1431 lines
32 KiB
C++
1431 lines
32 KiB
C++
/*=========================================================================
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nssnake.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) 2001 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_NSSNAKE_H__
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#include "enemy\nssnake.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 __VID_HEADER_
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#include "system\vid.h"
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#endif
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#ifdef SHOW_BBOX
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#include "gfx\prim.h"
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#endif
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#ifndef __ANIM_SEASNAKE_HEADER__
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#include <ACTOR_SEASNAKE_ANIM.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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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeSegment::init()
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{
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m_actorGfx=CActorPool::GetActor( (FileEquate) ACTORS_SEASNAKE_SBK );
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m_heading = 0;
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m_nextSegment = NULL;
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setCollisionSize( 20, 20 );
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setCollisionCentreOffset( 10, 10 );
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updateCollisionArea();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeSegment::updateCollisionArea()
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{
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m_collisionCentre.vx=Pos.vx+m_collisionCentreOffset.vx;
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m_collisionCentre.vy=Pos.vy+m_collisionCentreOffset.vy;
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m_collisionArea.x1=m_collisionCentre.vx-(m_collisionSize.vx/2);
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m_collisionArea.x2=m_collisionArea.x1+m_collisionSize.vx;
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m_collisionArea.y1=m_collisionCentre.vy-(m_collisionSize.vy/2);
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m_collisionArea.y2=m_collisionArea.y1+m_collisionSize.vy;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeSegment::setCollisionSize(int _w,int _h)
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{
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m_collisionSize.vx=_w;
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m_collisionSize.vy=_h;
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if(m_collisionSize.vx>m_collisionSize.vy)
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{
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m_collisionRadius=m_collisionSize.vx;
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}
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else
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{
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m_collisionRadius=m_collisionSize.vy;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::postInit()
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{
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int histLength;
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m_npcPath.setPathType( CNpcPath::REPEATING_PATH );
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s16 maxArraySize = NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING * 2;
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m_positionHistoryArray[0].pos = Pos;
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m_positionHistoryArray[0].next = &m_positionHistoryArray[1];
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m_positionHistoryArray[0].prev = &m_positionHistoryArray[maxArraySize - 1];
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for ( histLength = 1 ; histLength < maxArraySize - 1 ; histLength++ )
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{
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m_positionHistoryArray[histLength].pos = Pos;
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m_positionHistoryArray[histLength].next = &m_positionHistoryArray[histLength + 1];
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m_positionHistoryArray[histLength].prev = &m_positionHistoryArray[histLength - 1];
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}
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m_positionHistoryArray[maxArraySize - 1].pos = Pos;
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m_positionHistoryArray[maxArraySize - 1].next = &m_positionHistoryArray[0];
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m_positionHistoryArray[maxArraySize - 1].prev = &m_positionHistoryArray[maxArraySize - 2];
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m_positionHistory = &m_positionHistoryArray[0];
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u16 segScale;
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int initLength = NPC_SEA_SNAKE_LENGTH / 3;
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int remLength = NPC_SEA_SNAKE_LENGTH - initLength;
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m_health = NPC_SEA_SNAKE_LENGTH + 1;
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if ( CLevel::getIsBossRespawn() )
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{
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m_health = CLevel::getBossHealth();
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m_speed = m_data[m_type].speed + ( ( 3 * ( NPC_SEA_SNAKE_LENGTH - ( m_health - 1 ) ) ) / NPC_SEA_SNAKE_LENGTH );
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}
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for ( int segCount = 0 ; segCount < NPC_SEA_SNAKE_LENGTH ; segCount++ )
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{
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m_segmentArray[segCount].init();
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if ( segCount < initLength )
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{
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u16 sum = ONE << 1;
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u16 start = ONE;
