA_SNAKE:
|
|
{
|
|
enemy = new ("sea snake") CNpcSeaSnakeEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_ANGLER_FISH:
|
|
{
|
|
enemy = new ("angler fish") CNpcAnglerFish;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_MINE:
|
|
{
|
|
enemy = new ("mine") CNpcMineEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_NINJA_STARFISH:
|
|
{
|
|
enemy = new ("ninja starfish") CNpcNinjaStarfishEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_GHOST:
|
|
{
|
|
enemy = new ("ghost") CNpcGhostEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_OIL_BLOB:
|
|
{
|
|
enemy = new ("oil blob") CNpcOilBlobEnemy;
|
|
break;
|
|
}
|
|
|
|
case CNpcEnemy::NPC_SHELL:
|
|
{
|
|
enemy = new ("shell") CNpcShellEnemy;
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
printf("UNKNOWN %i\n",enemyType);
|
|
enemy = new ("npc enemy") CNpcEnemy;
|
|
ASSERT(0);
|
|
break;
|
|
}
|
|
}
|
|
|
|
ASSERT(enemy);
|
|
|
|
enemy->setType( enemyType );
|
|
enemy->init();
|
|
|
|
return(enemy);
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::setupWaypoints( sThingActor *ThisActor )
|
|
{
|
|
u16 *PntList=(u16*)MakePtr(ThisActor,sizeof(sThingActor));
|
|
|
|
u16 newXPos, newYPos;
|
|
|
|
newXPos = (u16) *PntList;
|
|
PntList++;
|
|
newYPos = (u16) *PntList;
|
|
PntList++;
|
|
|
|
setStartPos( newXPos, newYPos );
|
|
addWaypoint( newXPos, newYPos );
|
|
|
|
if ( ThisActor->PointCount > 1 )
|
|
{
|
|
for (int pointNum = 1 ; pointNum < ThisActor->PointCount ; pointNum++ )
|
|
{
|
|
newXPos = (u16) *PntList;
|
|
PntList++;
|
|
newYPos = (u16) *PntList;
|
|
PntList++;
|
|
|
|
addWaypoint( newXPos, newYPos );
|
|
|
|
if ( pointNum == 1 )
|
|
{
|
|
setHeading( newXPos, newYPos );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
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_initPos = m_base = Pos;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::setHeading( s32 xPos, s32 yPos )
|
|
{
|
|
m_heading = ratan2( ( yPos << 4 ) - Pos.vy, ( xPos << 4 ) - Pos.vx );
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::init()
|
|
{
|
|
CEnemyThing::init();
|
|
if (m_data[m_type].skelType)
|
|
{
|
|
m_actorGfx=CActorPool::GetActor((FileEquate)m_data[m_type].skelType);
|
|
m_spriteBank=0;
|
|
}
|
|
else
|
|
{
|
|
m_actorGfx=0;
|
|
m_spriteBank=new ("enemy sprites") SpriteBank();
|
|
m_spriteBank->load(SPRITES_SPRITES_SPR);
|
|
}
|
|
|
|
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_isActive = true;
|
|
m_isDying = false;
|
|
|
|
m_health = m_data[this->m_type].initHealth;
|
|
m_health = 1;
|
|
|
|
m_extendDir = EXTEND_RIGHT;
|
|
|
|
m_timerFunc = m_data[this->m_type].timerFunc;
|
|
m_sensorFunc = m_data[this->m_type].sensorFunc;
|
|
m_movementFunc = m_data[this->m_type].movementFunc;
|
|
|
|
m_controlFunc = NPC_CONTROL_MOVEMENT;
|
|
|
|
m_npcPath.initPath();
|
|
|
|
DVECTOR ofs = getCollisionSize();
|
|
|
|
m_drawOffset.vx = 0;
|
|
m_drawOffset.vy = -( ofs.vy >> 1 );
|
|
|
|
m_positionHistory = NULL;
|
|
|
|
m_isShuttingDown = false;
|
|
m_drawRotation = 0;
|
|
m_isCaught = false;
|
|
m_isBlowerOn = false;
|
|
m_speed = m_data[m_type].speed;
|
|
|
|
