516 lines
11 KiB
C++
516 lines
11 KiB
C++
/*=========================================================================
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nanemone.cpp
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Author: CRB
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Created:
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Project: Spongebob
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Purpose:
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Copyright (c) 2000 Climax Development Ltd
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===========================================================================*/
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#ifndef __ENEMY_NPC_H__
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#include "enemy\npc.h"
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#endif
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#ifndef __ENEMY_NANEMONE_H__
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#include "enemy\nanemone.h"
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#endif
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#ifndef __PROJECTL_PROJECTL_H__
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#include "projectl\projectl.h"
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#endif
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#ifndef __GAME_GAME_H__
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#include "game\game.h"
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#endif
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#ifndef __VID_HEADER_
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#include "system\vid.h"
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#endif
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#ifndef __UTILS_HEADER__
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#include "utils\utils.h"
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#endif
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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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#ifndef __ANIM_ANENOME_HEADER__
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#include <ACTOR_ANENOME_ANIM.h>
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#endif
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#ifndef __ANIM_SPIKEYANENOME_HEADER__
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#include <ACTOR_SPIKEYANENOME_ANIM.h>
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemoneEnemy::postInit()
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{
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CNpcEnemy::postInit();
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m_drawRotation = m_heading + 1024;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemoneEnemy::processEnemyCollision( CThing *thisThing )
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{
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// do nothing
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CNpcAnemoneEnemy::processSensor()
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{
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switch( m_sensorFunc )
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{
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case NPC_SENSOR_NONE:
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return( false );
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default:
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{
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if ( playerXDistSqr + playerYDistSqr < 40000 )
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{
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m_controlFunc = NPC_CONTROL_CLOSE;
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return( true );
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}
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else
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{
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return( false );
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone1Enemy::processClose( int _frames )
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{
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s32 moveX, moveY;
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s16 decDir, incDir, moveDist;
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s16 maxTurnRate = m_data[m_type].turnSpeed;
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bool withinRange = false;
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s16 headingToPlayer = ratan2( playerYDist, playerXDist );
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decDir = m_fireHeading - headingToPlayer;
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if ( decDir < 0 )
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{
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decDir += ONE;
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}
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incDir = headingToPlayer - m_fireHeading;
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if ( incDir < 0 )
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{
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incDir += ONE;
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}
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if ( decDir < incDir )
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{
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moveDist = decDir;
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}
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else
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{
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moveDist = incDir;
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}
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// check user is within 45 degrees either way
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if ( moveDist < 512 )
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{
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decDir = m_heading - headingToPlayer;
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if ( decDir < 0 )
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{
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decDir += ONE;
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}
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incDir = headingToPlayer - m_heading;
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if ( incDir < 0 )
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{
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incDir += ONE;
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}
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if ( decDir < incDir )
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{
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moveDist = decDir;
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}
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else
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{
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moveDist = incDir;
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}
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if ( moveDist < -maxTurnRate )
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{
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moveDist = -maxTurnRate;
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}
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else if ( moveDist > maxTurnRate )
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{
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moveDist = maxTurnRate;
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}
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else
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{
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withinRange = true;
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}
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m_heading += moveDist;
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m_heading &= 4095;
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if ( withinRange )
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{
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// can fire, start firing anim
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if ( m_timerTimer <= 0 && !m_animPlaying )
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{
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if ( m_animNo != ANIM_ANENOME_FIRE )
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{
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m_animPlaying = true;
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m_animNo = ANIM_ANENOME_FIRE;
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m_frame = 0;
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}
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}
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}
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}
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else
