243 lines
4.6 KiB
C++
243 lines
4.6 KiB
C++
/*=========================================================================
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nanemone.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) 2000 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 __PROJECTL_PROJECTL_H__
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#include "projectl\projectl.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 __ANIM_ANENOMELVL1_HEADER__
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#include <ACTOR_ANENOMELVL1_ANIM.h>
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#endif
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#ifndef __ANIM_SPIKEYANENOME_HEADER__
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#include <ACTOR_SPIKEYANENOME_ANIM.h>
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#endif
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#ifndef __ANIM_ANENOMELVL3_HEADER__
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#include <ACTOR_ANENOMELVL3_ANIM.h>
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#endif
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void CNpcEnemy::processCloseAnemone1Attack( int _frames )
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{
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s32 moveX, moveY;
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s16 decDir, incDir, moveDist;
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s16 maxTurnRate = m_data[m_type].turnSpeed;
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bool withinRange = false;
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s16 headingToPlayer = ratan2( playerYDist, playerXDist );
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decDir = m_fireHeading - headingToPlayer;
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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 = headingToPlayer - m_fireHeading;
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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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// check user is within 45 degrees either way
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if ( moveDist < 512 )
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{
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decDir = m_heading - headingToPlayer;
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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 = headingToPlayer - 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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else
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{
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withinRange = true;
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}
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m_heading += moveDist;
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m_heading = m_heading % ONE;
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if ( withinRange )
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{
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// can fire
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if ( m_timerTimer <= 0 && !m_animPlaying )
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{
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if ( m_animNo != ANIM_ANENOMELVL1_FIRE )
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{
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m_animPlaying = true;
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m_animNo = ANIM_ANENOMELVL1_FIRE;
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m_frame = 0;
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}
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else
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{
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CProjectile *projectile;
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projectile = new( "test projectile" ) CProjectile;
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projectile->init( Pos, m_heading );
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerTimer = GameState::getOneSecondInFrames();
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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m_sensorFunc = NPC_SENSOR_NONE;
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m_animPlaying = true;
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m_animNo = ANIM_ANENOMELVL1_BEND;
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m_frame = 0;
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}
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}
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}
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}
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}
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void CNpcEnemy::processCloseAnemone2Attack( int _frames )
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{
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int fireLoop;
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CProjectile *projectile;
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s16 heading;
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if ( m_animNo != ANIM_SPIKEYANENOME_BODY )
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{
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m_animPlaying = true;
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m_animNo = ANIM_SPIKEYANENOME_BODY;
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m_frame = 0;
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}
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else
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{
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CProjectile *projectile;
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s16 heading;
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// fire off attached spikes
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CThing *nextThing = Next;
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while ( nextThing )
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{
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CProjectile *projectile;
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projectile = (CProjectile *) nextThing;
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if ( projectile->getMovementType() == CProjectile::PROJECTILE_FIXED )
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{
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projectile->setMovementType( CProjectile::PROJECTILE_DUMBFIRE );
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projectile->setLifeTime( CProjectile::PROJECTILE_FINITE_LIFE );
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projectile->setState( CProjectile::PROJECTILE_ATTACK );
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}
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nextThing = nextThing->getNext();
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}
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// attach new spikes
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for ( fireLoop = 0 ; fireLoop < 5 ; fireLoop++ )
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{
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DVECTOR spikePos;
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heading = m_heading - 1024 + ( fireLoop * 512 );
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heading &= 4095;
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spikePos = Pos;
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spikePos.vx += ( 40 * rcos( heading ) ) >> 12;
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spikePos.vy += ( 40 * rsin( heading ) ) >> 12;
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projectile = new( "anemone lev2 projectile" ) CProjectile;
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projectile->init( spikePos, heading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE );
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addChild( projectile );
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}
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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m_timerTimer = GameState::getOneSecondInFrames();
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m_sensorFunc = NPC_SENSOR_NONE;
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}
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}
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void CNpcEnemy::processCloseAnemone3Attack( int _frames )
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{
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if ( m_animNo != ANIM_ANENOMELVL3_FIRE )
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{
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m_animPlaying = true;
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m_animNo = ANIM_ANENOMELVL3_FIRE;
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m_frame = 0;
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}
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else if ( !m_animPlaying )
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{
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CProjectile *projectile;
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u8 lifetime = 8;
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projectile = new( "test projectile" ) CProjectile;
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projectile->init( Pos,
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m_fireHeading,
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CProjectile::PROJECTILE_GAS_CLOUD,
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CProjectile::PROJECTILE_FINITE_LIFE,
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lifetime * GameState::getOneSecondInFrames() );
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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m_timerTimer = ( lifetime + 4 ) * GameState::getOneSecondInFrames();
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m_sensorFunc = NPC_SENSOR_NONE;
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m_animPlaying = true;
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m_animNo = ANIM_ANENOMELVL3_BEND;
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m_frame = 0;
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}
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} |