updateCollisionArea();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::postInit()
|
|
{
|
|
m_npcPath.setPathType( CNpcPath::PONG_PATH );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::reinit()
|
|
{
|
|
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_isActive = true;
|
|
m_isDying = false;
|
|
|
|
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_movementFunc = m_data[this->m_type].movementFunc;
|
|
|
|
m_controlFunc = NPC_CONTROL_MOVEMENT;
|
|
|
|
Pos = m_initPos;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::shutdown()
|
|
{
|
|
if (m_spriteBank) m_spriteBank->dump(); delete m_spriteBank;
|
|
// remove waypoints
|
|
|
|
m_npcPath.removeAllWaypoints();
|
|
|
|
// remove position history
|
|
|
|
CNpcPositionHistory *currentPosition;
|
|
CNpcPositionHistory *oldPosition;
|
|
|
|
currentPosition = m_positionHistory;
|
|
|
|
while( currentPosition )
|
|
{
|
|
oldPosition = currentPosition;
|
|
currentPosition = currentPosition->next;
|
|
|
|
oldPosition->prev->next = NULL;
|
|
delete oldPosition;
|
|
}
|
|
|
|
m_positionHistory = NULL;
|
|
|
|
if (m_actorGfx) delete m_actorGfx;
|
|
|
|
CEnemyThing::shutdown();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::setToShutdown()
|
|
{
|
|
m_isShuttingDown = true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
int CNpcEnemy::getFrameCount()
|
|
{
|
|
return( m_actorGfx->getFrameCount( m_animNo ) );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processGraphicFlipping()
|
|
{
|
|
if ( m_heading > 1024 && m_heading < 3072 )
|
|
{
|
|
m_reversed = true;
|
|
}
|
|
else
|
|
{
|
|
m_reversed = false;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
s32 CNpcEnemy::getFrameShift( int _frames )
|
|
{
|
|
return( ( _frames << 8 ) >> 1 );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::think(int _frames)
|
|
{
|
|
int moveFrames = _frames;
|
|
|
|
if ( moveFrames > 2 )
|
|
{
|
|
// make sure enemies don't go berserk if too many frames are dropped
|
|
|
|
moveFrames = 2;
|
|
}
|
|
|
|
CEnemyThing::think(_frames);
|
|
|
|
processGenericGetUserDist( moveFrames, &playerXDist, &playerYDist );
|
|
playerXDistSqr = playerXDist * playerXDist;
|
|
playerYDistSqr = playerYDist * playerYDist;
|
|
|
|
if ( m_isCaught )
|
|
{
|
|
processCoralBlower( moveFrames );
|
|
}
|
|
else
|
|
{
|
|
if ( m_isActive )
|
|
{
|
|
if ( m_animPlaying && !m_isDying )
|
|
{
|
|
s32 frameCount;
|
|
|
|
frameCount = getFrameCount();
|
|
|
|
s32 frameShift = getFrameShift( moveFrames );
|
|
|
|
if ( ( frameCount << 8 ) - m_frame > frameShift )
|
|
{
|
|
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( moveFrames );
|
|
}
|
|
else
|
|
{
|
|
processClose( moveFrames );
|
|
}
|
|
|
|
break;
|
|
|
|
case NPC_CONTROL_SHOT:
|
|
processShot( moveFrames );
|
|
|
|
break;
|
|
|
|
case NPC_CONTROL_CLOSE:
|
|
processClose( moveFrames );
|
|
|
|
break;
|
|
|
|
case NPC_CONTROL_COLLISION:
|
|
processCollision();
|
|
|
|
break;
|
|
}
|
|
|
|
processGraphicFlipping();
|
|
}
|
|
}
|
|
|
|
if ( !m_isCaught )
|
|
{
|
|
processTimer( moveFrames );
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processAttackCollision()
|
|
{
|
|
//if ( m_controlFunc == NPC_CONTROL_CLOSE && m_data[m_type].closeFunc != NPC_CLOSE_NONE )
