1648 lines
31 KiB
C++
1648 lines
31 KiB
C++
/*=========================================================================
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npc.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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#include "enemy\npc.h"
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#ifndef __LEVEL_LEVEL_H__
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#include "level\level.h"
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#endif
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#ifndef __FILE_EQUATES_H__
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#include <biglump.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 __ENEMY_NPCPATH_H__
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#include "enemy\npcpath.h"
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#endif
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#ifndef __UTILS_HEADER__
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#include "utils\utils.h"
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#endif
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#ifndef __GAME_CONVO_H__
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#include "game\convo.h"
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#endif
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#include "Gfx\actor.h"
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#ifndef __VID_HEADER_
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#include "system\vid.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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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Friend NPCs
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::init()
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{
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CNpcThing::init();
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Pos.vx = 100;
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Pos.vy = 100;
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m_extension = EXTEND_RIGHT;
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// temporary
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m_actorGfx=CActorPool::GetActor(ACTORS_CLAM_SBK);
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//m_animPlaying = true;
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m_animNo = 0;
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m_frame = 0;
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m_reversed = false;
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DVECTOR ofs = getCollisionSize();
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m_drawOffset.vx = 0;
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m_drawOffset.vy = -( ofs.vy >> 1 );
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setCollisionCentreOffset( 0, -( ofs.vy >> 1 ) );
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//m_spriteBank=new ("enemy sprites") SpriteBank();
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//m_spriteBank->load(UI_UIGFX_SPR);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::shutdown()
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{
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//m_spriteBank->dump(); delete m_spriteBank;
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CNpcThing::shutdown();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::think(int _frames)
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{
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CNpcThing::think(_frames);
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switch( m_data[m_type].movementFunc )
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{
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case NPC_FRIEND_MOVEMENT_GARY:
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processGaryMovement( _frames );
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break;
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case NPC_FRIEND_MOVEMENT_STATIC:
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default:
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break;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::render()
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{
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CNpcThing::render();
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// Render
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DVECTOR renderPos;
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DVECTOR offset = CLevel::getCameraPos();
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renderPos.vx = Pos.vx - offset.vx;
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renderPos.vy = Pos.vy - offset.vy;
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if ( renderPos.vx >= 0 && renderPos.vx <= VidGetScrW() )
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{
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if ( renderPos.vy >= 0 && renderPos.vy <= VidGetScrH() )
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{
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m_actorGfx->Render(renderPos,m_animNo,m_frame,m_reversed);
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::processEvent( GAME_EVENT evt, CThing *sourceThing )
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{
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switch( evt )
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{
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case USER_REQUEST_TALK_EVENT:
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{
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if ( m_data[this->m_type].canTalk )
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{
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DVECTOR sourcePos;
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s32 xDiffSqr, yDiffSqr;
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// check talk distance
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sourcePos = sourceThing->getPos();
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xDiffSqr = this->Pos.vx - sourcePos.vx;
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xDiffSqr *= xDiffSqr;
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yDiffSqr = this->Pos.vy - sourcePos.vy;
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yDiffSqr *= yDiffSqr;
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if ( xDiffSqr + yDiffSqr < 10000 )
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{
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if( !CConversation::isActive() )
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{
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CConversation::trigger( SCRIPTS_SPEECHTEST_DAT );
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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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default:
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// ignore
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break;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Enemy NPCs
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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s32 CNpcEnemy::playerXDist;
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s32 CNpcEnemy::playerYDist;
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s32 CNpcEnemy::playerXDistSqr;
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s32 CNpcEnemy::playerYDistSqr;
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEnemy::setTypeFromMapEdit( u16 newType )
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{
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m_type = mapEditConvertTable[newType - NPC_ENEMY_MAPEDIT_OFFSET];
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEnemy::addWaypoint( s32 xPos, s32 yPos )
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{
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DVECTOR newPos;
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newPos.vx = xPos << 4;
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newPos.vy = yPos << 4;
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m_npcPath.addWaypoint( newPos );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEnemy::setStartPos( s32 xPos, s32 yPos )
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{
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Pos.vx = xPos << 4;
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Pos.vy = yPos << 4;
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m_initPos = m_base = Pos;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Static function to initialise the actor pool with levels nasty folk
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void CNpcEnemy::CacheActor(int Type)
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{
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int m_type = mapEditConvertTable[Type - NPC_ENEMY_MAPEDIT_OFFSET];
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CActorPool::GetActor(m_data[m_type].skelType);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEnemy::init()
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{
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CEnemyThing::init();
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m_actorGfx=CActorPool::GetActor(m_data[m_type].skelType);
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m_animPlaying = true;
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m_animNo = m_data[m_type].initAnim;
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m_frame = 0;
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m_heading = m_fireHeading = 0;
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m_movementTimer = 0;
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m_timerTimer = 0;
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m_velocity = 0;
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m_extension = 0;
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m_rotation = 0;
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m_reversed = false;
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m_salvoCount = 0;
