251 lines
4.4 KiB
C++
251 lines
4.4 KiB
C++
/*=========================================================================
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nclam.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 __ENEMY_NCLAM_H__
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#include "enemy\nclam.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 __UTILS_HEADER__
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#include "utils\utils.h"
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#endif
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#ifndef __ANIM_CLAM_HEADER__
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#include <ACTOR_CLAM_ANIM.h>
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#endif
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void CNpcClamEnemy::processEnemyCollision( CThing *thisThing )
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{
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// do nothing
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}
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bool CNpcClamEnemy::processSensor()
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{
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switch( m_sensorFunc )
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{
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case NPC_SENSOR_NONE:
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return( false );
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default:
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{
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if ( playerXDistSqr + playerYDistSqr < 10000 )
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{
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m_controlFunc = NPC_CONTROL_CLOSE;
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m_extendDir = EXTEND_UP;
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m_extension = 0;
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m_movementTimer = GameState::getOneSecondInFrames() >> 3;
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m_velocity = ( getRnd() % 6 ) + 1;
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return( true );
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}
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else
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{
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return( false );
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}
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}
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}
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}
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void CNpcJumpingClamEnemy::postInit()
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{
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CNpcClamEnemy::postInit();
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m_drawRotation = m_heading + 1024;
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}
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void CNpcJumpingClamEnemy::processClose( int _frames )
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{
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s32 velocity;
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if ( m_extendDir == EXTEND_UP )
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{
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m_movementTimer -= _frames;
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if ( m_movementTimer > 0 )
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{
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// extend
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velocity = m_velocity * _frames;
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m_extension += velocity;
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Pos.vx += ( velocity * rcos( m_heading ) ) >> 12;
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Pos.vy += ( velocity * rsin( m_heading ) ) >> 12;
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if ( !m_animPlaying )
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{
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m_animPlaying = true;
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m_animNo = ANIM_CLAM_SNAPUP;
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m_frame = 0;
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}
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}
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else
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{
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m_extendDir = EXTEND_DOWN;
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}
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}
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else if ( m_extendDir == EXTEND_DOWN )
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{
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// retract
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if ( m_extension > 0 )
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{
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velocity = -_frames;
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if ( m_extension < _frames )
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{
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velocity = m_extension - _frames;
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}
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m_extension += velocity;
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Pos.vx += ( velocity * rcos( m_heading ) ) >> 12;
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Pos.vy += ( velocity * rsin( m_heading ) ) >> 12;
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}
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else
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{
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if ( !m_animPlaying )
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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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}
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}
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void CNpcStaticClamEnemy::postInit()
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{
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CNpcClamEnemy::postInit();
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m_isStunned = false;
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m_isAnimating = false;
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}
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void CNpcStaticClamEnemy::processClose( int _frames )
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{
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if ( !m_isAnimating && !m_isStunned )
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{
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m_animPlaying = true;
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m_animNo = ANIM_CLAM_SIDESNAP;
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m_frame = 0;
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m_isAnimating = true;
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}
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else if ( !m_animPlaying )
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{
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_animNo = m_data[m_type].initAnim;
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m_frame = 0;
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m_isAnimating = false;
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}
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}
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void CNpcStaticClamEnemy::processShot()
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{
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if ( !m_isStunned )
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{
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switch( m_data[m_type].shotFunc )
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{
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case NPC_SHOT_NONE:
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{
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// do nothing
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break;
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}
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case NPC_SHOT_GENERIC:
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{
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m_isStunned = true;
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break;
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}
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}
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}
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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}
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void CNpcStaticClamEnemy::collidedWith( CThing *_thisThing )
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{
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if ( !m_isStunned )
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{
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CNpcClamEnemy::collidedWith( _thisThing );
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}
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}
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int CNpcStaticClamEnemy::checkCollisionAgainst( CThing *_thisThing, int _frames )
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{
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DVECTOR pos,thisThingPos;
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int radius;
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int collided;
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pos = getCollisionCentre();
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thisThingPos=_thisThing->getCollisionCentre();
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radius=getCollisionRadius()+_thisThing->getCollisionRadius();
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collided=false;
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if(abs(pos.vx-thisThingPos.vx)<radius&&
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abs(pos.vy-thisThingPos.vy)<radius)
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{
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CRECT thisRect,thatRect;
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thisRect=getCollisionArea();
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thatRect=_thisThing->getCollisionArea();
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if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
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((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
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{
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switch(_thisThing->getThingType())
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{
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case TYPE_PLAYER:
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{
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if ( m_isStunned && m_isActive )
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{
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CPlayer *player = (CPlayer *) _thisThing;
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s32 playerDeltaY = player->getPosDelta().vy;
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if ( thisThingPos.vy - playerDeltaY <= getNewYPos( _thisThing ) )
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{
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player->setPlatform( this );
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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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break;
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}
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collided=true;
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}
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}
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return collided;
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} |