|
|
if ( m_controlFunc == NPC_CONTROL_CLOSE )
|
|
{
|
|
// only detect collision if in attack mode
|
|
|
|
m_oldControlFunc = m_controlFunc;
|
|
m_controlFunc = NPC_CONTROL_COLLISION;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::collidedWith( CThing *_thisThing )
|
|
{
|
|
if ( m_isActive && !m_isCaught && !m_isDying )
|
|
{
|
|
switch(_thisThing->getThingType())
|
|
{
|
|
case TYPE_PLAYER:
|
|
{
|
|
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:
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case TYPE_ENEMY:
|
|
{
|
|
CNpcEnemy *enemy = (CNpcEnemy *) _thisThing;
|
|
|
|
if ( canCollideWithEnemy() && enemy->canCollideWithEnemy() )
|
|
{
|
|
processEnemyCollision( _thisThing );
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
ASSERT(0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
bool CNpcEnemy::processSensor()
|
|
{
|
|
switch( m_sensorFunc )
|
|
{
|
|
case NPC_SENSOR_NONE:
|
|
return( false );
|
|
|
|
default:
|
|
{
|
|
switch( m_sensorFunc )
|
|
{
|
|
case NPC_SENSOR_GENERIC_USER_CLOSE:
|
|
{
|
|
if ( playerXDistSqr + playerYDistSqr < 10000 )
|
|
{
|
|
m_controlFunc = NPC_CONTROL_CLOSE;
|
|
m_velocity = m_speed;
|
|
|
|
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 );
|
|
}
|
|
}
|
|
|
|
default:
|
|
return( false );
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processMovement(int _frames)
|
|
{
|
|
s32 moveX = 0, moveY = 0;
|
|
s32 moveVel = 0;
|
|
s32 moveDist = 0;
|
|
|
|
switch( m_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;
|
|
}
|
|
|
|
default:
|
|
|
|
break;
|
|
}
|
|
|
|
processMovementModifier( _frames, moveX, moveY, moveVel, moveDist );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processMovementModifier(int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange)
|
|
{
|
|
Pos.vx += distX;
|
|
Pos.vy += distY;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
u8 CNpcEnemy::hasBeenAttacked()
|
|
{
|
|
m_controlFunc = NPC_CONTROL_SHOT;
|
|
m_state = NPC_GENERIC_HIT_CHECK_HEALTH;
|
|
|
|
return( true );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::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;
|
|
|
|
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 CNpcEnemy::processClose(int _frames)
|
|
{
|
|
switch( m_data[this->m_type].closeFunc )
|
|
{
|
|
case NPC_CLOSE_GENERIC_USER_SEEK:
|
|
{
|
|
processGenericGotoTarget( _frames, playerXDist, playerYDist, m_speed );
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processCollision()
|
|
{
|
|
CPlayer *player = GameScene.getPlayer();
|
|
|
|
player->takeDamage( m_data[m_type].damageToUserType,REACT__GET_DIRECTION_FROM_THING,(CThing*)this );
|
|
processUserCollision( (CThing *) player );
|
|
|
|
m_controlFunc = m_oldControlFunc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processTimer(int _frames)
|
|
{
|
|
if ( m_timerTimer > 0 )
|
|
{
|
|
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 )
|
|
{
|
|
m_timerFunc = NPC_TIMER_NONE;
|
|
m_sensorFunc = m_data[this->m_type].sensorFunc;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case NPC_TIMER_RESPAWN:
|
|
{
|
|
if ( m_timerTimer <= 0 )
|
|
{