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u16 end = sum - start;
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segScale = start + ( ( end * segCount ) / initLength );
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}
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else
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{
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u16 sum = ONE << 1;
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u16 start = ONE >> 1;
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u16 end = sum - start;
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segScale = start + ( ( end * ( NPC_SEA_SNAKE_LENGTH - segCount ) ) / remLength );
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}
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m_segmentArray[segCount].setScale( segScale );
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// attach snake segment
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if ( segCount < NPC_SEA_SNAKE_LENGTH - 1 )
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{
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m_segmentArray[segCount].m_nextSegment = &m_segmentArray[segCount + 1];
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}
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}
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m_segmentCount = m_health - 1;
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m_movementTimer = 2 * GameState::getOneSecondInFrames();
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m_collTimer = 0;
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m_turnDir = 0;
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m_waitTimer = 0;
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m_collCount = 0;
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m_sign = 1;
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CNpcBossEnemy::postInit();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeSegment::shutdown()
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{
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delete m_actorGfx;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::shutdown()
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{
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CLevel::setIsBossRespawn( true );
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if ( m_state != NPC_GENERIC_HIT_DEATH_END )
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{
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CLevel::setBossHealth( m_health );
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}
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else
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{
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CLevel::setBossHealth( 0 );
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}
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// delete snake segments
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for ( int segCount = 0 ; segCount < NPC_SEA_SNAKE_LENGTH ; segCount++ )
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{
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m_segmentArray[segCount].shutdown();
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}
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CNpcBossEnemy::shutdown();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CNpcSeaSnakeEnemy::processSensor()
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{
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if ( m_sensorFunc == NPC_SENSOR_NONE )
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{
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return( false );
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}
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if ( playerXDistSqr + playerYDistSqr < 50000 )
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{
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m_controlFunc = NPC_CONTROL_CLOSE;
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m_state = SEA_SNAKE_VERTICAL_LINEUP;
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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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u8 CNpcSeaSnakeEnemy::processPathMove( int _frames, s32 *moveX, s32 *moveY, s32 *moveVel, s32 *moveDist )
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{
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bool pathComplete;
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bool waypointChange;
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s32 xDist, yDist;
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s16 headingToTarget = m_npcPath.think( Pos, &pathComplete, &waypointChange, &xDist, &yDist );
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/*if ( waypointChange )
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{
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m_movementTimer = 0;
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}*/
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if ( !pathComplete )
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{
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s16 decDir, incDir;
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s16 maxTurnRate = m_data[m_type].turnSpeed;
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decDir = m_heading - headingToTarget;
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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 = headingToTarget - 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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m_heading += *moveDist;
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m_heading &= 4095;
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s32 speed = m_speed;
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if ( abs( *moveDist ) > 10 )
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{
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speed = 3;
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}
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s32 preShiftX = _frames * speed * rcos( m_heading );
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s32 preShiftY = _frames * speed * rsin( m_heading );
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*moveX = preShiftX >> 12;
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if ( !(*moveX) && preShiftX )
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{
