SBSPSS/source/enemy/npc.cpp
Charles 63598d2f73
2001-04-18 23:12:24 +00:00

1760 lines
33 KiB
C++

/*=========================================================================
npc.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#include "enemy\npc.h"
#ifndef __LEVEL_LEVEL_H__
#include "level\level.h"
#endif
#ifndef __FILE_EQUATES_H__
#include <biglump.h>
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __ENEMY_NPCPATH_H__
#include "enemy\npcpath.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
#ifndef __GAME_CONVO_H__
#include "game\convo.h"
#endif
#include "Gfx\actor.h"
#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
#ifndef __PROJECTL_PROJECTL_H__
#include "projectl\projectl.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Friend NPCs
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::init()
{
CNpcThing::init();
Pos.vx = 100;
Pos.vy = 100;
m_extension = EXTEND_RIGHT;
// temporary
m_actorGfx=CActorPool::GetActor(ACTORS_CLAM_SBK);
//m_animPlaying = true;
m_animNo = 0;
m_frame = 0;
m_reversed = false;
DVECTOR ofs = getCollisionSize();
m_drawOffset.vx = 0;
m_drawOffset.vy = -( ofs.vy >> 1 );
setCollisionCentreOffset( 0, -( ofs.vy >> 1 ) );
//m_spriteBank=new ("enemy sprites") SpriteBank();
//m_spriteBank->load(UI_UIGFX_SPR);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::shutdown()
{
//m_spriteBank->dump(); delete m_spriteBank;
delete m_actorGfx;
CNpcThing::shutdown();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::think(int _frames)
{
CNpcThing::think(_frames);
switch( m_data[m_type].movementFunc )
{
case NPC_FRIEND_MOVEMENT_GARY:
processGaryMovement( _frames );
break;
case NPC_FRIEND_MOVEMENT_STATIC:
default:
break;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::render()
{
CNpcThing::render();
// Render
DVECTOR renderPos;
DVECTOR offset = CLevel::getCameraPos();
renderPos.vx = Pos.vx - offset.vx;
renderPos.vy = Pos.vy - offset.vy;
if ( renderPos.vx >= 0 && renderPos.vx <= VidGetScrW() )
{
if ( renderPos.vy >= 0 && renderPos.vy <= VidGetScrH() )
{
m_actorGfx->Render(renderPos,m_animNo,m_frame,m_reversed);
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::processEvent( GAME_EVENT evt, CThing *sourceThing )
{
switch( evt )
{
case USER_REQUEST_TALK_EVENT:
{
if ( m_data[this->m_type].canTalk )
{
DVECTOR sourcePos;
s32 xDiffSqr, yDiffSqr;
// check talk distance
sourcePos = sourceThing->getPos();
xDiffSqr = this->Pos.vx - sourcePos.vx;
xDiffSqr *= xDiffSqr;
yDiffSqr = this->Pos.vy - sourcePos.vy;
yDiffSqr *= yDiffSqr;
if ( xDiffSqr + yDiffSqr < 10000 )
{
if( !CConversation::isActive() )
{
CConversation::trigger( SCRIPTS_SPEECHTEST_DAT );
}
}
}
break;
}
default:
// ignore
break;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Enemy NPCs
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
s32 CNpcEnemy::playerXDist;
s32 CNpcEnemy::playerYDist;
s32 CNpcEnemy::playerXDistSqr;
s32 CNpcEnemy::playerYDistSqr;
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::setTypeFromMapEdit( u16 newType )
{
m_type = mapEditConvertTable[newType - NPC_ENEMY_MAPEDIT_OFFSET];
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::addWaypoint( s32 xPos, s32 yPos )
{
DVECTOR newPos;
newPos.vx = xPos << 4;