|
|
reinit();
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::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, 4096, 4096 );
|
|
|
|
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 CNpcEnemy::processEvent( GAME_EVENT evt, CThing *sourceThing )
|
|
{
|
|
switch( evt )
|
|
{
|
|
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;
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
u8 CNpcEnemy::canBeCaughtByNet()
|
|
{
|
|
return( m_isActive && !m_isDying && m_data[m_type].canBeNetted );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::caughtWithNet()
|
|
{
|
|
if ( m_data[m_type].respawning )
|
|
{
|
|
if ( m_isActive )
|
|
{
|
|
m_isActive = false;
|
|
|
|
m_timerFunc = NPC_TIMER_RESPAWN;
|
|
m_timerTimer = 4 * GameState::getOneSecondInFrames();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
setToShutdown();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
int CNpcEnemy::canCollide()
|
|
{
|
|
return( m_isActive && !m_isDying );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processEnemyCollision( CThing *thisThing )
|
|
{
|
|
DVECTOR otherPos = thisThing->getPos();
|
|
DVECTOR otherDelta = thisThing->getPosDelta();
|
|
|
|
s32 xDist = Pos.vx - otherPos.vx;
|
|
s32 yDist = Pos.vy - otherPos.vy;
|
|
|
|
s16 headingFromTarget = ratan2( yDist, xDist );
|
|
|
|
if ( ( xDist > 0 && otherDelta.vx < 0 ) || ( xDist < 0 && otherDelta.vx > 0 ) )
|
|
{
|
|
otherDelta.vx = -otherDelta.vx;
|
|
}
|
|
|
|
if ( ( yDist > 0 && otherDelta.vy < 0 ) || ( yDist < 0 && otherDelta.vy > 0 ) )
|
|
{
|
|
otherDelta.vy = -otherDelta.vy;
|
|
}
|
|
|
|
Pos.vx += otherDelta.vx;
|
|
|
|
if ( m_npcPath.getWaypointCount() )
|
|
{
|
|
s32 minX, maxX;
|
|
m_npcPath.getPathXExtents( &minX, &maxX );
|
|
|
|
if ( Pos.vx < minX )
|
|
{
|
|
Pos.vx = minX;
|
|
}
|
|
else if ( Pos.vx > maxX )
|
|
{
|
|
Pos.vx = maxX;
|
|
}
|
|
}
|
|
|
|
s32 groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, 16 );
|
|
|
|
if ( groundHeight < 8 )
|
|
{
|
|
Pos.vy += groundHeight;
|
|
}
|
|
else
|
|
{
|
|
Pos.vy += otherDelta.vy;
|
|
}
|
|
|
|
m_heading = headingFromTarget;
|
|
|
|
s32 waypointXDist;
|
|
s32 waypointYDist;
|
|
|
|
m_npcPath.getDistToNextWaypoint( Pos, &waypointXDist, &waypointYDist );
|
|
|
|
if ( ( xDist > 0 && waypointXDist < 0 ) || ( xDist < 0 && waypointXDist > 0 ) )
|
|
{
|
|
// try next waypoint to get around other enemy
|
|
|
|
m_npcPath.incPath();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processUserCollision( CThing *thisThing )
|
|
{
|
|
DVECTOR otherPos = thisThing->getPos();
|
|
DVECTOR otherDelta = thisThing->getPosDelta();
|
|
|
|
s32 xDist = Pos.vx - otherPos.vx;
|
|
s32 yDist = Pos.vy - otherPos.vy;
|
|
|
|
s16 headingFromTarget = ratan2( yDist, xDist );
|
|
|
|
/*if ( ( xDist > 0 && otherDelta.vx < 0 ) || ( xDist < 0 && otherDelta.vx > 0 ) )
|
|
{
|
|
otherDelta.vx = -otherDelta.vx;
|
|
}
|
|
|
|
if ( ( yDist > 0 && otherDelta.vy < 0 ) || ( yDist < 0 && otherDelta.vy > 0 ) )
|
|
{
|
|
otherDelta.vy = -otherDelta.vy;
|
|
}
|
|
|
|
Pos.vx += otherDelta.vx;
|
|
|
|
s32 groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, 16 );
|
|
|
|
if ( groundHeight < 8 )