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{
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if ( !m_animPlaying || m_animNo != ANIM_ANENOME_FIRE )
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{
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m_animPlaying = true;
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m_animNo = ANIM_ANENOME_FIRE;
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m_frame = 0;
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}
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}
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if ( withinRange )
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{
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if ( m_timerTimer <= 0 && !m_animPlaying )
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{
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if ( m_animNo == ANIM_ANENOME_FIRE )
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{
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// if firing anim is complete and user is still in range, fire projectile
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CProjectile *projectile;
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projectile = new( "test projectile" ) CProjectile;
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projectile->init( Pos, m_heading );
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projectile->setLayerCollision( m_layerCollision );
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerTimer = GameState::getOneSecondInFrames();
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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m_sensorFunc = NPC_SENSOR_NONE;
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m_animPlaying = true;
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m_animNo = ANIM_ANENOME_FIRE;
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m_frame = 0;
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone2Enemy::postInit()
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{
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CProjectile *projectile;
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s16 heading;
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MATRIX mtx;
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SetIdentNoTrans(&mtx );
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RotMatrixZ( m_heading, &mtx );
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for ( int fireLoop = 0 ; fireLoop < 5 ; fireLoop++ )
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{
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DVECTOR spikePos;
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s16 relativeHeading = -1024 + ( fireLoop * 512 );
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heading = m_heading + relativeHeading;
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heading &= 4095;
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spikePos = Pos;
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//s16 multiplier, multiplier2;
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s16 xDiff, yDiff;
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SVECTOR offset;
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VECTOR result;
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// move base position
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spikePos.vx += ( 10 * rcos( m_heading ) ) >> 12;
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spikePos.vy += ( 10 * rsin( m_heading ) ) >> 12;
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// move appropriate to scaling (anemone origin is 90 degrees off, hence:)
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xDiff = ( m_scaleY * 40 ) >> 12;
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yDiff = ( m_scaleX * 40 ) >> 12;
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offset.vx = ( xDiff * rcos( relativeHeading ) ) >> 12;
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offset.vy = ( yDiff * rsin( relativeHeading ) ) >> 12;
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ApplyMatrix( &mtx, &offset, &result );
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spikePos.vx += result.vx;
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spikePos.vy += result.vy;
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projectile = new( "anemone lev2 projectile" ) CProjectile;
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projectile->init( spikePos, heading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE );
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projectile->setLayerCollision( m_layerCollision );
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addChild( projectile );
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}
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m_drawRotation = m_heading + 1024;
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m_scaleX = ONE;
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m_scaleY = ONE;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone2Enemy::shutdown()
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{
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deleteAllChild();
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CNpcEnemy::shutdown();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone2Enemy::processClose( int _frames )
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{
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int fireLoop;
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CProjectile *projectile;
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s16 heading;
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if ( m_animNo != ANIM_SPIKEYANENOME_BODY )
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{
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m_animPlaying = true;
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m_animNo = ANIM_SPIKEYANENOME_BODY;
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m_frame = 0;
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}
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else
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{
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CProjectile *projectile;
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s16 heading;
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// fire off attached spikes
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CThing *nextThing = Next;
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while ( nextThing )
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{
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CProjectile *projectile;
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projectile = (CProjectile *) nextThing;
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if ( projectile->getMovementType() == CProjectile::PROJECTILE_FIXED )
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{
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projectile->setMovementType( CProjectile::PROJECTILE_DUMBFIRE );
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projectile->setLifeTime( CProjectile::PROJECTILE_FINITE_LIFE );
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projectile->setState( CProjectile::PROJECTILE_ATTACK );
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}
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nextThing = nextThing->getNext();
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}
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removeAllChild();
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// attach new spikes
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MATRIX mtx;
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SetIdentNoTrans(&mtx );
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RotMatrixZ( m_heading, &mtx );
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for ( fireLoop = 0 ; fireLoop < 5 ; fireLoop++ )
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{
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DVECTOR spikePos;
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s16 relativeHeading = -1024 + ( fireLoop * 512 );
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heading = m_heading + relativeHeading;
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heading &= 4095;
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spikePos = Pos;
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//s16 multiplier, multiplier2;
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s16 xDiff, yDiff;
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SVECTOR offset;
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VECTOR result;
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// move base position
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spikePos.vx += ( 10 * rcos( m_heading ) ) >> 12;
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spikePos.vy += ( 10 * rsin( m_heading ) ) >> 12;
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// move appropriate to scaling (anemone origin is 90 degrees off, hence:)