newPos.vy = yPos << 4;
m_npcPath.addWaypoint( newPos );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::setStartPos( s32 xPos, s32 yPos )
{
Pos.vx = xPos << 4;
Pos.vy = yPos << 4;
m_initPos = m_base = Pos;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::setHeading( s32 xPos, s32 yPos )
{
m_heading = ratan2( ( yPos << 4 ) - Pos.vy, ( xPos << 4 ) - Pos.vx );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Static function to initialise the actor pool with levels nasty folk
void CNpcEnemy::CacheActor(int Type)
{
int m_type = mapEditConvertTable[Type - NPC_ENEMY_MAPEDIT_OFFSET];
CActorPool::AddActor(m_data[m_type].skelType);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::init()
{
CEnemyThing::init();
m_actorGfx=CActorPool::GetActor(m_data[m_type].skelType);
m_animPlaying = true;
m_animNo = m_data[m_type].initAnim;
m_frame = 0;
m_heading = m_fireHeading = 0;
m_movementTimer = 0;
m_timerTimer = 0;
m_velocity = 0;
m_extension = 0;
m_rotation = 0;
m_reversed = false;
m_salvoCount = 0;
m_isActive = true;
m_health = m_data[this->m_type].initHealth;
m_extendDir = EXTEND_RIGHT;
m_timerFunc = m_data[this->m_type].timerFunc;
m_sensorFunc = m_data[this->m_type].sensorFunc;
m_movementFunc = m_data[this->m_type].movementFunc;
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_npcPath.initPath();
DVECTOR ofs = getCollisionSize();
m_drawOffset.vx = 0;
m_drawOffset.vy = 0;
setCollisionCentreOffset( 0, -( ofs.vy >> 1 ) );
m_positionHistory = NULL;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::postInit()
{
switch ( m_data[this->m_type].initFunc )
{
case NPC_INIT_DEFAULT:
{
m_npcPath.setPathType( CNpcPath::PONG_PATH );
break;
}
case NPC_INIT_BALL_BLOB:
{
m_heading = m_fireHeading = 128;
m_npcPath.setPathType( CNpcPath::PONG_PATH );
break;
}
case NPC_INIT_HERMIT_CRAB:
{
m_npcPath.setPathType( CNpcPath::PONG_PATH );
m_state = HERMIT_CRAB_NO_ATTACK;
break;
}
case NPC_INIT_GHOST_PIRATE:
m_heading = m_fireHeading = 3072;
break;
case NPC_INIT_SKULL_STOMPER:
{
m_extendDir = EXTEND_DOWN;
break;
}
case NPC_INIT_MOTHER_JELLYFISH:
{
m_state = MOTHER_JELLYFISH_RETURN_TO_START_1;
break;
}
case NPC_INIT_FLYING_DUTCHMAN:
{
m_state = FLYING_DUTCHMAN_ATTACK_PLAYER_1;
m_extendDir = EXTEND_UP;
s32 minX, maxX;
m_npcPath.getPathXExtents( &minX, &maxX );
m_extension = minX;
break;
}
case NPC_INIT_SUB_SHARK:
{
m_state = SUB_SHARK_MINE_1;
m_extendDir = EXTEND_RIGHT;
break;
}
case NPC_INIT_IRON_DOGFISH:
{
m_state = IRON_DOGFISH_THUMP_1;
m_extendDir = EXTEND_RIGHT;
break;
}
case NPC_INIT_FISH_HOOK:
{
m_heading = m_fireHeading = 3072;
DVECTOR newPos;
newPos.vx = 100;
newPos.vy = -100;
m_npcPath.addWaypoint( newPos );
m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
break;
}
case NPC_INIT_PENDULUM:
{
m_extendDir = EXTEND_LEFT;
m_extension = 0;
m_heading = 1024;
break;
}
case NPC_INIT_FIREBALL:
{
DVECTOR newPos;
newPos.vx = 300;
newPos.vy = 100;
m_npcPath.addWaypoint( newPos );
m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
m_extension = 0;
m_velocity = m_data[m_type].speed;
m_timerTimer = GameState::getOneSecondInFrames() * 4;
break;
}
case NPC_INIT_RETURNING_HAZARD:
{
m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
break;
}
case NPC_INIT_FISH_FOLK:
{
m_heading = m_fireHeading = 0;
DVECTOR newPos;
newPos.vx = 200;
newPos.vy = 400;
m_npcPath.addWaypoint( newPos );
newPos.vx = 500;
newPos.vy = 400;
m_npcPath.addWaypoint( newPos );
m_npcPath.setPathType( CNpcPath::PONG_PATH );
break;
}
case NPC_INIT_FLAMING_SKULL:
{
m_state = FLAMING_SKULL_ATTACK;
break;
}
case NPC_INIT_EYEBALL:
{
CProjectile *projectile;
projectile = new ( "eyeball projectile" ) CProjectile;
projectile->init( Pos, m_fireHeading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE );
projectile->setLayerCollision( m_layerCollision );
addChild( projectile );
break;
}
case NPC_INIT_ANEMONE_2:
{
CProjectile *projectile;
s16 heading;
for ( int fireLoop = 0 ; fireLoop < 5 ; fireLoop++ )
{
DVECTOR spikePos;
heading = m_heading - 1024 + ( fireLoop * 512 );
heading &= 4095;
spikePos = Pos;
spikePos.vx += ( 40 * rcos( heading ) ) >> 12;
spikePos.vy += ( 40 * rsin( heading ) ) >> 12;
projectile = new( "anemone lev2 projectile" ) CProjectile;
projectile->init( spikePos, heading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE );
projectile->setLayerCollision( m_layerCollision );
addChild( projectile );
}
break;
}
case NPC_INIT_CIRCULAR_PLATFORM:
{
Pos.vx = 300;
Pos.vy = 300;
m_base = Pos;
m_extendDir = EXTEND_CLOCKWISE;
m_extension = 100;
break;
}
case NPC_INIT_PARASITIC_WORM:
{
DVECTOR newPos;
newPos.vx = 100;
//newPos.vy = 10;
newPos.vy = 100;
m_npcPath.addWaypoint( newPos );
newPos.vx = 500;
//newPos.vy = 10;
newPos.vy = 100;
m_npcPath.addWaypoint( newPos );
newPos.vx = 500;
//newPos.vy = 100;
newPos.vy = 300;
m_npcPath.addWaypoint( newPos );
newPos.vx = 100;
//newPos.vy = 100;
newPos.vy = 300;
m_npcPath.addWaypoint( newPos );
m_npcPath.setPathType( CNpcPath::PONG_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_PARASITIC_WORM_LENGTH * NPC_PARASITIC_WORM_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;
for ( int segCount = 0 ; segCount < NPC_PARASITIC_WORM_LENGTH ; segCount++ )
{
CNpcEnemy *segment;
segment = new ("segment") CNpcEnemy;
segment->setType( CNpcEnemy::NPC_PARASITIC_WORM_SEGMENT );
segment->init();
segment->setLayerCollision( m_layerCollision );
this->addChild( segment );
}
m_movementTimer = 2 * GameState::getOneSecondInFrames();
break;
}
case NPC_INIT_PARASITIC_WORM_SEGMENT:
{
break;
}
case NPC_INIT_SPIDER_CRAB:
{
m_npcPath.setPathType( CNpcPath::PONG_PATH );
if ( m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, 16 ) < 0 )
//if ( m_layerCollision->Get( Pos.vx >> 4, Pos.vy >> 4 ) )
{
// starting off below ground, jump initially
m_velocity = 5;
m_movementFunc = NPC_MOVEMENT_SPIDER_CRAB_INITJUMP;
}
break;
}
default:
break;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::reinit()
{
m_animPlaying = true;
m_animNo = m_data[m_type].initAnim;
m_frame = 0;
m_heading = m_fireHeading = 0;
m_movementTimer = 0;
m_timerTimer = 0;
m_velocity = 0;
m_extension = 0;
m_rotation = 0;
m_reversed = false;
m_salvoCount = 0;
m_isActive = true;
m_health = m_data[this->m_type].initHealth;
m_extendDir = EXTEND_RIGHT;
m_timerFunc = m_data[this->m_type].timerFunc;
m_sensorFunc = m_data[this->m_type].sensorFunc;
m_movementFunc = m_data[this->m_type].movementFunc;
m_controlFunc = NPC_CONTROL_MOVEMENT;
