SBSPSS/source/enemy/nclam.cpp
Charles 31d98d8f29
2001-05-14 15:19:07 +00:00

256 lines
4.5 KiB
C++

/*=========================================================================
nclam.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#ifndef __ENEMY_NPC_H__
#include "enemy\npc.h"
#endif
#ifndef __ENEMY_NCLAM_H__
#include "enemy\nclam.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
#ifndef __ANIM_CLAM_HEADER__
#include <ACTOR_CLAM_ANIM.h>
#endif
void CNpcClamEnemy::processEnemyCollision( CThing *thisThing )
{
// do nothing
}
void CNpcClamEnemy::processUserCollision( CThing *thisThing )
{
// do nothing
}
bool CNpcClamEnemy::processSensor()
{
switch( m_sensorFunc )
{
case NPC_SENSOR_NONE:
return( false );
default:
{
if ( playerXDistSqr + playerYDistSqr < 10000 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
m_extendDir = EXTEND_UP;
m_extension = 0;
m_movementTimer = GameState::getOneSecondInFrames() >> 3;
m_velocity = ( getRnd() % 6 ) + 1;
return( true );
}
else
{
return( false );
}
}
}
}
void CNpcJumpingClamEnemy::postInit()
{
CNpcClamEnemy::postInit();
m_drawRotation = m_heading + 1024;
}
void CNpcJumpingClamEnemy::processClose( int _frames )
{
s32 velocity;
if ( m_extendDir == EXTEND_UP )
{
m_movementTimer -= _frames;
if ( m_movementTimer > 0 )
{
// extend
velocity = m_velocity * _frames;
m_extension += velocity;
Pos.vx += ( velocity * rcos( m_heading ) ) >> 12;
Pos.vy += ( velocity * rsin( m_heading ) ) >> 12;
if ( !m_animPlaying )
{
m_animPlaying = true;
m_animNo = ANIM_CLAM_SNAPUP;
m_frame = 0;
}
}
else
{
m_extendDir = EXTEND_DOWN;
}
}
else if ( m_extendDir == EXTEND_DOWN )
{
// retract
if ( m_extension > 0 )
{
velocity = -_frames;
if ( m_extension < _frames )
{
velocity = m_extension - _frames;
}
m_extension += velocity;
Pos.vx += ( velocity * rcos( m_heading ) ) >> 12;
Pos.vy += ( velocity * rsin( m_heading ) ) >> 12;
}
else
{
if ( !m_animPlaying )
{
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_timerTimer = GameState::getOneSecondInFrames();
m_sensorFunc = NPC_SENSOR_NONE;
}
}
}
}
void CNpcStaticClamEnemy::postInit()
{
CNpcClamEnemy::postInit();
m_isStunned = false;
m_isAnimating = false;
}
void CNpcStaticClamEnemy::processClose( int _frames )
{
if ( !m_isAnimating && !m_isStunned )
{
m_animPlaying = true;
m_animNo = ANIM_CLAM_SIDESNAP;
m_frame = 0;
m_isAnimating = true;
}
else if ( !m_animPlaying )
{
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_animNo = m_data[m_type].initAnim;
m_frame = 0;
m_isAnimating = false;
}
}
void CNpcStaticClamEnemy::processShot( int _frames )
{
if ( !m_isStunned )
{
switch( m_data[m_type].shotFunc )
{
case NPC_SHOT_NONE:
{
// do nothing
break;
}
case NPC_SHOT_GENERIC:
{
m_isStunned = true;
break;
}
}
}
m_controlFunc = NPC_CONTROL_MOVEMENT;
}
void CNpcStaticClamEnemy::collidedWith( CThing *_thisThing )
{
if ( !m_isStunned )
{
CNpcClamEnemy::collidedWith( _thisThing );
}
}
int CNpcStaticClamEnemy::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)))
{
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
{
if ( m_isStunned && m_isActive )
{
CPlayer *player = (CPlayer *) _thisThing;
s32 playerDeltaY = player->getPosDelta().vy;
if ( thisThingPos.vy - playerDeltaY <= getNewYPos( _thisThing ) )
{
player->setPlatform( this );
}
}
break;
}
default:
break;
}
collided=true;
}
}
return collided;
}