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xDiff = ( m_scaleY * 40 ) >> 12;
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yDiff = ( m_scaleX * 40 ) >> 12;
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offset.vx = ( xDiff * rcos( relativeHeading ) ) >> 12;
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offset.vy = ( yDiff * rsin( relativeHeading ) ) >> 12;
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ApplyMatrix( &mtx, &offset, &result );
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spikePos.vx += result.vx;
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spikePos.vy += result.vy;
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projectile = new( "anemone lev2 projectile" ) CProjectile;
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projectile->init( spikePos, heading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE );
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projectile->setLayerCollision( m_layerCollision );
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addChild( projectile );
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}
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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m_timerTimer = GameState::getOneSecondInFrames();
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m_sensorFunc = NPC_SENSOR_NONE;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone2Enemy::processMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange )
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{
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s32 maxTimer = GameState::getOneSecondInFrames() >> 1;
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m_movementTimer += _frames;
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if ( m_movementTimer > maxTimer )
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{
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m_movementTimer -= maxTimer;
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}
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s32 sineVal = ( m_movementTimer * ONE ) / maxTimer;
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m_scaleX = ONE + ( rsin( sineVal ) >> 2 );
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m_scaleY = ONE + ( rcos( sineVal ) >> 2 );
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CProjectile *projectile;
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projectile = (CProjectile *) Next;
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MATRIX mtx;
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SetIdentNoTrans(&mtx );
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RotMatrixZ( m_heading, &mtx );
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for ( int fireLoop = 0 ; fireLoop < 5 ; fireLoop++ )
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{
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DVECTOR spikePos;
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s16 relativeHeading = -1024 + ( fireLoop * 512 );
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s16 heading = m_heading + relativeHeading;
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heading &= 4095;
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spikePos = Pos;
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//s16 multiplier, multiplier2;
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s16 xDiff, yDiff;
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SVECTOR offset;
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VECTOR result;
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// move base position
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spikePos.vx += ( 10 * rcos( m_heading ) ) >> 12;
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spikePos.vy += ( 10 * rsin( m_heading ) ) >> 12;
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// move appropriate to scaling (anemone origin is 90 degrees off, hence:)
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xDiff = ( m_scaleY * 40 ) >> 12;
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yDiff = ( m_scaleX * 40 ) >> 12;
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offset.vx = ( xDiff * rcos( relativeHeading ) ) >> 12;
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offset.vy = ( yDiff * rsin( relativeHeading ) ) >> 12;
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ApplyMatrix( &mtx, &offset, &result );
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spikePos.vx += result.vx;
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spikePos.vy += result.vy;
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if ( projectile )
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{
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projectile->setPos( spikePos );
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projectile = (CProjectile *) projectile->getNext();
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone2Enemy::render()
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{
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SprFrame = NULL;
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if ( m_isActive )
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{
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CEnemyThing::render();
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// Render
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DVECTOR renderPos;
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DVECTOR offset = CLevel::getCameraPos();
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renderPos.vx = Pos.vx - offset.vx;
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renderPos.vy = Pos.vy - offset.vy;
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CRECT collisionRect = getCollisionArea();
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collisionRect.x1 -= Pos.vx;
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collisionRect.x2 -= Pos.vx;
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collisionRect.y1 -= Pos.vy;
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collisionRect.y2 -= Pos.vy;
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if ( renderPos.vx + collisionRect.x2 >= 0 && renderPos.vx + collisionRect.x1 <= VidGetScrW() )
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{
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if ( renderPos.vy + collisionRect.y2 >= 0 && renderPos.vy + collisionRect.y1 <= VidGetScrH() )
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{
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SprFrame = m_actorGfx->Render(renderPos,m_animNo,( m_frame >> 8 ),m_reversed);
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m_actorGfx->RotateScale( SprFrame, renderPos, m_drawRotation, m_scaleX, m_scaleY );
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sBBox boundingBox = m_actorGfx->GetBBox();
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setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) );
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setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 );
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone3Enemy::processClose( int _frames )
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{
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if ( m_animNo != ANIM_ANENOME_FIRE )
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{
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m_animPlaying = true;
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m_animNo = ANIM_ANENOME_FIRE;
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m_frame = 0;
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}
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else if ( !m_animPlaying )
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{
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CProjectile *projectile;
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u8 lifetime = 8;
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projectile = new( "test projectile" ) CProjectile;
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projectile->init( Pos,
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m_fireHeading,
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CProjectile::PROJECTILE_GAS_CLOUD,
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CProjectile::PROJECTILE_FINITE_LIFE,
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lifetime * GameState::getOneSecondInFrames() );
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projectile->setLayerCollision( m_layerCollision );
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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m_timerTimer = ( lifetime + 4 ) * GameState::getOneSecondInFrames();
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m_sensorFunc = NPC_SENSOR_NONE;
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m_animPlaying = true;
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m_animNo = ANIM_ANENOME_FIRE;
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m_frame = 0;
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}
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} |