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*moveX = preShiftX / abs( preShiftX );
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}
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if ( xDist > 0 )
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{
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if ( *moveX > xDist )
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{
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*moveX = xDist;
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}
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}
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else if ( xDist < 0 )
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{
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if ( *moveX < xDist )
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{
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*moveX = xDist;
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}
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}
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else
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{
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*moveX = 0;
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}
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*moveY = preShiftY >> 12;
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if ( !(*moveY) && preShiftY )
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{
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*moveY = preShiftY / abs( preShiftY );
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}
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if ( yDist > 0 )
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{
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if ( *moveY > yDist )
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{
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*moveY = yDist;
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}
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}
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else if ( yDist < 0 )
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{
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if ( *moveY < yDist )
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{
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*moveY = yDist;
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}
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}
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else
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{
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*moveY = 0;
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}
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*moveVel = ( _frames * m_speed ) << 8;
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//processGroundCollisionReverse( moveX, moveY );
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}
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return( waypointChange );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::processFrameMovement()
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{
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s32 moveX = 0, moveY = 0;
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s32 moveVel = 0;
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s32 moveDist = 0;
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DVECTOR oldPos = Pos;
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if ( m_snapTimer > 0 )
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{
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m_snapTimer -= 1;
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if ( m_snapTimer > 0 )
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{
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if ( !m_animPlaying )
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{
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m_animNo = ANIM_SEASNAKE_HEADSNAP;
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m_animPlaying = true;
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m_frame = 0;
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CSoundMediator::playSfx( CSoundMediator::SFX_WORM___CHOMP );
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}
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}
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}
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if ( m_data[m_type].moveSfx < CSoundMediator::NUM_SFXIDS )
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{
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if ( m_soundId == NOT_PLAYING )
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{
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m_soundId = (int) CSoundMediator::playSfx( m_data[m_type].moveSfx, true );
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}
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}
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if ( m_waitTimer > 0 )
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{
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m_waitTimer -= 1;
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}
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else
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{
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switch( m_turnDir )
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{
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case NPC_SEA_SNAKE_CIRCLE_CLOCKWISE:
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{
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m_circleHeading += m_data[m_type].turnSpeed;
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if ( m_circleHeading > 4096 )
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{
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m_circleHeading = 0;
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m_turnDir = 0;
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}
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m_heading = ( m_origHeading + m_circleHeading ) & 4095;
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s32 preShiftX = 3 * rcos( m_heading );
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s32 preShiftY = 3 * rsin( m_heading );
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s32 moveX = preShiftX >> 12;
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if ( !moveX && preShiftX )
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{
