SBSPSS/source/enemy/nssnake.cpp
Charles 1ed6b3c05f
2001-06-01 16:30:37 +00:00

731 lines
17 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
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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()
{
m_npcPath.setPathType( CNpcPath::REPEATING_PATH );
// create start of list
CNpcPositionHistory *newPosition;
newPosition = new ("position history") CNpcPositionHistory;
newPosition->pos = Pos;
m_positionHistory = newPosition;
CNpcPositionHistory *currentPosition = m_positionHistory;
// create rest of list
for ( int histLength = 1 ; histLength < ( NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING ) ; histLength++ )
{
newPosition = new ("position history") CNpcPositionHistory;
newPosition->pos = Pos;
newPosition->next = NULL;
newPosition->prev = currentPosition;
currentPosition->next = newPosition;
currentPosition = newPosition;
}
// link ends together for circular list
currentPosition->next = m_positionHistory;
m_positionHistory->prev = currentPosition;
u16 segScale;
int initLength = NPC_SEA_SNAKE_LENGTH / 3;
int remLength = NPC_SEA_SNAKE_LENGTH - initLength;
m_segment = NULL;
CNpcSeaSnakeSegment *currentSegment;
for ( int segCount = 0 ; segCount < NPC_SEA_SNAKE_LENGTH ; segCount++ )
{
CNpcSeaSnakeSegment *snakeSegment;
snakeSegment = new ("segment") CNpcSeaSnakeSegment;
snakeSegment->init();
if ( segCount < initLength )
{
u16 sum = ONE;
u16 start = ONE >> 1;
u16 end = sum - start;
segScale = start + ( ( end * segCount ) / initLength );
}
else
{
u16 sum = ONE;
u16 start = ONE >> 3;
u16 end = sum - start;
segScale = start + ( ( end * ( NPC_SEA_SNAKE_LENGTH - segCount ) ) / remLength );
}
snakeSegment->setScale( segScale );
// attach snake segment
if ( m_segment )
{
currentSegment = m_segment;
while( currentSegment->m_nextSegment )
{
currentSegment = currentSegment->m_nextSegment;
}
currentSegment->m_nextSegment = snakeSegment;
}
else
{
// no previous segments
m_segment = snakeSegment;
}
}
m_movementTimer = 2 * GameState::getOneSecondInFrames();
m_collTimer = 0;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeSegment::shutdown()
{
delete m_actorGfx;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeEnemy::shutdown()
{
// delete snake segments
CNpcSeaSnakeSegment *currentSegment = m_segment;
while( currentSegment )
{
CNpcSeaSnakeSegment *oldSegment;
oldSegment = currentSegment;
currentSegment = currentSegment->m_nextSegment;
oldSegment->shutdown();
delete oldSegment;
}
// 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;
CNpcEnemy::shutdown();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool CNpcSeaSnakeEnemy::processSensor()
{
/*if ( playerXDistSqr + playerYDistSqr < 40000 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
return( true );
}
else
{
return( false );
}*/
return( false );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSeaSnakeEnemy::processMovement( int _frames )
{
s32 moveX = 0, moveY = 0;
s32 moveVel = 0;
s32 moveDist = 0;
DVECTOR oldPos = Pos;
u8 skipCounter;
if ( m_data[m_type].moveSfx < CSoundMediator::NUM_SFXIDS )
{
CSoundMediator::playSfx( m_data[m_type].moveSfx );
}
processGenericFixedPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist );
Pos.vx += moveX;
Pos.vy += moveY;
m_extension += 256;
m_extension &= 4095;
m_positionHistory = m_positionHistory->prev;
m_positionHistory->pos = oldPos;
CNpcPositionHistory *newPos;
newPos = m_positionHistory;
for ( skipCounter = 1 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ )
{
newPos = newPos->next;
}
CNpcSeaSnakeSegment *List = m_segment;
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();
while( List )
{
s32 xDist = oldPos.vx - newPos->pos.vx;
s32 yDist = oldPos.vy - newPos->pos.vy;
s16 headingToTarget = ratan2( yDist, xDist );
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;
List->setPos( sinPos );
oldPos = sinPos;
List = List->m_nextSegment;
if ( List )
{
for ( skipCounter = 0 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ )
{
newPos = newPos->next;
}
}
extension += 1024;
extension &= 4095;
if ( downShift > 0 )
{
downShift--;
}
}
List = m_segment;
oldPos = Pos;
while( List )
{
DVECTOR currentPos = List->getPos();
s32 xDist = oldPos.vx - currentPos.vx;
s32 yDist = oldPos.vy - currentPos.vy;
s16 headingToPrev = ratan2( yDist, xDist );
s16 headingFromNext;
s16 heading = headingToPrev;
oldPos = currentPos;
CNpcSeaSnakeSegment *oldList = List;
List = List->m_nextSegment;
if ( List )
{
DVECTOR nextPos = List->getPos();
xDist = currentPos.vx - nextPos.vx;
yDist = currentPos.vy - nextPos.vy;
headingFromNext = ratan2( yDist, xDist );
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;
}
oldList->setHeading( heading );
oldList->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::processClose( int _frames )
{
//resetSeaSnakeHeadToTail();
m_movementTimer = 2 * GameState::getOneSecondInFrames();
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_timerTimer = GameState::getOneSecondInFrames();
m_sensorFunc = NPC_SENSOR_NONE;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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 );
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 );
}
CNpcSeaSnakeSegment *segment = m_segment;
while( segment )
{
segment->render();
segment = segment->m_nextSegment;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
int CNpcSeaSnakeEnemy::checkCollisionAgainst( CThing *_thisThing, int _frames )
{
DVECTOR pos,thisThingPos;
int radius;
int collided;
pos=getCollisionCentre();
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;
thisRect=getCollisionArea();
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
CNpcSeaSnakeSegment *segment = m_segment;
while( segment )
{
if ( segment->checkCollisionAgainst( _thisThing, _frames ) )
{
collided = true;
}
segment = segment->m_nextSegment;
}
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,ANIM_SEASNAKE_BODYSTATIC,0,0);
m_actorGfx->RotateScale( SprFrame, renderPos, m_heading, 4096, m_scale );
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;
pos = getCollisionCentre();
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;
thisRect=getCollisionArea();
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_segment )
{
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() )
{
setToShutdown();
}
}
else
{
if ( m_collTimer <= 0 )
{
// knock segment off end of list
CNpcSeaSnakeSegment *segment = m_segment;
CNpcSeaSnakeSegment *oldSegment = segment;
while( segment->m_nextSegment )
{
oldSegment = segment;
segment = segment->m_nextSegment;
}
delete segment;
if ( segment == m_segment )
{
m_segment = NULL;
}
else
{
oldSegment->m_nextSegment = NULL;
}
m_collTimer = GameState::getOneSecondInFrames();
}
m_controlFunc = NPC_CONTROL_MOVEMENT;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
const CRECT *CNpcSeaSnakeEnemy::getThinkBBox()
{
CRECT objThinkBox = getCollisionArea();
sBBox &thinkBBox = CThingManager::getThinkBBox();
objThinkBox.x1 = thinkBBox.XMin;
objThinkBox.x2 = thinkBBox.XMax;
objThinkBox.y1 = thinkBBox.YMin;
objThinkBox.y2 = thinkBBox.YMax;
return &objThinkBox;
}