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m_isActive = true;
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m_health = m_data[this->m_type].initHealth;
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m_extendDir = EXTEND_RIGHT;
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m_timerFunc = m_data[this->m_type].timerFunc;
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m_sensorFunc = m_data[this->m_type].sensorFunc;
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_npcPath.initPath();
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DVECTOR ofs = getCollisionSize();
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m_drawOffset.vx = 0;
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m_drawOffset.vy = 0;
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setCollisionCentreOffset( 0, -( ofs.vy >> 1 ) );
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m_positionHistory = NULL;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEnemy::postInit()
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{
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switch ( m_data[this->m_type].initFunc )
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{
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case NPC_INIT_DEFAULT:
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{
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m_npcPath.setPathType( CNpcPath::PONG_PATH );
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break;
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}
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case NPC_INIT_BALL_BLOB:
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{
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m_heading = m_fireHeading = 128;
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m_npcPath.setPathType( CNpcPath::PONG_PATH );
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break;
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}
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case NPC_INIT_HERMIT_CRAB:
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{
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m_npcPath.setPathType( CNpcPath::PONG_PATH );
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m_state = HERMIT_CRAB_NO_ATTACK;
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break;
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}
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case NPC_INIT_GHOST_PIRATE:
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m_heading = m_fireHeading = 3072;
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break;
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case NPC_INIT_SKULL_STOMPER:
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{
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m_extendDir = EXTEND_DOWN;
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break;
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}
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case NPC_INIT_MOTHER_JELLYFISH:
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{
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m_state = MOTHER_JELLYFISH_RETURN_TO_START_1;
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break;
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}
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case NPC_INIT_FLYING_DUTCHMAN:
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{
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m_state = FLYING_DUTCHMAN_ATTACK_PLAYER_1;
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m_extendDir = EXTEND_UP;
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s32 minX, maxX;
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m_npcPath.getPathXExtents( &minX, &maxX );
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m_extension = minX;
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break;
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}
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case NPC_INIT_SUB_SHARK:
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{
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m_state = SUB_SHARK_MINE_1;
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m_extendDir = EXTEND_RIGHT;
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break;
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}
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case NPC_INIT_IRON_DOGFISH:
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{
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m_state = IRON_DOGFISH_THUMP_1;
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m_extendDir = EXTEND_RIGHT;
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break;
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}
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case NPC_INIT_FISH_HOOK:
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{
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m_heading = m_fireHeading = 3072;
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DVECTOR newPos;
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newPos.vx = 100;
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newPos.vy = -100;
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m_npcPath.addWaypoint( newPos );
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m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
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break;
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}
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case NPC_INIT_PENDULUM:
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{
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m_extendDir = EXTEND_LEFT;
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m_extension = 0;
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m_heading = 1024;
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break;
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}
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case NPC_INIT_FIREBALL:
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{
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DVECTOR newPos;
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newPos.vx = 300;
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newPos.vy = 100;
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m_npcPath.addWaypoint( newPos );
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m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
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m_extension = 0;
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m_velocity = m_data[m_type].speed;
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m_timerTimer = GameState::getOneSecondInFrames() * 4;
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break;
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}
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case NPC_INIT_RETURNING_HAZARD:
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{
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m_npcPath.setPathType( CNpcPath::SINGLE_USE_PATH );
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break;
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}
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case NPC_INIT_FISH_FOLK:
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{
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m_heading = m_fireHeading = 0;
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DVECTOR newPos;
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newPos.vx = 200;
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newPos.vy = 400;
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m_npcPath.addWaypoint( newPos );
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newPos.vx = 500;
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newPos.vy = 400;
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m_npcPath.addWaypoint( newPos );
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m_npcPath.setPathType( CNpcPath::PONG_PATH );
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break;
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}
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case NPC_INIT_FLAMING_SKULL:
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{
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m_state = FLAMING_SKULL_ATTACK;
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break;
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}
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case NPC_INIT_EYEBALL:
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{
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CProjectile *projectile;
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projectile = new ( "eyeball projectile" ) CProjectile;
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projectile->init( Pos, m_fireHeading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE );
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addChild( projectile );
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break;
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}
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case NPC_INIT_ANEMONE_2:
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{
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CProjectile *projectile;
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s16 heading;
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for ( int 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 += ( 10 * rcos( heading ) ) >> 12;
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spikePos.vy += ( 10 * 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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break;
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}
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case NPC_INIT_CIRCULAR_PLATFORM:
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{
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Pos.vx = 300;
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Pos.vy = 300;
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m_base = Pos;