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moveX = preShiftX / abs( preShiftX );
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}
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s32 moveY = preShiftY >> 12;
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if ( !moveY && preShiftY )
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{
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moveY = preShiftY / abs( preShiftY );
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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break;
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}
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case NPC_SEA_SNAKE_CIRCLE_ANTICLOCKWISE:
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{
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m_circleHeading -= m_data[m_type].turnSpeed;
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if ( m_circleHeading < -4096 )
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{
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m_circleHeading = 0;
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m_turnDir = 0;
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}
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m_heading = ( m_origHeading + m_circleHeading ) & 4095;
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s32 preShiftX = 3 * rcos( m_heading );
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s32 preShiftY = 3 * rsin( m_heading );
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s32 moveX = preShiftX >> 12;
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if ( !moveX && preShiftX )
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{
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moveX = preShiftX / abs( preShiftX );
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}
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s32 moveY = preShiftY >> 12;
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if ( !moveY && preShiftY )
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{
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moveY = preShiftY / abs( preShiftY );
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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break;
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}
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default:
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{
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DVECTOR waypointPos;
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m_npcPath.getCurrentWaypointPos( &waypointPos );
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waypointPos.vy -= 8;
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if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 )
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{
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// waypoint is either start or end waypoint
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s32 distX, distY;
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distX = waypointPos.vx - Pos.vx;
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distY = waypointPos.vy - Pos.vy;
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if( !distX && !distY )
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{
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if ( isSnakeStopped() )
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{
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m_npcPath.incPath();
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m_npcPath.getCurrentWaypointPos( &waypointPos );
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waypointPos.vy -= 8;
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if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 )
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{
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// if next waypoint is ALSO a start/end waypoint, teleport directly to it
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moveEntireSnake( waypointPos );
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m_waitTimer = GameState::getOneSecondInFrames();
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oldPos.vx = waypointPos.vx;
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oldPos.vy = waypointPos.vy;
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// increment path
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m_npcPath.incPath();
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// point snake in correct direction
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m_npcPath.getCurrentWaypointPos( &waypointPos );
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m_heading = ratan2( waypointPos.vy - Pos.vy, waypointPos.vx - Pos.vx ) & 4095;
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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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processGenericGotoTarget( 1, distX, distY, m_speed );
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}
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}
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else
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{
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if ( processPathMove( 1, &moveX, &moveY, &moveVel, &moveDist ) )
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{
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// path has changed
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DVECTOR newWaypointPos;
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m_npcPath.getCurrentWaypointPos( &newWaypointPos );
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newWaypointPos.vy -= 8;
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if ( newWaypointPos.vy == waypointPos.vy )
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{
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int testDir = newWaypointPos.vx - waypointPos.vx;
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if ( testDir > 0 && testDir <= 16 )
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{
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// clockwise
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m_turnDir = NPC_SEA_SNAKE_CIRCLE_CLOCKWISE;
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m_circleHeading = 0;
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m_origHeading = m_heading;
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m_npcPath.incPath();