Pos = m_initPos;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::shutdown()
{
// remove waypoints
m_npcPath.removeAllWaypoints();
// remove position history
CNpcPositionHistory *currentPosition;
CNpcPositionHistory *oldPosition;
currentPosition = m_positionHistory;
while( currentPosition )
{
oldPosition = currentPosition;
currentPosition = currentPosition->next;
delete oldPosition;
}
m_positionHistory = NULL;
delete m_actorGfx;
CEnemyThing::shutdown();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::think(int _frames)
{
CEnemyThing::think(_frames);
if ( m_isActive )
{
processGenericGetUserDist( _frames, &playerXDist, &playerYDist );
playerXDistSqr = playerXDist * playerXDist;
playerYDistSqr = playerYDist * playerYDist;
if ( m_animPlaying )
{
s32 frameCount = m_actorGfx->getFrameCount(m_animNo);
s32 frameShift = ( _frames << 8 ) >> 1;
if ( ( frameCount << 8 ) - m_frame > frameShift ) //( _frames >> 1 ) )
{
//m_frame += _frames >> 1;
m_frame += frameShift;
}
else
{
m_frame = ( frameCount - 1 ) << 8;
m_animPlaying = false;
}
}
switch ( this->m_controlFunc )
{
case NPC_CONTROL_NONE:
return;
case NPC_CONTROL_MOVEMENT:
if ( !processSensor() )
{
processMovement(_frames);
}
else
{
processClose(_frames);
}
break;
case NPC_CONTROL_SHOT:
processShot();
break;
case NPC_CONTROL_CLOSE:
processClose(_frames);
break;
case NPC_CONTROL_COLLISION:
processCollision();
break;
}
if ( m_heading > 1024 && m_heading < 3072 )
{
m_reversed = true;
}
else
{
m_reversed = false;
}
}
processTimer(_frames);
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::collidedWith( CThing *_thisThing )
{
if ( m_isActive )
{
switch(_thisThing->getThingType())
{
case TYPE_PLAYER:
{
CPlayer *player = (CPlayer *) _thisThing;
ATTACK_STATE playerState = player->getAttackState();
switch( playerState )
{
case ATTACK_STATE__NONE:
{
if ( !player->isRecoveringFromHit() )
{
switch( m_data[m_type].detectCollision )
{
case DETECT_NO_COLLISION:
{
// ignore
break;
}
case DETECT_ALL_COLLISION:
{
m_oldControlFunc = m_controlFunc;
m_controlFunc = NPC_CONTROL_COLLISION;
break;
}
case DETECT_ATTACK_COLLISION_GENERIC:
{
//if ( m_controlFunc == NPC_CONTROL_CLOSE && m_data[m_type].closeFunc != NPC_CLOSE_NONE )
if ( m_controlFunc == NPC_CONTROL_CLOSE )
{
// only detect collision if in attack mode
m_oldControlFunc = m_controlFunc;
m_controlFunc = NPC_CONTROL_COLLISION;
}
break;
}
}
}
break;
}
default:
{
// player is attacking, respond appropriately
if ( m_controlFunc != NPC_CONTROL_SHOT )
{
m_controlFunc = NPC_CONTROL_SHOT;
m_state = NPC_GENERIC_HIT_CHECK_HEALTH;
}
break;
}
}
break;
}
default:
ASSERT(0);
break;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool CNpcEnemy::processSensor()
{
/*// temporary
if ( playerXDistSqr + playerYDistSqr < 10000 )
{
m_controlFunc = NPC_CONTROL_SHOT;
m_state = NPC_GENERIC_HIT_CHECK_HEALTH;
return( true );
}
// temporary*/
switch( m_sensorFunc )
{
case NPC_SENSOR_NONE:
return( false );
default:
{
switch( m_sensorFunc )
{
case NPC_SENSOR_JELLYFISH_USER_CLOSE:
{
if ( playerXDistSqr + playerYDistSqr < 5625 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
m_evadeClockwise = getRnd() % 2;
return( true );
}
else
{
return( false );
}
}
case NPC_SENSOR_CLAM_USER_CLOSE:
{
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 );
}
}
case NPC_SENSOR_SPIDER_CRAB_USER_CLOSE:
{
if ( playerXDistSqr + playerYDistSqr < 10000 )
{
// only attack if within path extents
s32 minX, maxX;
m_npcPath.getPathXExtents( &minX, &maxX );
if ( playerXDist < 0 )
{
m_extendDir = EXTEND_LEFT;
if ( ( Pos.vx + playerXDist - 128 ) < minX )
{
return( false );
}
}
else
{
m_extendDir = EXTEND_RIGHT;
if ( ( Pos.vx + playerXDist + 128 ) > maxX )
{
return( false );
}
}
m_controlFunc = NPC_CONTROL_CLOSE;
m_extension = 0;
m_velocity = 5;
m_base = Pos;
return( true );
}
else
{
return( false );
}
}
case NPC_SENSOR_OIL_BLOB_USER_CLOSE:
case NPC_SENSOR_NINJA_STARFISH_USER_CLOSE:
{
if ( playerXDistSqr + playerYDistSqr < 10000 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
m_velocity = m_data[m_type].speed;
return( true );
}
else
{
return( false );
}
}
case NPC_SENSOR_GHOST_PIRATE_USER_CLOSE:
{
if ( playerXDistSqr + playerYDistSqr < 10000 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
m_extendDir = EXTEND_UP;
m_extension = 0;
m_movementTimer = GameState::getOneSecondInFrames() >> 1;
m_velocity = 4;
return( true );
}
else
{
return( false );
}
}
case NPC_SENSOR_GENERIC_USER_VISIBLE:
{
s32 xDistWaypoint, yDistWaypoint;
if ( abs( playerXDist ) < 500 )
{
// within range
// make sure user is closer to npc than next waypoint
s32 xDistWaypoint, yDistWaypoint;
m_npcPath.getDistToNextWaypoint( Pos, &xDistWaypoint, &yDistWaypoint );
if ( abs( playerXDist ) < abs( xDistWaypoint ) )
{
s16 headingToPlayer = ratan2( playerYDist, playerXDist );
s16 decDir, incDir, moveDist;
s32 headingToWaypoint = ratan2( yDistWaypoint, xDistWaypoint );
// check waypoint is in the same direction as the user
decDir = headingToPlayer - headingToWaypoint;
if ( decDir < 0 )
{
decDir += ONE;
}
incDir = headingToWaypoint - headingToPlayer;
if ( incDir < 0 )
{
incDir += ONE;
}
if ( decDir < incDir )
{
moveDist = decDir;
}
else
{
moveDist = incDir;
}
if ( moveDist > 512 )
{
return( false );
}
else
{
// check if npc is facing user
decDir = m_heading - headingToPlayer;
if ( decDir < 0 )
{
decDir += ONE;
}
incDir = headingToPlayer - m_heading;
if ( incDir < 0 )
{
incDir += ONE;
}
if ( decDir < incDir )
{
moveDist = decDir;
}
else
{
moveDist = incDir;
}
if ( moveDist < 1024 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
m_velocity = 8;
return( true );
}
else
{
return( false );
}
}
}
else
{
return( false );
}
}
else
{
return( false );
}
}
case NPC_SENSOR_ANEMONE_USER_CLOSE:
case NPC_SENSOR_EYEBALL_USER_CLOSE:
case NPC_SENSOR_FLAMING_SKULL_USER_CLOSE:
case NPC_SENSOR_PARASITIC_WORM_USER_CLOSE:
{
if ( playerXDistSqr + playerYDistSqr < 40000 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
return( true );
}
else
{
return( false );
}
}
case NPC_SENSOR_SKULL_STOMPER_USER_CLOSE:
{
if ( playerXDistSqr < 10000 && playerYDist >= 0 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
m_extendDir = EXTEND_DOWN;
return( true );
}
else
{
return( false );
}
}
case NPC_SENSOR_BOOGER_MONSTER_USER_CLOSE:
{
if ( playerXDistSqr + playerYDistSqr < 400 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
m_extendDir = EXTEND_UP;
return( true );
}
else
{
return( false );
}
}
