1430 lines
27 KiB
C++
1430 lines
27 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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#ifndef __ENEMY_NSJFISH_H__
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#include "enemy\nsjfish.h"
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#endif
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#ifndef __ENEMY_NHCRAB_H__
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#include "enemy\nhcrab.h"
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#endif
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#ifndef __ENEMY_NSCRAB_H__
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#include "enemy\nscrab.h"
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#endif
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#ifndef __ENEMY_NGEN_H__
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#include "enemy\ngen.h"
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#endif
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#ifndef __ENEMY_NANEMONE_H__
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#include "enemy\nanemone.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 __ENEMY_NOCTO_H__
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#include "enemy\nocto.h"
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#endif
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#ifndef __ENEMY_NFFOLK_H__
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#include "enemy\nffolk.h"
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#endif
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#ifndef __ENEMY_NBBLOB_H__
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#include "enemy\nbblob.h"
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#endif
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#ifndef __ENEMY_NGPIRATE_H__
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#include "enemy\ngpirate.h"
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#endif
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#ifndef __ENEMY_NPUFFA_H__
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#include "enemy\npuffa.h"
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#endif
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#ifndef __ENEMY_NSHRKMAN_H__
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#include "enemy\nshrkman.h"
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#endif
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#ifndef __ENEMY_NSKLFISH_H__
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#include "enemy\nsklfish.h"
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#endif
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#ifndef __ENEMY_NEYEBALL_H__
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#include "enemy\neyeball.h"
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#endif
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#ifndef __ENEMY_NFSKULL_H__
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#include "enemy\nfskull.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 __ENEMY_NBOOGER_H__
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#include "enemy\nbooger.h"
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#endif
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#ifndef __ENEMY_NMJFISH_H__
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#include "enemy\nmjfish.h"
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#endif
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#ifndef __ENEMY_NSSHARK_H__
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#include "enemy\nsshark.h"
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#endif
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#ifndef __ENEMY_NWORM_H__
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#include "enemy\nworm.h"
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#endif
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#ifndef __ENEMY_NFDUTCH_H__
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#include "enemy\nfdutch.h"
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#endif
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#ifndef __ENEMY_NDOGFISH_H__
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#include "enemy\ndogfish.h"
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#endif
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#ifndef __ENEMY_NDUSTDEV_H__
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#include "enemy\ndustdev.h"
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#endif
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#ifndef __ENEMY_NSDART_H__
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#include "enemy\nsdart.h"
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#endif
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#ifndef __ENEMY_NPBUG_H__
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#include "enemy\npbug.h"
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#endif
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#ifndef __ENEMY_NSSNAKE_H__
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#include "enemy\nssnake.h"
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#endif
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#ifndef __ENEMY_NANGLER_H__
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#include "enemy\nangler.h"
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#endif
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#ifndef __ENEMY_NMINE_H__
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#include "enemy\nmine.h"
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#endif
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#ifndef __ENEMY_NSTRFISH_H__
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#include "enemy\nstrfish.h"
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#endif
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#ifndef __ENEMY_NGHOST_H__
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#include "enemy\nghost.h"
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#endif