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}
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else if ( testDir < 0 && testDir >= -16 )
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{
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// anticlockwise
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m_turnDir = NPC_SEA_SNAKE_CIRCLE_ANTICLOCKWISE;
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m_circleHeading = 0;
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m_origHeading = m_heading;
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m_npcPath.incPath();
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}
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}
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}
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}
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break;
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}
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}
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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// check for hitting ground
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if ( CGameScene::getCollision()->Get( Pos.vx >> 4, Pos.vy >> 4 ) )
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{
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switch ( CGameScene::getCollision()->getCollisionBlock( Pos.vx, Pos.vy ) & COLLISION_TYPE_MASK )
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{
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case COLLISION_TYPE_FLAG_SOLID:
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{
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Pos = oldPos;
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if ( m_collCount > 4 )
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{
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m_collCount = 0;
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m_sign = -m_sign;
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}
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else
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{
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m_collCount++;
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}
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m_heading += m_sign * 1024;
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m_heading &= 4095;
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bool dec = m_npcPath.decPath();
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if ( dec )
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{
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DVECTOR waypointPos;
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m_npcPath.getCurrentWaypointPos( &waypointPos );
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waypointPos.vy -= 8;
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if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 )
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{
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// one of the special 'teleport' waypoints
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m_npcPath.incPath();
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}
|
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}
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break;
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}
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default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
updateTail( oldPos, 1 );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcSeaSnakeEnemy::processMovement( int _frames )
|
|
{
|
|
for ( int frameCount = 0 ; frameCount < _frames ; frameCount++ )
|
|
{
|
|
processFrameMovement();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcSeaSnakeEnemy::updateTail( DVECTOR &oldPos, int _frames )
|
|
{
|
|
u8 skipCounter;
|
|
|
|
m_extension += 256;
|
|
m_extension &= 4095;
|
|
|
|
m_positionHistory = m_positionHistory->prev;
|
|
m_positionHistory->pos = oldPos;
|
|
|
|
|
|
CNpcPositionHistory *newPos;
|
|
newPos = m_positionHistory;
|
|
|
|
//m_speed = m_data[m_type].speed + ( ( 3 * ( NPC_SEA_SNAKE_LENGTH - ( m_health - 1 ) ) ) / NPC_SEA_SNAKE_LENGTH );
|
|
|
|
int skipDist;
|
|
|
|
skipDist = NPC_SEA_SNAKE_SPACING;
|
|
skipDist -= m_speed - m_data[m_type].speed;
|
|
|
|
//for ( skipCounter = 1 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ )
|
|
for ( skipCounter = 1 ; skipCounter < skipDist ; skipCounter++ )
|
|
{
|
|
newPos = newPos->next;
|
|
}
|
|
|
|
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();
|
|
|
|
int segmentCount;
|
|
|
|
for ( segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
|
|
{
|
|
s32 xDist = oldPos.vx - newPos->pos.vx;
|
|
s32 yDist = oldPos.vy - newPos->pos.vy;
|
|
|
|
s16 headingToTarget = ratan2( yDist, xDist ) & 4095;
|
|
|
|
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;
|
|
|
|
m_segmentArray[segmentCount].setPos( sinPos );
|
|
|
|
if ( segmentCount > 3 )
|
|
{
|
|
if ( segmentCount == m_segmentCount - 1 )
|
|
{
|
|
m_segmentArray[segmentCount].setAnim( ANIM_SEASNAKE_TAILSTATIC );
|
|
}
|
|
else
|
|
{
|
|
if ( segmentCount % 2 )
|
|
{
|
|
m_segmentArray[segmentCount].setAnim( ANIM_SEASNAKE_BODY2STATIC );
|
|
}
|
|
else
|
|
{
|
|
m_segmentArray[segmentCount].setAnim( ANIM_SEASNAKE_BODY3STATIC );
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_segmentArray[segmentCount].setAnim( ANIM_SEASNAKE_BODY1STATIC );
|
|
}
|
|
oldPos = sinPos;
|
|
|
|
//for ( skipCounter = 0 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ )
|
|
for ( skipCounter = 0 ; skipCounter < skipDist ; skipCounter++ )
|
|
{
|
|
newPos = newPos->next;
|
|
}
|
|
|
|
extension += 1024;
|
|
extension &= 4095;
|
|
|
|
if ( downShift > 0 )
|
|
{
|
|
downShift--;
|
|
}
|
|
}
|
|
|
|
oldPos = Pos;
|
|
|
|
for ( segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
|
|
{
|
|
DVECTOR const ¤tPos = m_segmentArray[segmentCount].getPos();
|
|
|
|
s32 xDist = oldPos.vx - currentPos.vx;
|
|
s32 yDist = oldPos.vy - currentPos.vy;
|
|
|
|
s16 headingToPrev = ratan2( yDist, xDist ) & 4095;
|
|
s16 headingFromNext;
|
|
s16 heading = headingToPrev;
|
|
|
|
oldPos = currentPos;
|
|
|
|
if ( segmentCount < m_segmentCount - 1 )
|
|
{
|
|
DVECTOR const &nextPos = m_segmentArray[segmentCount + 1].getPos();
|
|
xDist = currentPos.vx - nextPos.vx;
|
|
yDist = currentPos.vy - nextPos.vy;
|
|
headingFromNext = ratan2( yDist, xDist ) & 4095;
|
|
|
|
