SBSPSS/source/enemy/ngen.cpp
Charles 7fa8e5a852
2001-04-26 21:29:44 +00:00

98 lines
2.2 KiB
C++

/*=========================================================================
ngen.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __ENEMY_NPC_H__
#include "enemy\npc.h"
#endif
#ifndef __ENEMY_NGEN_H__
#include "enemy\ngen.h"
#endif
#ifndef __ENEMY_NSCRAB_H__
#include "enemy\nscrab.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemyGenerator::shutdown()
{
deleteAllChild();
CNpcEnemy::shutdown();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemyGenerator::think(int _frames)
{
if ( getNumChildren() < 3 )
{
m_movementTimer -= _frames;
if ( m_movementTimer < 0 )
{
m_movementTimer = 3 * GameState::getOneSecondInFrames();
CNpcEnemy *enemy;
enemy = new( "spider crab" ) CNpcSpiderCrabEnemy;
ASSERT(enemy);
enemy->setType( CNpcEnemy::NPC_SPIDER_CRAB );
enemy->init();
enemy->setLayerCollision( m_layerCollision );
enemy->setStartPos( Pos.vx >> 4, Pos.vy >> 4 );
CNpcWaypoint *sourceWaypoint = m_npcPath.getWaypointList();
if ( sourceWaypoint )
{
// skip first waypoint
sourceWaypoint = sourceWaypoint->nextWaypoint;
while( sourceWaypoint )
{
enemy->addWaypoint( sourceWaypoint->pos.vx >> 4, sourceWaypoint->pos.vy >> 4 );
sourceWaypoint = sourceWaypoint->nextWaypoint;
}
}
enemy->setPathType( m_npcPath.getPathType() );
enemy->postInit();
addChild( enemy );
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemyGenerator::render()
{
// do nothing
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemyGenerator::processEnemyCollision( CThing *thisThing )
{
// do nothing
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////