SBSPSS/source/enemy/npc.h
Charles 035d72263d
2001-07-27 13:31:52 +00:00

331 lines
8.1 KiB
C++

/*=========================================================================
npc.h
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#ifndef __ENEMY_NPC_H__
#define __ENEMY_NPC_H__
//#include <dstructs.h>
#ifndef __THING_THING_H__
#include "thing/thing.h"
#endif
//#include "Gfx/Skel.h"
#ifndef __ENEMY_NPCPATH_H__
#include "enemy\npcpath.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __GFX_SPRBANK_H__
#include "gfx\sprbank.h"
#endif
/*****************************************************************************/
class CNpcEnemy : public CEnemyThing
{
public:
enum NPC_UNIT_TYPE
{
NPC_DUST_DEVIL = 0,
NPC_SMALL_JELLYFISH_1 = 1,
NPC_SMALL_JELLYFISH_2,
NPC_ANEMONE_1,
NPC_ANEMONE_2,
NPC_ANEMONE_3,
NPC_SKELETAL_FISH,
NPC_CLAM_JUMP,
NPC_CLAM_STATIC,
NPC_SQUID_DART,
NPC_FISH_FOLK,
NPC_PRICKLY_BUG,
NPC_SEA_SNAKE,
NPC_PUFFA_FISH,
NPC_ANGLER_FISH,
NPC_HERMIT_CRAB,
NPC_BOOGER_MONSTER,
NPC_SPIDER_CRAB,
NPC_SPIDER_CRAB_SPAWNER,
NPC_EYEBALL,
NPC_BABY_OCTOPUS,
NPC_ZOMBIE_FISH_FOLK,
NPC_GHOST,
NPC_FLAMING_SKULL,
NPC_SHARK_MAN,
NPC_SKULL_STOMPER,
NPC_MOTHER_JELLYFISH,
NPC_SUB_SHARK,
NPC_PARASITIC_WORM,
NPC_FLYING_DUTCHMAN,
NPC_IRON_DOGFISH,
NPC_BALL_BLOB,
NPC_SHELL,
NPC_PROJECTILE_JELLYFISH,
NPC_SMALL_JELLYFISH_BACKGROUND,
NPC_SMALL_JELLYFISH_2_BACKGROUND,
NPC_BUTTERFLY_BACKGROUND,
NPC_UNIT_TYPE_MAX,
};
enum
{ // For Dynamic ThingCache
MAX_SUBTYPE =NPC_UNIT_TYPE_MAX,
};
void init();
virtual void postInit();
virtual void shutdown();
virtual u8 canCollideWithEnemy() {return( true );}
virtual void think(int _frames);
virtual void render();
virtual void processEvent( GAME_EVENT evt, CThing *sourceThing );
void setType( NPC_UNIT_TYPE newType ) {m_type = newType; setThingSubType(newType);}
NPC_UNIT_TYPE getType() {return( m_type );}
static NPC_UNIT_TYPE getTypeFromMapEdit( u16 newType );
void setHeading( s32 newHeading ) {m_heading = newHeading;}
virtual void setHeading( s32 xPos, s32 yPos, s32 xOrig, s32 yOrig );
void setWaypointPtr( u16 *newPtr ) {m_npcPath.setWaypointPtr( newPtr );}
void setWaypointCount( u8 newCount ) {m_npcPath.setWaypointCount( newCount );}
void setPathType( u8 newType ) {m_npcPath.setPathType( newType );}
void setStartPos( s32 xPos, s32 yPos );
void setStartPosHighRes( s32 xPos, s32 yPos );
virtual u8 hasBeenAttacked();
virtual void hasBeenSteamed( DVECTOR &steamPos ) {hasBeenAttacked();}
virtual u8 canBeCaughtByNet();
virtual void caughtWithNet();
virtual int getFrameCount();
virtual int getFrame() {return( m_frame );}
void setSpeed( s16 newSpeed );
virtual u32 getRGB() {return( m_RGB );}
virtual void leftThinkZone(int _frames);
static CNpcEnemy *Create(int enemyType);
static CNpcEnemy *Create(sThingActor *ThisActor);
virtual void setupWaypoints( sThingActor *ThisActor );
virtual int canCollide();
virtual CRECT const *getThinkBBox() {return &m_thinkArea;}
void setThinkArea();
bool canBeSuckedUp();
bool suckUp( DVECTOR *suckPos, int _frames );
int getHealth() {return(m_health);}
bool alwaysThink() {return(m_isDying);} // makes sure enemy drops off screen and is killed normally
protected:
// NPC data structure definitions //
enum NPC_CONTROL_FUNC
{
NPC_CONTROL_NONE,
NPC_CONTROL_MOVEMENT,
NPC_CONTROL_SHOT,
NPC_CONTROL_CLOSE,
NPC_CONTROL_COLLISION,
};
enum NPC_SENSOR_FUNC
{
NPC_SENSOR_NONE = 0,
NPC_SENSOR_USER_CLOSE = 1,
NPC_SENSOR_GENERIC_USER_CLOSE,
NPC_SENSOR_GENERIC_USER_VISIBLE,
};
enum NPC_CLOSE_FUNC
{
NPC_CLOSE_NONE = 0,
NPC_CLOSE_GENERIC_USER_SEEK = 1,
};
enum NPC_MOVEMENT_FUNC
{
NPC_MOVEMENT_STATIC = 0,
NPC_MOVEMENT_FIXED_PATH = 1,
NPC_MOVEMENT_FIXED_PATH_WALK,
NPC_MOVEMENT_STATIC_CYCLE_ANIM,