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m_extendDir = EXTEND_CLOCKWISE;
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m_extension = 100;
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break;
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}
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case NPC_INIT_PARASITIC_WORM:
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{
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DVECTOR newPos;
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newPos.vx = 100;
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//newPos.vy = 10;
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newPos.vy = 100;
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m_npcPath.addWaypoint( newPos );
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newPos.vx = 500;
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//newPos.vy = 10;
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newPos.vy = 100;
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m_npcPath.addWaypoint( newPos );
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newPos.vx = 500;
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//newPos.vy = 100;
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newPos.vy = 300;
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m_npcPath.addWaypoint( newPos );
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newPos.vx = 100;
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//newPos.vy = 100;
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newPos.vy = 300;
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m_npcPath.addWaypoint( newPos );
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m_npcPath.setPathType( CNpcPath::PONG_PATH );
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// create head of list
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CNpcPositionHistory *newPosition;
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newPosition = new ("position history") CNpcPositionHistory;
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newPosition->pos = Pos;
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m_positionHistory = newPosition;
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CNpcPositionHistory *currentPosition = m_positionHistory;
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// create rest of list
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for ( int histLength = 1 ; histLength < ( 10 * NPC_PARASITIC_WORM_SPACING ) ; histLength++ )
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{
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newPosition = new ("position history") CNpcPositionHistory;
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newPosition->pos = Pos;
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newPosition->next = NULL;
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currentPosition->next = newPosition;
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currentPosition = newPosition;
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}
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for ( int segCount = 0 ; segCount < 10 ; segCount++ )
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{
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CNpcEnemy *segment;
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segment = new ("segment") CNpcEnemy;
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segment->setType( CNpcEnemy::NPC_PARASITIC_WORM_SEGMENT );
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segment->init();
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segment->setLayerCollision( m_layerCollision );
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this->addChild( segment );
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}
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break;
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}
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case NPC_INIT_PARASITIC_WORM_SEGMENT:
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{
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break;
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}
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default:
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break;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEnemy::reinit()
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{
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m_animPlaying = true;
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m_animNo = m_data[m_type].initAnim;
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m_frame = 0;
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m_heading = m_fireHeading = 0;
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m_movementTimer = 0;
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m_timerTimer = 0;
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m_velocity = 0;
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m_extension = 0;
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m_rotation = 0;
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m_reversed = false;
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m_salvoCount = 0;
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m_isActive = true;
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m_health = m_data[this->m_type].initHealth;
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m_extendDir = EXTEND_RIGHT;
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m_timerFunc = m_data[this->m_type].timerFunc;
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m_sensorFunc = m_data[this->m_type].sensorFunc;
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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Pos = m_initPos;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEnemy::shutdown()
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{
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// remove waypoints
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m_npcPath.removeAllWaypoints();
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// remove position history
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CNpcPositionHistory *currentPosition;
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CNpcPositionHistory *oldPosition;
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currentPosition = m_positionHistory;
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while( currentPosition )
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{
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oldPosition = currentPosition;
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currentPosition = currentPosition->next;
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delete oldPosition;
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}
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m_positionHistory = NULL;
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CEnemyThing::shutdown();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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|
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void CNpcEnemy::think(int _frames)
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{
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CEnemyThing::think(_frames);
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|
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if ( m_isActive )
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{
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processGenericGetUserDist( _frames, &playerXDist, &playerYDist );
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playerXDistSqr = playerXDist * playerXDist;
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playerYDistSqr = playerYDist * playerYDist;
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if ( m_animPlaying )
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{
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s32 frameCount = m_actorGfx->getFrameCount(m_animNo);
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s32 frameShift = ( _frames << 8 ) >> 1;
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if ( ( frameCount << 8 ) - m_frame > frameShift ) //( _frames >> 1 ) )
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{
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|
//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 )
|
|
{
|
|
switch(_thisThing->getThingType())
|
|
{
|
|
case TYPE_PLAYER:
|
|
{
|
|
if ( m_controlFunc != NPC_CONTROL_COLLISION )
|
|
{
|
|
// only detect collision if one isn't already happening
|
|
|
|
switch( m_data[m_type].detectCollision && m_isActive )
|
|
{
|
|
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 )
|
|
{
|
|
// only detect collision if in attack mode
|
|
|
|
m_oldControlFunc = m_controlFunc;
|
|
m_controlFunc = NPC_CONTROL_COLLISION;
|
|
}
|
|
|
|
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:
|
|
{
|
|
if ( playerXDistSqr + playerYDistSqr < 40000 )
|
|
{
|
|
m_controlFunc = NPC_CONTROL_CLOSE;
|
|
|
|
return( true );
|
|
}
|
|
else
|
|
{
|
|
return( false );
|
|
}
|
|
}
|
|
|
|
case NPC_SENSOR_SKULL_STOMPER_USER_CLOSE:
|
|
{
|
|
if ( playerXDistSqr + playerYDistSqr < 40000 )
|
|
{
|
|
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_data[this->m_type].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_SHARK_MAN:
|
|
{
|
|
processSharkManMovement( _frames, &moveX, &moveY );
|
|
|
|
break;
|
|
}
|
|
|
|
case NPC_MOVEMENT_BALL_BLOB:
|
|
{
|
|
processBallBlobMovement( _frames, &moveX, &moveY );
|
|
|
|
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;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
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 )
|
|
{
|
|
this->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;
|
|
|
|
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_data[m_type].canBeNetted );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::caughtWithNet()
|
|
{
|
|
if ( m_isActive )
|
|
{
|
|
m_isActive = false;
|
|
|
|
m_timerFunc = NPC_TIMER_RESPAWN;
|
|
m_timerTimer = 4 * GameState::getOneSecondInFrames();
|
|
}
|
|
}
|