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;
|
|
}
|
|
|
|
m_segmentArray[segmentCount].setHeading( heading );
|
|
m_segmentArray[segmentCount].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::processFrameClose()
|
|
{
|
|
DVECTOR oldPos = Pos;
|
|
|
|
switch( m_state )
|
|
{
|
|
case SEA_SNAKE_VERTICAL_LINEUP:
|
|
{
|
|
if ( playerYDistSqr > 100 )
|
|
{
|
|
processGenericGotoTarget( 1, 0, playerYDist, m_speed );
|
|
}
|
|
else
|
|
{
|
|
m_state = SEA_SNAKE_CHARGE;
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case SEA_SNAKE_CHARGE:
|
|
{
|
|
if ( playerXDistSqr > 4000 )
|
|
{
|
|
processGenericGotoTarget( 1, playerXDist, 0, m_speed );
|
|
}
|
|
else
|
|
{
|
|
s16 heading = m_heading;
|
|
|
|
CProjectile *projectile;
|
|
projectile = CProjectile::Create();
|
|
DVECTOR newPos = Pos;
|
|
newPos.vx += 50 * ( rcos( m_heading ) >> 12 );
|
|
newPos.vy += 50 * ( rsin( m_heading ) >> 12 );
|
|
|
|
int perpHeading = ( heading - 1024 ) & 4095;
|
|
|
|
newPos.vx += 20 * ( rcos( perpHeading ) >> 12 );
|
|
newPos.vy += 20 * ( rsin( perpHeading ) >> 12 );
|
|
|
|
projectile->init( newPos, heading );
|
|
projectile->setGraphic( FRM__SNAKEBILE );
|
|
|
|
m_movementTimer = GameState::getOneSecondInFrames();
|
|
|
|
m_controlFunc = NPC_CONTROL_MOVEMENT;
|
|
m_timerFunc = NPC_TIMER_ATTACK_DONE;
|
|
m_timerTimer = 5 * GameState::getOneSecondInFrames();
|
|
m_sensorFunc = NPC_SENSOR_NONE;
|
|
|
|
m_snapTimer = m_movementTimer;
|
|
|
|
CSoundMediator::playSfx( CSoundMediator::SFX_WORM___HISS );
|
|
}
|
|
|
|
if ( m_soundId == NOT_PLAYING )
|
|
{
|
|
m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_SEASNAKE_ATTACK, true );
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
// check for hitting ground
|
|
|
|
if ( CGameScene::getCollision()->Get( Pos.vx >> 4, Pos.vy >> 4 ) )
|
|
{
|
|
switch ( CGameScene::getCollision()->getCollisionBlock( Pos.vx, Pos.vy ) & COLLISION_TYPE_MASK )
|
|
{
|
|
case COLLISION_TYPE_FLAG_SOLID:
|
|
{
|
|
m_movementTimer = GameState::getOneSecondInFrames();
|
|
|
|
m_controlFunc = NPC_CONTROL_MOVEMENT;
|
|
m_timerFunc = NPC_TIMER_ATTACK_DONE;
|
|
m_timerTimer = 10 * GameState::getOneSecondInFrames();
|
|
m_sensorFunc = NPC_SENSOR_NONE;
|
|
|
|
Pos = oldPos;
|
|
|
|
if ( m_collCount > 4 )
|
|
{
|
|
m_collCount = 0;
|
|
m_sign = -m_sign;
|
|
}
|
|
else
|
|
{
|
|
m_collCount++;
|
|
}
|
|
|
|
m_heading += m_sign * 1024;
|
|
m_heading &= 4095;
|
|
|
|
bool dec = m_npcPath.decPath();
|
|
|
|
if ( dec )
|
|
{
|
|
DVECTOR waypointPos;
|
|
m_npcPath.getCurrentWaypointPos( &waypointPos );
|
|
waypointPos.vy -= 8;
|
|
|
|
if ( CGameScene::getCollision()->getHeightFromGround( waypointPos.vx, waypointPos.vy ) < 0 )
|
|
{
|
|
// one of the special 'teleport' waypoints
|
|
|
|
m_npcPath.incPath();
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
updateTail( oldPos, 1 );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcSeaSnakeEnemy::processClose( int _frames )
|
|
{
|
|
for ( int frameCount = 0 ; frameCount < _frames ; frameCount++ )
|
|
{
|
|
processFrameClose();
|
|
}
|
|
}
|
|
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
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, true );
|
|
|
|
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 );
|
|
}
|
|
|
|
for ( int segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
|
|
{
|
|
m_segmentArray[segmentCount].render();
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcSeaSnakeEnemy::renderOnMapScreen( DVECTOR drawPos )
|
|
{
|
|
drawPos.vx += 120;
|
|
|
|
POLY_FT4 *headSprFrame;
|
|
|
|
headSprFrame = m_actorGfx->Render(drawPos,ANIM_SEASNAKE_HEADSNAP,0,0);
|
|
m_actorGfx->RotateScale( headSprFrame, drawPos, 0, 4096, 4096,true );
|
|
|
|
int segmentCount;
|
|
int segmentType;
|
|
u16 segScale;
|
|
int initLength = NPC_SEA_SNAKE_LENGTH / 3;
|
|
int remLength = NPC_SEA_SNAKE_LENGTH - initLength;
|
|
|
|
for ( segmentCount = 0 ; segmentCount < NPC_SEA_SNAKE_LENGTH ; segmentCount++ )
|
|
{
|
|
drawPos.vx -= 30;
|
|
|
|
if ( segmentCount > 3 )
|
|
{
|
|
if ( segmentCount == NPC_SEA_SNAKE_LENGTH - 1 )
|
|
{
|
|
segmentType = ANIM_SEASNAKE_TAILSTATIC;
|
|
}
|
|
else
|
|
{
|
|
if ( segmentCount % 2 )
|
|
{
|
|
segmentType = ANIM_SEASNAKE_BODY2STATIC;
|
|
}
|
|
else
|
|
{
|
|
segmentType = ANIM_SEASNAKE_BODY3STATIC;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
segmentType = ANIM_SEASNAKE_BODY1STATIC;
|
|
}
|
|
|
|
if ( segmentCount < initLength )
|
|
{
|
|
u16 sum = ONE << 1;
|
|
u16 start = ONE;
|
|
u16 end = sum - start;
|
|
|
|
segScale = start + ( ( end * segmentCount ) / initLength );
|
|
}
|
|
else
|
|
{
|
|
u16 sum = ONE << 1;
|
|
u16 start = ONE >> 1;
|
|
u16 end = sum - start;
|
|
|
|
segScale = start + ( ( end * ( NPC_SEA_SNAKE_LENGTH - segmentCount ) ) / remLength );
|
|
}
|
|
|
|
POLY_FT4 *Ft4= m_actorGfx->Render(drawPos,segmentType,0,0);
|
|
m_actorGfx->RotateScale( Ft4, drawPos, 0, 4096, segScale,true );
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
int CNpcSeaSnakeEnemy::checkCollisionAgainst( CThing *_thisThing, int _frames )
|
|
{
|
|
// DVECTOR pos,thisThingPos;
|
|
int radius;
|
|
int collided;
|
|
|
|
DVECTOR const &pos=getCollisionCentre();
|
|
DVECTOR const &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;
|
|
|
|
CRECT const &thisRect=getCollisionArea();
|
|
CRECT const &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
|
|
|
|
for ( int segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
|
|
{
|
|
if ( m_segmentArray[segmentCount].checkCollisionAgainst( _thisThing, _frames ) )
|
|
{
|
|
collided = true;
|
|
}
|
|
}
|
|
|
|
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,m_anim,0,0);
|
|
m_actorGfx->RotateScale( SprFrame, renderPos, m_heading, 4096, m_scale, true );
|
|
|
|
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 );
|
|
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#if defined (__USER_charles__)
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DVECTOR const &ofs=CLevel::getCameraPos();
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CRECT area;
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area=getCollisionArea();
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area.x1-=ofs.vx;
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area.y1-=ofs.vy;
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area.x2-=ofs.vx;
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area.y2-=ofs.vy;
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if(area.x1<=511&&area.x2>=0 && area.y1<=255&&area.y2>=0)
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{