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#ifndef __ENEMY_NOILBLOB_H__
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#include "enemy\noilblob.h"
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#endif
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#ifndef __ENEMY_NSHELL_H__
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#include "enemy\nshell.h"
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#endif
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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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CNpcEnemy::NPC_UNIT_TYPE CNpcEnemy::getTypeFromMapEdit( u16 newType )
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{
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return( mapEditConvertTable[newType - NPC_ENEMY_MAPEDIT_OFFSET] );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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CNpcEnemy *CNpcEnemy::Create(sThingActor *ThisActor)
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{
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CNpcEnemy *enemy;
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NPC_UNIT_TYPE enemyType = CNpcEnemy::getTypeFromMapEdit( ThisActor->Type );
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switch( enemyType )
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{
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case CNpcEnemy::NPC_SMALL_JELLYFISH_1:
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case CNpcEnemy::NPC_SMALL_JELLYFISH_2:
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{
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printf("JFish\n");
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enemy = new ("small jellyfish") CNpcSmallJellyfishEnemy;
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break;
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}
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case CNpcEnemy::NPC_HERMIT_CRAB:
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{
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printf("NPC_HERMIT_CRAB\n");
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enemy = new ("hermit crab") CNpcHermitCrabEnemy;
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break;
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}
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case CNpcEnemy::NPC_SPIDER_CRAB:
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{
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printf("NPC_SPIDER_CRAB\n");
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enemy = new ("spider crab") CNpcSpiderCrabEnemy;
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break;
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}
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case CNpcEnemy::NPC_SPIDER_CRAB_SPAWNER:
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{
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printf("NPC_SPIDER_CRAB_SPAWNER\n");
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enemy = new ("spider crab spawner") CNpcEnemyGenerator;
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break;
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}
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case CNpcEnemy::NPC_ANEMONE_1:
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{
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printf("NPC_ANEMONE_1\n");
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enemy = new ("anemone 1") CNpcAnemone1Enemy;
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break;
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}
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case CNpcEnemy::NPC_ANEMONE_2:
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{
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printf("NPC_ANEMONE_2\n");
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enemy = new ("anemone 2") CNpcAnemone2Enemy;
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break;
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}
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case CNpcEnemy::NPC_ANEMONE_3:
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{
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printf("NPC_ANEMONE_3\n");
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enemy = new ("anemone 3") CNpcAnemone3Enemy;
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break;
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}
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case CNpcEnemy::NPC_CLAM_JUMP:
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{
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printf("NPC_CLAM_JUMP\n");
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enemy = new ("jumping clam") CNpcJumpingClamEnemy;
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break;
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}
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case CNpcEnemy::NPC_CLAM_STATIC:
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{
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printf("NPC_CLAM_STATIC\n");
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enemy = new ("static clam") CNpcStaticClamEnemy;
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break;
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}
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case CNpcEnemy::NPC_BABY_OCTOPUS:
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{
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printf("NPC_BABY_OCTOPUS\n");
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enemy = new ("baby octopus") CNpcBabyOctopusEnemy;
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break;
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}
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case CNpcEnemy::NPC_FISH_FOLK:
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case CNpcEnemy::NPC_ZOMBIE_FISH_FOLK:
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{