case NPC_SENSOR_IRON_DOGFISH_USER_CLOSE:
{
if ( playerXDistSqr + playerYDistSqr < 10000 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
return( true );
}
else
{
return( false );
}
}
case NPC_SENSOR_PUFFA_FISH_USER_CLOSE:
{
if ( playerXDistSqr + playerYDistSqr < 10000 )
{
m_state = PUFFA_FISH_NO_INFLATE;
m_controlFunc = NPC_CONTROL_CLOSE;
return( true );
}
else
{
return( false );
}
}
case NPC_SENSOR_FISH_HOOK_USER_CLOSE:
case NPC_SENSOR_OCTOPUS_USER_CLOSE:
case NPC_SENSOR_HERMIT_CRAB_USER_CLOSE:
{
if ( playerXDistSqr + playerYDistSqr < 400 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
return( true );
}
else
{
return( false );
}
}
case NPC_SENSOR_FALLING_ITEM_USER_CLOSE:
{
if ( playerXDistSqr + playerYDistSqr < 40000 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
m_movementTimer = GameState::getOneSecondInFrames() * 3;
return( true );
}
else
{
return( false );
}
}
default:
return( false );
}
}
break;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processMovement(int _frames)
{
if ( _frames > 2 )
{
_frames = 2;
}
s32 moveX = 0, moveY = 0;
s32 moveVel = 0;
s32 moveDist = 0;
switch( m_movementFunc )
{
case NPC_MOVEMENT_STATIC:
{
break;
}
case NPC_MOVEMENT_STATIC_CYCLE_ANIM:
{
if ( !m_animPlaying )
{
m_animPlaying = true;
m_animNo = m_data[m_type].initAnim;
m_frame = 0;
}
break;
}
case NPC_MOVEMENT_FIXED_PATH:
{
processGenericFixedPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist );
if ( !m_animPlaying )
{
m_animPlaying = true;
m_animNo = m_data[m_type].moveAnim;
m_frame = 0;
}
break;
}
case NPC_MOVEMENT_FIXED_PATH_WALK:
{
processGenericFixedPathWalk( _frames, &moveX, &moveY );
if ( !m_animPlaying )
{
m_animPlaying = true;
m_animNo = m_data[m_type].moveAnim;
m_frame = 0;
}
break;
}
case NPC_MOVEMENT_MOTHER_JELLYFISH:
{
processMotherJellyfishMovement( _frames );
break;
}
case NPC_MOVEMENT_FLYING_DUTCHMAN:
{
processFlyingDutchmanMovement( _frames );
break;
}
case NPC_MOVEMENT_PARASITIC_WORM:
{
processParasiticWormMovement( _frames );
break;
}
case NPC_MOVEMENT_SUB_SHARK:
{
processSubSharkMovement( _frames );
break;
}
case NPC_MOVEMENT_IRON_DOGFISH:
{
processIronDogfishMovement( _frames );
break;
}
case NPC_MOVEMENT_PENDULUM:
{
processPendulumMovement( _frames );
break;
}
case NPC_MOVEMENT_FIREBALL:
{
processFireballMovement( _frames );
break;
}
case NPC_MOVEMENT_RETURNING_HAZARD:
{
processReturningHazardMovement( _frames );
break;
}
case NPC_MOVEMENT_RETURNING_HAZARD_GROUND:
{
processReturningHazardMovementGround( _frames );
break;
}
case NPC_MOVEMENT_SHARK_MAN:
{
processSharkManMovement( _frames, &moveX, &moveY );
break;
}
case NPC_MOVEMENT_BALL_BLOB:
{
processBallBlobMovement( _frames, &moveX, &moveY );
break;
}
case NPC_MOVEMENT_SPIDER_CRAB_SPAWNER:
{
processSpiderCrabSpawnerMovement( _frames );
break;
}
case NPC_MOVEMENT_SPIDER_CRAB_INITJUMP:
{
processSpiderCrabInitJumpMovement( _frames );
break;
}
default:
break;
}
processMovementModifier( _frames, moveX, moveY, moveVel, moveDist );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processMovementModifier(int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange)
{
switch( m_data[m_type].movementModifierFunc )
{
case NPC_MOVEMENT_MODIFIER_NONE:
{
Pos.vx += distX;