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DrawLine(area.x1,area.y1,area.x2,area.y1,255,255,255,0);
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DrawLine(area.x2,area.y1,area.x2,area.y2,255,255,255,0);
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DrawLine(area.x2,area.y2,area.x1,area.y2,255,255,255,0);
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DrawLine(area.x1,area.y2,area.x1,area.y1,255,255,255,0);
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area.x1=Pos.vx-10-ofs.vx;
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area.y1=Pos.vy-10-ofs.vy;
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area.x2=Pos.vx+10-ofs.vx;
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area.y2=Pos.vy+10-ofs.vy;
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DrawLine(area.x1,area.y1,area.x2,area.y2,255,0,0,0);
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DrawLine(area.x2,area.y1,area.x1,area.y2,255,0,0,0);
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}
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#endif
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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int CNpcSeaSnakeSegment::checkCollisionAgainst( CThing *_thisThing, int _frames )
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{
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// DVECTOR pos,thisThingPos;
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int radius;
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int collided;
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DVECTOR const &pos = getCollisionCentre();
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DVECTOR const &thisThingPos = _thisThing->getCollisionCentre();
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radius = getCollisionRadius() + _thisThing->getCollisionRadius();
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collided = false;
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if(abs(pos.vx-thisThingPos.vx)<radius&&
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abs(pos.vy-thisThingPos.vy)<radius)
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{
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// CRECT thisRect,thatRect;
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CRECT const &thisRect=getCollisionArea();
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CRECT const &thatRect=_thisThing->getCollisionArea();
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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))&&
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((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
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{
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collided=true;
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}
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}
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return collided;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::processShot( int _frames )
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{
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if ( !m_segmentCount )
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{
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if ( m_collTimer <= 0 )
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{
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m_drawRotation += 64 * _frames;
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m_drawRotation &= 4095;
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Pos.vy += m_speed * _frames;
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if ( m_speed < 5 )
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{
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m_speed++;
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}
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m_state = NPC_GENERIC_HIT_DEATH_END;
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DVECTOR const &offset = CLevel::getCameraPos();
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if ( Pos.vy - offset.vy > VidGetScrH() )
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{
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setToShutdown();
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}
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}
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else
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{
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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}
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}
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else
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{
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if ( m_collTimer <= 0 )
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{
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// knock segment off end of list
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m_segmentCount--;
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m_health--;
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m_speed = m_data[m_type].speed + ( ( 3 * ( NPC_SEA_SNAKE_LENGTH - ( m_health - 1 ) ) ) / NPC_SEA_SNAKE_LENGTH );
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m_collTimer = GameState::getOneSecondInFrames();
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}
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m_invulnerableTimer = 2 * GameState::getOneSecondInFrames();
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::processUserCollision( CThing *thisThing )
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{
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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s32 CNpcSeaSnakeEnemy::getFrameShift( int _frames )
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{
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return( ( _frames << 8 ) >> 3 );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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u8 CNpcSeaSnakeEnemy::isSnakeStopped()
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{
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if ( !m_segmentCount )
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{
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return( true );
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}
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DVECTOR const &tailPos = m_segmentArray[m_segmentCount - 1].getPos();