};
enum NPC_TIMER_FUNC
{
NPC_TIMER_NONE = 0,
NPC_TIMER_EVADE_DONE = 1,
NPC_TIMER_ATTACK_DONE,
NPC_TIMER_RESPAWN,
};
enum NPC_SHOT_FUNC
{
NPC_SHOT_NONE = 0,
NPC_SHOT_GENERIC = 1,
};
enum NPC_GENERIC_HIT_STATE
{
NPC_GENERIC_HIT_CHECK_HEALTH = 100,
NPC_GENERIC_HIT_RECOIL = 101,
NPC_GENERIC_HIT_DEATH_START,
NPC_GENERIC_HIT_DEATH_END,
};
enum NPC_CORAL_BLOWER_STATE
{
NPC_CORAL_BLOWER_SUCK = 200,
NPC_CORAL_BLOWER_RETURN = 201,
};
enum
{
EXTEND_UP = true,
EXTEND_DOWN = false,
EXTEND_RIGHT = true,
EXTEND_LEFT = false,
EXTEND_CLOCKWISE = true,
EXTEND_ANTICLOCKWISE = false,
NPC_ENEMY_MAPEDIT_OFFSET = 10,
};
enum DETECT_TYPE
{
DETECT_NO_COLLISION = 0,
DETECT_ALL_COLLISION = 1,
DETECT_ATTACK_COLLISION_GENERIC,
};
typedef struct NPC_DATA_TYPE
{
int skelType;
// FileEquate animData;
u16 initAnim;
NPC_SENSOR_FUNC sensorFunc;
NPC_MOVEMENT_FUNC movementFunc;
NPC_CLOSE_FUNC closeFunc;
NPC_TIMER_FUNC timerFunc;
u8 canTalk;
u8 speed;
u16 turnSpeed;
DETECT_TYPE detectCollision;
DAMAGE_TYPE damageToUserType;
u16 initHealth;
u16 moveAnim;
NPC_SHOT_FUNC shotFunc;
u16 dieAnim;
u16 recoilAnim;
u8 canBeNetted;
u8 respawning;
u8 canBeSuckedUp;
u8 canCollideWithEnemy;
CSoundMediator::SFXID deathSfx;
CSoundMediator::SFXID moveSfx;
u8 playDeathAnim;
}
NPC_DATA;
static NPC_UNIT_TYPE mapEditConvertTable[NPC_UNIT_TYPE_MAX];
// functions
virtual bool processSensor();
virtual void processMovement( int _frames );
virtual void processMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange );
virtual void processShot( int _frames );
virtual void processShotRecoil( int _frames );
virtual void processShotDeathStart( int _frames );
virtual void processShotDeathEnd( int _frames );
virtual void processClose( int _frames );
virtual void processCollision();
virtual void processAttackCollision();
virtual void processGraphicFlipping();
virtual void processAnimFrames( int _frames );
virtual void processTimer( int _frames );
bool isCollisionWithGround();
virtual void addHealthMeter() {}
void processGenericGotoTarget( int _frames, s32 xDist, s32 yDist, s32 speed );
void processGenericGetUserDist( int _frames, s32 *distX, s32 *distY );
u8 processGenericFixedPathMove( int _frames, s32 *moveX, s32 *moveY, s32 *moveVel, s32 *moveDist );
void processGenericFixedPathWalk( int _frames, s32 *moveX, s32 *moveY );
bool processGroundCollisionReverse( s32 *moveX, s32 *moveY );
virtual void processEnemyCollision( CThing *thisThing );
virtual void processUserCollision( CThing *thisThing );
virtual s32 getFrameShift( int _frames );
void reinit();
void processCoralBlower( int _frames );
bool processCoralBlowerMovement( int _frames, s32 xDist, s32 yDist, u8 destroyAtTarget );
void drawAttackEffect();
// data
static NPC_DATA m_data[NPC_UNIT_TYPE_MAX];
static s32 playerXDist;
static s32 playerYDist;
static s32 playerXDistSqr;
static s32 playerYDistSqr;
// internal variables
NPC_UNIT_TYPE m_type;
NPC_CONTROL_FUNC m_controlFunc;
NPC_CONTROL_FUNC m_oldControlFunc;
NPC_TIMER_FUNC m_timerFunc;
NPC_SENSOR_FUNC m_sensorFunc;
NPC_MOVEMENT_FUNC m_movementFunc;
CNpcPath m_npcPath;
s32 m_heading;
s32 m_velocity;
s32 m_movementTimer;
s32 m_timerTimer;
s32 m_extension;
bool m_extendDir;
DVECTOR m_base;
DVECTOR m_initPos;
u8 m_state;
u8 m_oldState;
bool m_animPlaying;
bool m_reversed;
s32 m_health;
bool m_isActive;
u8 m_isCaught;
u8 m_isBlowerOn;
DVECTOR m_caughtPos;
s16 m_speed;
u8 m_isDying;
u32 m_RGB;
int m_soundId;
CRECT m_thinkArea;
s32 m_frame;
int m_animNo;
CActorGfx *m_actorGfx;
POLY_FT4 *SprFrame;
virtual void collidedWith(CThing *_thisThing);
s16 m_drawRotation;
};
/*****************************************************************************/
#endif