Pos.vy += distY;
break;
}
case NPC_MOVEMENT_MODIFIER_BOB:
{
break;
}
case NPC_MOVEMENT_MODIFIER_JELLYFISH:
{
processSmallJellyfishMovementModifier( _frames, distX, distY, dist, headingChange );
break;
}
case NPC_MOVEMENT_MODIFIER_FISH_FOLK:
{
processFishFolkMovementModifier( _frames, distX, distY );
break;
}
case NPC_MOVEMENT_MODIFIER_OCTOPUS:
{
processBabyOctopusMovementModifier( _frames, dist, headingChange );
break;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::hasBeenAttacked()
{
m_controlFunc = NPC_CONTROL_SHOT;
m_state = NPC_GENERIC_HIT_CHECK_HEALTH;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processShot()
{
switch( m_data[m_type].shotFunc )
{
case NPC_SHOT_NONE:
{
// do nothing
break;
}
case NPC_SHOT_GENERIC:
{
switch ( m_state )
{
case NPC_GENERIC_HIT_CHECK_HEALTH:
{
m_health -= 5;
if ( m_health < 0 )
{
m_state = NPC_GENERIC_HIT_DEATH_START;
}
else
{
m_state = NPC_GENERIC_HIT_RECOIL;
m_animPlaying = true;
m_animNo = m_data[m_type].recoilAnim;
m_frame = 0;
}
break;
}
case NPC_GENERIC_HIT_RECOIL:
{
if ( !m_animPlaying )
{
m_state = 0;
m_controlFunc = NPC_CONTROL_MOVEMENT;
}
break;
}
case NPC_GENERIC_HIT_DEATH_START:
{
m_animPlaying = true;
m_animNo = m_data[m_type].dieAnim;
m_frame = 0;
m_state = NPC_GENERIC_HIT_DEATH_END;
break;
}
case NPC_GENERIC_HIT_DEATH_END:
{
if ( !m_animPlaying )
{
if ( m_data[m_type].respawning )
{
m_isActive = false;
m_timerFunc = NPC_TIMER_RESPAWN;
m_timerTimer = 4 * GameState::getOneSecondInFrames();
}
else
{
shutdown();
}
}
break;
}
}
break;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processClose(int _frames)
{
switch( m_data[this->m_type].closeFunc )
{
case NPC_CLOSE_JELLYFISH_EVADE:
processCloseSmallJellyfishEvade( _frames );
break;
case NPC_CLOSE_CLAM_JUMP_ATTACK:
processCloseClamJumpAttack( _frames );
break;
case NPC_CLOSE_CLAM_SNAP_ATTACK:
processCloseClamSnapAttack( _frames );
break;
case NPC_CLOSE_SPIDER_CRAB_ATTACK:
processCloseSpiderCrabAttack( _frames );
break;
case NPC_CLOSE_GENERIC_USER_SEEK:
{
processGenericGotoTarget( _frames, playerXDist, playerYDist, m_data[m_type].speed );
break;
}
case NPC_CLOSE_GHOST_PIRATE_ATTACK:
processCloseGhostPirateAttack( _frames );
break;
case NPC_CLOSE_SHARK_MAN_ATTACK:
processCloseSharkManAttack( _frames );
break;
case NPC_CLOSE_ANEMONE_1_ATTACK:
processCloseAnemone1Attack( _frames );
break;
case NPC_CLOSE_ANEMONE_2_ATTACK:
processCloseAnemone2Attack( _frames );
break;
case NPC_CLOSE_ANEMONE_3_ATTACK:
processCloseAnemone3Attack( _frames );
break;
case NPC_CLOSE_EYEBALL_ATTACK:
processCloseEyeballAttack( _frames );
break;
case NPC_CLOSE_SKULL_STOMPER_ATTACK:
processCloseSkullStomperAttack( _frames );
break;
case NPC_CLOSE_BOOGER_MONSTER_ATTACK:
processCloseBoogerMonsterAttack( _frames );
break;
case NPC_CLOSE_MOTHER_JELLYFISH_ATTACK:
processCloseMotherJellyfishAttack( _frames );
break;
case NPC_CLOSE_FLYING_DUTCHMAN_ATTACK:
processCloseFlyingDutchmanAttack( _frames );
break;
case NPC_CLOSE_SUB_SHARK_ATTACK:
processCloseSubSharkAttack( _frames );
break;
case NPC_CLOSE_IRON_DOGFISH_ATTACK:
processCloseIronDogfishAttack( _frames );
break;
case NPC_CLOSE_FALLING_ITEM_FALL:
processCloseFallingItemFall( _frames );
break;
case NPC_CLOSE_FISH_HOOK_RISE:
processCloseFishHookRise( _frames );
break;
case NPC_CLOSE_FLAMING_SKULL_ATTACK:
processCloseFlamingSkullAttack( _frames );
break;
case NPC_CLOSE_SKELETAL_FISH_ATTACK:
processCloseSkeletalFishAttack( _frames );
break;
case NPC_CLOSE_HERMIT_CRAB_ATTACK:
processCloseHermitCrabAttack( _frames );
break;
case NPC_CLOSE_OCTOPUS_ATTACK:
processCloseOctopusAttack( _frames );
break;
case NPC_CLOSE_PUFFA_FISH_INFLATE:
processClosePuffaFishInflate( _frames );
break;
case NPC_CLOSE_PARASITIC_WORM_ATTACK:
processCloseParasiticWormAttack( _frames );
break;
default:
break;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processCollision()
{
switch( m_data[m_type].collisionFunc )
{
case NPC_COLLISION_GENERIC:
{
CPlayer *player = GameScene.getPlayer();
player->takeDamage( m_data[m_type].damageToUserType );
m_controlFunc = m_oldControlFunc;
break;
}
case NPC_COLLISION_SPIDER_CRAB_BITE:
{
processSpiderCrabCollision();
break;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processTimer(int _frames)
{
if ( m_timerTimer > 0 )
{
m_timerTimer -= _frames;
}
switch( m_timerFunc )
{
case NPC_TIMER_NONE:
{
break;
}
case NPC_TIMER_EVADE_DONE:
case NPC_TIMER_ATTACK_DONE:
{
if ( m_timerTimer <= 0 )
{
m_timerFunc = NPC_TIMER_NONE;
m_sensorFunc = m_data[this->m_type].sensorFunc;
}
break;
}
case NPC_TIMER_RESPAWN:
{
if ( m_timerTimer <= 0 )
{
reinit();
}
break;
}
default:
break;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::render()
{
if ( m_isActive )
{
CEnemyThing::render();
// Render
DVECTOR renderPos;
DVECTOR offset = CLevel::getCameraPos();
renderPos.vx = Pos.vx - offset.vx;
renderPos.vy = Pos.vy - offset.vy;
if ( renderPos.vx >= 0 && renderPos.vx <= VidGetScrW() )
{
if ( renderPos.vy >= 0 && renderPos.vy <= VidGetScrH() )
{
m_actorGfx->Render(renderPos,m_animNo,( m_frame >> 8 ),m_reversed);
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::processEvent( GAME_EVENT evt, CThing *sourceThing )
{
switch( evt )
{
case USER_REQUEST_TALK_EVENT:
{
if ( m_data[this->m_type].canTalk )
{
DVECTOR sourcePos;
s32 xDiffSqr, yDiffSqr;
// check talk distance
sourcePos = sourceThing->getPos();
xDiffSqr = this->Pos.vx - sourcePos.vx;
xDiffSqr *= xDiffSqr;
yDiffSqr = this->Pos.vy - sourcePos.vy;
yDiffSqr *= yDiffSqr;
if ( xDiffSqr + yDiffSqr < 10000 )
{
if( !CConversation::isActive() )
{
CConversation::trigger( SCRIPTS_SPEECHTEST_DAT );
}
}
}
break;
}
case PROJECTILE_RETURNED_TO_SOURCE_EVENT:
{
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_timerTimer = GameState::getOneSecondInFrames();
m_sensorFunc = NPC_SENSOR_NONE;
//removeChild( sourceThing );
//sourceThing->shutdown();
//delete sourceThing;
CProjectile *projectile;
projectile = (CProjectile *) sourceThing;
projectile->setMovementType( CProjectile::PROJECTILE_FIXED );
projectile->setPosition( Pos );
break;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool CNpcEnemy::canBeCaughtByNet()
{
return( m_isActive && m_data[m_type].canBeNetted );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcEnemy::caughtWithNet()
{
if ( m_data[m_type].respawning )
{
if ( m_isActive )
{
m_isActive = false;
m_timerFunc = NPC_TIMER_RESPAWN;
m_timerTimer = 4 * GameState::getOneSecondInFrames();
}
}
else
{
shutdown();
}
}