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if ( tailPos.vx == Pos.vx && tailPos.vy == Pos.vy )
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{
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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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void CNpcSeaSnakeEnemy::moveEntireSnake( DVECTOR const &newPos )
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{
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Pos.vx = newPos.vx;
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Pos.vy = newPos.vy;
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int segmentCount;
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for ( segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
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{
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m_segmentArray[segmentCount].setPos( Pos );
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}
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s16 maxArraySize = NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING;
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for ( int histLength = 0 ; histLength < maxArraySize ; histLength++ )
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{
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m_positionHistoryArray[histLength].pos = Pos;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::addHealthMeter()
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{
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if (!m_meterOn)
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{
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m_energyBar=(CFXNRGBar*)CFX::Create(CFX::FX_TYPE_NRG_BAR,this);
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m_energyBar->SetMax( NPC_SEA_SNAKE_LENGTH + 1 );
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m_meterOn=true;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::collidedWith( CThing *_thisThing )
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{
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if ( m_isActive && !m_isCaught && !m_isDying )
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{
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switch(_thisThing->getThingType())
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{
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case TYPE_PLAYER:
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{
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if ( m_invulnerableTimer <= 0 )
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{
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CPlayer *player = (CPlayer *) _thisThing;
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ATTACK_STATE playerState = player->getAttackState();
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if(playerState==ATTACK_STATE__NONE)
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{
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if ( !player->isRecoveringFromHit() )
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{
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switch( m_data[m_type].detectCollision )
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{
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case DETECT_NO_COLLISION:
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{
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// ignore
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break;
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}
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case DETECT_ALL_COLLISION:
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{
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if ( m_controlFunc != NPC_CONTROL_COLLISION )
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{
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m_oldControlFunc = m_controlFunc;
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m_controlFunc = NPC_CONTROL_COLLISION;
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}
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processUserCollision( _thisThing );
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break;
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}
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case DETECT_ATTACK_COLLISION_GENERIC:
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{
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processAttackCollision();
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processUserCollision( _thisThing );
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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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else
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{
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// player is attacking, respond appropriately
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if ( m_controlFunc != NPC_CONTROL_SHOT )
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{
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if(playerState==ATTACK_STATE__BUTT_BOUNCE)
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{
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player->justButtBouncedABadGuy();
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}
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m_controlFunc = NPC_CONTROL_SHOT;
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m_state = NPC_GENERIC_HIT_CHECK_HEALTH;
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|
|
drawAttackEffect();
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}
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}
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}
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break;
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}
|
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case TYPE_ENEMY:
|
|
{
|
|
CNpcEnemy *enemy = (CNpcEnemy *) _thisThing;
|
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|
|
if ( canCollideWithEnemy() && enemy->canCollideWithEnemy() )
|
|
{
|
|
processEnemyCollision( _thisThing );
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}
|
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|
break;
|
|
}
|
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|
default:
|
|
ASSERT(0);
|
|
break;
|
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}
|
|
}
|
|
}
|