129 lines
2.2 KiB
C++
129 lines
2.2 KiB
C++
/*=========================================================================
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nsstomp.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_NSSTOMP_H__
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#include "enemy\nsstomp.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_STOMPER_HEADER__
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#include <ACTOR_STOMPER_ANIM.h>
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#endif
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void CNpcSkullStomperEnemy::processEnemyCollision( CThing *thisThing )
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{
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// do nothing
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}
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void CNpcSkullStomperEnemy::postInit()
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{
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m_extendDir = EXTEND_DOWN;
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}
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bool CNpcSkullStomperEnemy::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 < 10000 && playerYDist >= 0 )
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{
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m_controlFunc = NPC_CONTROL_CLOSE;
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m_extendDir = EXTEND_DOWN;
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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 CNpcSkullStomperEnemy::processClose( int _frames )
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{
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s8 groundHeight;
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s8 yMovement;
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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_STOMPER_CRUSH;
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m_frame = 0;
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}
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if ( m_timerTimer > 0 )
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{
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// wait
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}
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else
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{
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if ( m_extendDir == EXTEND_DOWN )
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{
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yMovement = m_data[m_type].speed * _frames;
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groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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if ( groundHeight < yMovement )
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{
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// colliding with ground
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Pos.vy += groundHeight;
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// pause and change direction
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m_timerTimer = 3 * GameState::getOneSecondInFrames();
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m_extendDir = EXTEND_UP;
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}
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else
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{
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// drop down
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Pos.vy += yMovement;
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}
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}
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else
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{
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if ( m_base.vx - Pos.vx == 0 && m_base.vy - Pos.vy == 0 )
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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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m_npcPath.resetPath();
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}
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else
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{
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// return to original position
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processGenericGotoTarget( _frames, m_base.vx - Pos.vx, m_base.vy - Pos.vy, 1 );
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}
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}
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}
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} |