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printf("NPC_FISH_FOLK\n");
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enemy = new ("fish folk") CNpcFishFolk;
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break;
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}
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case CNpcEnemy::NPC_BALL_BLOB:
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{
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printf("NPC_BALL_BLOB\n");
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enemy = new ("ball blob") CNpcBallBlobEnemy;
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break;
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}
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case CNpcEnemy::NPC_GHOST_PIRATE:
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{
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printf("NPC_GHOST_PIRATE\n");
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enemy = new ("ghost pirate") CNpcGhostPirateEnemy;
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break;
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}
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case CNpcEnemy::NPC_PUFFA_FISH:
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{
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printf("NPC_PUFFA_FISH\n");
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enemy = new ("puffa fish") CNpcPuffaFishEnemy;
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break;
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}
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case CNpcEnemy::NPC_SHARK_MAN:
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{
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printf("NPC_SHARK_MAN\n");
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enemy = new ("shark man") CNpcSharkManEnemy;
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break;
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}
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case CNpcEnemy::NPC_SKELETAL_FISH:
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{
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printf("NPC_SKELETAL_FISH\n");
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enemy = new ("skeletal fish") CNpcSkeletalFishEnemy;
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break;
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}
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case CNpcEnemy::NPC_EYEBALL:
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{
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printf("NPC_EYEBALL\n");
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enemy = new ("eyeball") CNpcEyeballEnemy;
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break;
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}
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case CNpcEnemy::NPC_FLAMING_SKULL:
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{
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printf("NPC_FLAMING_SKULL\n");
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enemy = new ("flaming skull") CNpcFlamingSkullEnemy;
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break;
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}
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case CNpcEnemy::NPC_SKULL_STOMPER:
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{
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printf("NPC_SKULL_STOMPER\n");
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enemy = new ("skull stomper") CNpcSkullStomperEnemy;
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break;
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}
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case CNpcEnemy::NPC_BOOGER_MONSTER:
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{
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printf("NPC_BOOGER_MONSTER\n");
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enemy = new ("booger monster") CNpcBoogerMonsterEnemy;
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break;
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}
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case CNpcEnemy::NPC_MOTHER_JELLYFISH:
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{
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printf("NPC_MOTHER_JELLYFISH\n");
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enemy = new ("mother jellyfish") CNpcMotherJellyfishEnemy;
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break;
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}
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case CNpcEnemy::NPC_SUB_SHARK:
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{
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printf("NPC_SUB_SHARK\n");
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enemy = new ("sub shark") CNpcSubSharkEnemy;
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break;
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}
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case CNpcEnemy::NPC_PARASITIC_WORM:
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{
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printf("NPC_PARASITIC_WORM\n");
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enemy = new ("parasitic worm") CNpcParasiticWormEnemy;
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break;
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}
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case CNpcEnemy::NPC_FLYING_DUTCHMAN:
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{
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printf("NPC_FLYING_DUTCHMAN\n");
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enemy = new ("flying dutchman") CNpcFlyingDutchmanEnemy;
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break;
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}
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case CNpcEnemy::NPC_IRON_DOGFISH:
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{
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printf("NPC_IRON_DOGFISH\n");
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enemy = new ("iron dogfish") CNpcIronDogfishEnemy;
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break;
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}
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/*case CNpcEnemy::NPC_FALLING_ITEM:
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{
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printf("NPC_FALLING_ITEM\n");
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enemy = new ("falling item") CNpcFallingItemHazard;
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break;
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}*/
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/*case CNpcEnemy::NPC_FISH_HOOK:
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{
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printf("NPC_FISH_HOOK\n");
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enemy = new ("fish hook") CNpcFishHookHazard;
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break;
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}*/
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/*case CNpcEnemy::NPC_PENDULUM:
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{
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printf("NPC_PENDULUM\n");
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enemy = new ("pendulum") CNpcPendulumHazard;
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break;
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}*/
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/*case CNpcEnemy::NPC_FIREBALL:
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{
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printf("NPC_FIREBALL\n");
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enemy = new ("fireball") CNpcFireballHazard;
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break;
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}*/
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/*case CNpcEnemy::NPC_SAW_BLADE:
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{
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printf("NPC_SAW_BLADE\n");
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enemy = new ("saw blade") CNpcReturningHazard;
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break;
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}*/
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case CNpcEnemy::NPC_DUST_DEVIL:
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{
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printf("NPC_DUST_DEVIL\n");
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enemy = new ("dust devil") CNpcDustDevilEnemy;
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break;
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}
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case CNpcEnemy::NPC_SQUID_DART:
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{
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enemy = new ("squid dart") CNpcSquidDartEnemy;
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break;
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}
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case CNpcEnemy::NPC_PRICKLY_BUG:
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{
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enemy = new ("prickly bug") CNpcPricklyBugEnemy;
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break;
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}
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case CNpcEnemy::NPC_SEA_SNAKE:
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{
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enemy = new ("sea snake") CNpcSeaSnakeEnemy;
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break;
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}
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case CNpcEnemy::NPC_ANGLER_FISH:
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{
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enemy = new ("angler fish") CNpcAnglerFish;
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break;
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}
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case CNpcEnemy::NPC_MINE:
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{
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enemy = new ("mine") CNpcMineEnemy;
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break;
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}
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case CNpcEnemy::NPC_NINJA_STARFISH:
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{
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enemy = new ("ninja starfish") CNpcNinjaStarfishEnemy;
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break;
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}
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case CNpcEnemy::NPC_GHOST:
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{
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enemy = new ("ghost") CNpcGhostEnemy;
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break;
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}
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case CNpcEnemy::NPC_OIL_BLOB:
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{
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enemy = new ("oil blob") CNpcOilBlobEnemy;
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break;
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}
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case CNpcEnemy::NPC_SHELL:
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{
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enemy = new ("shell") CNpcShellEnemy;
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break;