|
|
{
|
|
Pos.vy += groundHeight;
|
|
}
|
|
else
|
|
{
|
|
Pos.vy += otherDelta.vy;
|
|
}*/
|
|
|
|
m_heading = headingFromTarget;
|
|
|
|
s32 waypointXDist;
|
|
s32 waypointYDist;
|
|
|
|
m_npcPath.getDistToNextWaypoint( Pos, &waypointXDist, &waypointYDist );
|
|
|
|
if ( ( xDist > 0 && waypointXDist < 0 ) || ( xDist < 0 && waypointXDist > 0 ) )
|
|
{
|
|
// try next waypoint to get around other enemy
|
|
|
|
m_npcPath.incPath();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
bool CNpcEnemy::processCoralBlowerMovement( int _frames, s32 xDist, s32 yDist, u8 destroyAtTarget )
|
|
{
|
|
s32 moveX, moveY;
|
|
s16 headingToTarget;
|
|
|
|
headingToTarget = ratan2( yDist, xDist );
|
|
|
|
s32 preShiftX = _frames * 3 * rcos( headingToTarget );
|
|
s32 preShiftY = _frames * 3 * rsin( headingToTarget );
|
|
|
|
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;
|
|
|
|
if ( moveX || moveY )
|
|
{
|
|
return( false );
|
|
}
|
|
else
|
|
{
|
|
// has reached target point
|
|
|
|
if ( destroyAtTarget )
|
|
{
|
|
if ( m_data[m_type].respawning )
|
|
{
|
|
if ( m_isActive )
|
|
{
|
|
m_isCaught = false;
|
|
m_isActive = false;
|
|
|
|
m_timerFunc = NPC_TIMER_RESPAWN;
|
|
m_timerTimer = 1 * GameState::getOneSecondInFrames();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
setToShutdown();
|
|
}
|
|
}
|
|
|
|
return( true );
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
bool CNpcEnemy::canBeSuckedUp()
|
|
{
|
|
return( m_data[m_type].canBeSuckedUp );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
bool CNpcEnemy::suckUp( DVECTOR *suckPos, int _frames )
|
|
{
|
|
m_isCaught = true;
|
|
m_isBlowerOn = true;
|
|
|
|
bool returnVal = false;
|
|
|
|
switch( m_state )
|
|
{
|
|
case NPC_CORAL_BLOWER_SUCK:
|
|
{
|
|
// go to user
|
|
|
|
s32 targetXDist = suckPos->vx - Pos.vx;
|
|
s32 targetYDist = suckPos->vy - Pos.vy;
|
|
|
|
returnVal = processCoralBlowerMovement( _frames, targetXDist, targetYDist, true );
|
|
|
|
break;
|
|
}
|
|
|
|
case NPC_CORAL_BLOWER_RETURN:
|
|
{
|
|
m_state = NPC_CORAL_BLOWER_SUCK;
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
m_state = NPC_CORAL_BLOWER_SUCK;
|
|
m_oldState = m_state;
|
|
m_caughtPos = Pos;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
return( returnVal );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processCoralBlower( int _frames )
|
|
{
|
|
s32 targetXDist, targetYDist;
|
|
|
|
switch( m_state )
|
|
{
|
|
case NPC_CORAL_BLOWER_SUCK:
|
|
{
|
|
if ( !m_isBlowerOn )
|
|
{
|
|
m_state = NPC_CORAL_BLOWER_RETURN;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case NPC_CORAL_BLOWER_RETURN:
|
|
{
|
|
// go to original position
|
|
|
|
targetXDist = m_caughtPos.vx - Pos.vx;
|
|
targetYDist = m_caughtPos.vy - Pos.vy;
|
|
|
|
processCoralBlowerMovement( _frames, targetXDist, targetYDist, false );
|
|
|
|
if ( !targetXDist && !targetYDist )
|
|
{
|
|
m_state = m_oldState;
|
|
m_isCaught = false;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
{
|
|
m_oldState = m_state;
|
|
m_state = NPC_CORAL_BLOWER_SUCK;
|
|
m_caughtPos = Pos;
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
m_isBlowerOn = false;
|
|
}
|