285 lines
6.8 KiB
C++
285 lines
6.8 KiB
C++
/*=========================================================================
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neyeball.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_NEYEBALL_H__
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#include "enemy\neyeball.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 __PLAYER_PLAYER_H__
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#include "player\player.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 __SPR_SPRITES_H__
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#include <sprites.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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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEyeballEnemy::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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void CNpcEyeballEnemy::postInit()
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{
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DVECTOR eyeballPos = Pos;
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m_fireHeading = m_heading;
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m_drawRotation = ( m_heading + 1024 ) & 4095;
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eyeballPos.vx += ( EYEBALL_DIST * rcos( m_heading ) ) >> 12;
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eyeballPos.vy += ( EYEBALL_DIST * rsin( m_heading ) ) >> 12;
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CProjectile *projectile;
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projectile = CProjectile::Create();
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projectile->init( eyeballPos, m_fireHeading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE );
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projectile->setGraphic( FRM_EYEBALL_STATIC );
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addChild( projectile );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEyeballEnemy::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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bool CNpcEyeballEnemy::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 CNpcEyeballEnemy::processClose( int _frames )
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{
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CThing *Next=getNext();
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if ( Next )
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{
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CProjectile *projectile;
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projectile = (CProjectile *) Next;
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if ( projectile->getMovementType() == CProjectile::PROJECTILE_FIXED )
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{
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projectile->setMovementType( CProjectile::PROJECTILE_USER_SEEK );
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projectile->setState( CProjectile::PROJECTILE_ATTACK );
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// sound
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if ( m_soundId == NOT_PLAYING )
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{
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m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_EYEBALL_SENTRY_ATTACK, true );
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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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DVECTOR eyeballPos = Pos;
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eyeballPos.vx += ( EYEBALL_DIST * rcos( m_heading ) ) >> 12;
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eyeballPos.vy += ( EYEBALL_DIST * rsin( m_heading ) ) >> 12;
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CProjectile *projectile;
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projectile = CProjectile::Create();
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projectile->init( eyeballPos, m_fireHeading, CProjectile::PROJECTILE_USER_SEEK, CProjectile::PROJECTILE_INFINITE_LIFE );
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projectile->setGraphic( FRM_EYEBALL_STATIC );
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projectile->setState( CProjectile::PROJECTILE_ATTACK );
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addChild( projectile );
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// sound
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if ( m_soundId == NOT_PLAYING )
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{
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m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_EYEBALL_SENTRY_ATTACK, true );
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEyeballEnemy::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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if (canRender())
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{
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DVECTOR &renderPos=getRenderPos();
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SprFrame = CGameScene::getSpriteBank()->printRotatedScaledSprite( FRM_EYEBALL_STALK, renderPos.vx, renderPos.vy, 4096, 4096, m_drawRotation, 10);
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// get xmax, xmin, ymax, ymin
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s32 XMax;
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s32 XMin;
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s32 YMax;
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s32 YMin;
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XMin=SprFrame->x0;
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if (XMin>SprFrame->x1) XMin=SprFrame->x1;
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if (XMin>SprFrame->x2) XMin=SprFrame->x2;
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if (XMin>SprFrame->x3) XMin=SprFrame->x3;
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XMax=SprFrame->x0;
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if (XMax<SprFrame->x1) XMax=SprFrame->x1;
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if (XMax<SprFrame->x2) XMax=SprFrame->x2;
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if (XMax<SprFrame->x3) XMax=SprFrame->x3;
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YMin=SprFrame->y0;
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if (YMin>SprFrame->y1) YMin=SprFrame->y1;
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if (YMin>SprFrame->y2) YMin=SprFrame->y2;
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if (YMin>SprFrame->y3) YMin=SprFrame->y3;
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YMax=SprFrame->y0;
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if (YMax<SprFrame->y1) YMax=SprFrame->y1;
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if (YMax<SprFrame->y2) YMax=SprFrame->y2;
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if (YMax<SprFrame->y3) YMax=SprFrame->y3;
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XMax -= renderPos.vx;
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XMin -= renderPos.vx;
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YMax -= renderPos.vy;
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YMin -= renderPos.vy;
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setCollisionSize( ( XMax - XMin ), ( YMax - YMin ) );
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setCollisionCentreOffset( ( XMax + XMin ) >> 1, ( YMax + YMin ) >> 1 );
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEyeballEnemy::processEvent( GAME_EVENT evt, CThing *sourceThing )
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{
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switch( evt )
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{
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case PROJECTILE_RETURNED_TO_SOURCE_EVENT:
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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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//removeChild( sourceThing );
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//sourceThing->shutdown();
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//delete sourceThing;
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CProjectile *projectile;
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projectile = (CProjectile *) sourceThing;
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projectile->setMovementType( CProjectile::PROJECTILE_FIXED );
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DVECTOR eyeballPos = Pos;
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eyeballPos.vx += ( EYEBALL_DIST * rcos( m_heading ) ) >> 12;
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eyeballPos.vy += ( EYEBALL_DIST * rsin( m_heading ) ) >> 12;
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projectile->setPosition( eyeballPos );
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break;
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEyeballEnemy::processShotDeathStart( int _frames )
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{
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CNpcEnemy::processShotDeathStart( _frames );
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CThing *Next=getNext();
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if ( Next )
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{
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CProjectile *projectile;
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projectile = (CProjectile *) Next;
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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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removeChild( Next );
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEyeballEnemy::processShotDeathEnd( int _frames )
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{
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CNpcEnemy::processShotDeathEnd( _frames );
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m_heading = m_drawRotation - 1024;
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m_heading &= 4095;
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CThing *Next=getNext();
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if ( Next )
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{
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CProjectile *projectile;
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projectile = (CProjectile *) Next;
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DVECTOR eyeballPos = Pos;
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eyeballPos.vx += ( EYEBALL_DIST * rcos( m_heading ) ) >> 12;
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eyeballPos.vy += ( EYEBALL_DIST * rsin( m_heading ) ) >> 12;
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projectile->setPosition( eyeballPos );
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projectile->setHeading( m_heading );
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}
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}
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