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}
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default:
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{
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printf("UNKNOWN %i\n",enemyType);
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enemy = new ("npc enemy") CNpcEnemy;
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ASSERT(0);
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break;
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}
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}
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ASSERT(enemy);
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enemy->setType( enemyType );
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enemy->init();
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return(enemy);
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcEnemy::setupWaypoints( sThingActor *ThisActor )
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{
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u16 *PntList=(u16*)MakePtr(ThisActor,sizeof(sThingActor));
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u16 newXPos, newYPos;
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newXPos = (u16) *PntList;
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PntList++;
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newYPos = (u16) *PntList;
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PntList++;
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setStartPos( newXPos, newYPos );
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addWaypoint( newXPos, newYPos );
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if ( ThisActor->PointCount > 1 )
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{
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for (int pointNum = 1 ; pointNum < ThisActor->PointCount ; pointNum++ )
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{
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newXPos = (u16) *PntList;
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PntList++;
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newYPos = (u16) *PntList;
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PntList++;
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addWaypoint( newXPos, newYPos );
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if ( pointNum == 1 )
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{
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setHeading( newXPos, newYPos );
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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::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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void CNpcEnemy::setHeading( s32 xPos, s32 yPos )
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{
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m_heading = ratan2( ( yPos << 4 ) - Pos.vy, ( xPos << 4 ) - Pos.vx );
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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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if (m_data[m_type].skelType)
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{
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m_actorGfx=CActorPool::GetActor((FileEquate)m_data[m_type].skelType);
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m_spriteBank=0;
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}
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else
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|
{
|
|
m_actorGfx=0;
|
|
m_spriteBank=new ("enemy sprites") SpriteBank();
|
|
m_spriteBank->load(SPRITES_SPRITES_SPR);
|
|
}
|
|
|
|
m_animPlaying = true;
|
|
m_animNo = m_data[m_type].initAnim;
|
|
m_frame = 0;
|
|
|
|
m_heading = m_fireHeading = 0;
|
|
m_movementTimer = 0;
|
|
m_timerTimer = 0;
|
|
m_collisionTimer = 0;
|
|
m_velocity = 0;
|
|
m_extension = 0;
|
|
m_rotation = 0;
|
|
m_reversed = false;
|
|
m_salvoCount = 0;
|
|
m_isActive = true;
|
|
|
|
m_health = m_data[this->m_type].initHealth;
|
|
|
|
m_extendDir = EXTEND_RIGHT;
|
|
|
|
m_timerFunc = m_data[this->m_type].timerFunc;
|
|
m_sensorFunc = m_data[this->m_type].sensorFunc;
|
|
m_movementFunc = m_data[this->m_type].movementFunc;
|
|
|
|
m_controlFunc = NPC_CONTROL_MOVEMENT;
|
|
|
|
m_npcPath.initPath();
|
|
|
|
DVECTOR ofs = getCollisionSize();
|
|
|
|
m_drawOffset.vx = 0;
|
|
m_drawOffset.vy = -( ofs.vy >> 1 );
|
|
|
|
m_positionHistory = NULL;
|
|
|
|
m_isShuttingDown = false;
|
|
m_drawRotation = 0;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::postInit()
|
|
{
|
|
m_npcPath.setPathType( CNpcPath::PONG_PATH );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::reinit()
|
|
{
|
|
m_animPlaying = true;
|
|
m_animNo = m_data[m_type].initAnim;
|
|
m_frame = 0;
|
|
|
|
m_heading = m_fireHeading = 0;
|
|
m_movementTimer = 0;
|
|
m_timerTimer = 0;
|
|
m_collisionTimer = 0;
|
|
m_velocity = 0;
|
|
m_extension = 0;
|
|
m_rotation = 0;
|
|
m_reversed = false;
|
|
m_salvoCount = 0;
|
|
m_isActive = true;
|
|
|
|
m_health = m_data[this->m_type].initHealth;
|
|
|
|
m_extendDir = EXTEND_RIGHT;
|
|
|
|
m_timerFunc = m_data[this->m_type].timerFunc;
|
|
m_sensorFunc = m_data[this->m_type].sensorFunc;
|
|
m_movementFunc = m_data[this->m_type].movementFunc;
|
|
|
|
m_controlFunc = NPC_CONTROL_MOVEMENT;
|
|
|
|
Pos = m_initPos;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::shutdown()
|
|
{
|
|
if (m_spriteBank) m_spriteBank->dump(); delete m_spriteBank;
|
|
// remove waypoints
|
|
|
|
m_npcPath.removeAllWaypoints();
|
|
|
|
// remove position history
|
|
|
|
CNpcPositionHistory *currentPosition;
|
|
CNpcPositionHistory *oldPosition;
|
|
|
|
currentPosition = m_positionHistory;
|
|
|
|
while( currentPosition )
|
|
{
|
|
oldPosition = currentPosition;
|
|
currentPosition = currentPosition->next;
|
|
|
|
delete oldPosition;
|
|
}
|
|
|
|
m_positionHistory = NULL;
|
|
|
|
if (m_actorGfx) delete m_actorGfx;
|
|
|
|
CEnemyThing::shutdown();
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::setToShutdown()
|
|
{
|
|
m_isShuttingDown = true;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
int CNpcEnemy::getFrameCount()
|
|
{
|
|
return( m_actorGfx->getFrameCount( m_animNo ) );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::think(int _frames)
|
|
{
|
|
CEnemyThing::think(_frames);
|
|
|
|
if ( m_isActive )
|
|
{
|
|
processGenericGetUserDist( _frames, &playerXDist, &playerYDist );
|
|
playerXDistSqr = playerXDist * playerXDist;
|
|
playerYDistSqr = playerYDist * playerYDist;
|
|
|
|
if ( m_animPlaying )
|
|
{
|
|
s32 frameCount;
|
|
|
|
frameCount = getFrameCount();
|
|
|
|
s32 frameShift = ( _frames << 8 ) >> 1;
|
|
|
|
if ( ( frameCount << 8 ) - m_frame > frameShift )
|
|
{
|
|
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() )
|
|
{
|
|
int moveFrames = _frames;
|
|
|
|
if ( moveFrames > 2 )
|
|
{
|
|
// make sure enemies don't go berserk if too many frames are dropped
|
|
|
|
moveFrames = 2;
|
|
}
|
|
|
|
processMovement( moveFrames );
|
|
}
|
|
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 )
|
|
{
|
|
if ( m_isActive )
|
|
{
|
|
switch(_thisThing->getThingType())
|
|
{
|
|
case TYPE_PLAYER:
|
|
{
|
|
CPlayer *player = (CPlayer *) _thisThing;
|
|
|
|
ATTACK_STATE playerState = player->getAttackState();
|
|
|
|
switch( playerState )
|
|
{
|
|
case ATTACK_STATE__NONE:
|
|
{
|
|
if ( !player->isRecoveringFromHit() )
|
|
{
|
|
switch( m_data[m_type].detectCollision )
|
|
{
|
|
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 && m_data[m_type].closeFunc != NPC_CLOSE_NONE )
|
|
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:
|
|
{
|
|
// player is attacking, respond appropriately
|
|
|
|
if ( m_controlFunc != NPC_CONTROL_SHOT )
|
|
{
|
|
m_controlFunc = NPC_CONTROL_SHOT;
|
|
m_state = NPC_GENERIC_HIT_CHECK_HEALTH;
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
case TYPE_ENEMY:
|
|
{
|
|
CNpcEnemy *enemy = (CNpcEnemy *) _thisThing;
|
|
|
|
if ( enemy->canCollideWithEnemy() )
|
|
{
|
|
processEnemyCollision( _thisThing );
|
|
}
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
ASSERT(0);
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
bool CNpcEnemy::processSensor()
|
|
{
|
|
switch( m_sensorFunc )
|
|
{
|
|
case NPC_SENSOR_NONE:
|
|
return( false );
|
|
|
|
default:
|
|
{
|
|
switch( m_sensorFunc )
|
|
{
|
|
case NPC_SENSOR_GENERIC_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_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 );
|
|
}
|
|
}
|
|
|
|
default:
|
|
return( false );
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processMovement(int _frames)
|
|
{
|
|
s32 moveX = 0, moveY = 0;
|
|
s32 moveVel = 0;
|
|
s32 moveDist = 0;
|
|
|
|
switch( m_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;
|
|
}
|
|
|
|
default:
|
|
|
|
break;
|
|
}
|
|
|
|
processMovementModifier( _frames, moveX, moveY, moveVel, moveDist );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processMovementModifier(int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange)
|
|
{
|
|
Pos.vx += distX;
|
|
Pos.vy += distY;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::hasBeenAttacked()
|
|
{
|
|
m_controlFunc = NPC_CONTROL_SHOT;
|
|
m_state = NPC_GENERIC_HIT_CHECK_HEALTH;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
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 )
|
|
{
|
|
if ( m_data[m_type].respawning )
|
|
{
|
|
m_isActive = false;
|
|
|
|
m_timerFunc = NPC_TIMER_RESPAWN;
|
|
m_timerTimer = 4 * GameState::getOneSecondInFrames();
|
|
}
|
|
else
|
|
{
|
|
setToShutdown();
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processClose(int _frames)
|
|
{
|
|
switch( m_data[this->m_type].closeFunc )
|
|
{
|
|
case NPC_CLOSE_GENERIC_USER_SEEK:
|
|
{
|
|
processGenericGotoTarget( _frames, playerXDist, playerYDist, m_data[m_type].speed );
|
|
|
|
break;
|
|
}
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processCollision()
|
|
{
|
|
CPlayer *player = GameScene.getPlayer();
|
|
|
|
player->takeDamage( m_data[m_type].damageToUserType );
|
|
|
|
m_controlFunc = m_oldControlFunc;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processTimer(int _frames)
|
|
{
|
|
if ( m_collisionTimer > 0 )
|
|
{
|
|
m_collisionTimer -= _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()
|
|
{
|
|
SprFrame = NULL;
|
|
|
|
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() )
|
|
{
|
|
SprFrame = m_actorGfx->Render(renderPos,m_animNo,( m_frame >> 8 ),m_reversed);
|
|
m_actorGfx->RotateScale( SprFrame, renderPos, m_drawRotation, 4096, 4096 );
|
|
|
|
sBBox boundingBox = m_actorGfx->GetBBox();
|
|
setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) );
|
|
setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 );
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
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_isActive && m_data[m_type].canBeNetted );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::caughtWithNet()
|
|
{
|
|
if ( m_data[m_type].respawning )
|
|
{
|
|
if ( m_isActive )
|
|
{
|
|
m_isActive = false;
|
|
|
|
m_timerFunc = NPC_TIMER_RESPAWN;
|
|
m_timerTimer = 4 * GameState::getOneSecondInFrames();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
setToShutdown();
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
int CNpcEnemy::canCollide()
|
|
{
|
|
return( m_isActive );
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcEnemy::processEnemyCollision( CThing *thisThing )
|
|
{
|
|
DVECTOR otherPos = thisThing->getPos();
|
|
DVECTOR otherDelta = thisThing->getPosDelta();
|
|
|
|
s32 xDist = Pos.vx - otherPos.vx;
|
|
s32 yDist = Pos.vy - otherPos.vy;
|
|
|
|
s16 headingFromTarget = ratan2( yDist, xDist );
|
|
|
|
if ( xDist > 0 )
|
|
{
|
|
Pos.vx += 6;
|
|
}
|
|
else
|
|
{
|
|
Pos.vx -= 6;
|
|
}
|
|
|
|
if ( yDist > 0 )
|
|
{
|
|
Pos.vy += 3;
|
|
}
|
|
else
|
|
{
|
|
Pos.vy -= 3;
|
|
}
|
|
|
|
Pos.vx += otherDelta.vx;
|
|
Pos.vy += otherDelta.vy;
|
|
|
|
if ( m_collisionTimer <= 0 )
|
|
{
|
|
m_collisionTimer = GameState::getOneSecondInFrames();
|
|
|
|
m_heading = headingFromTarget;
|
|
|
|
// try next waypoint to get around other enemy
|
|
|
|
m_npcPath.incPath();
|
|
}
|
|
}
|