SBSPSS/source/enemy/nanemone.cpp
Charles a4b8372440
2001-05-05 14:58:49 +00:00

452 lines
9.9 KiB
C++

/*=========================================================================
nanemone.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#ifndef __ENEMY_NPC_H__
#include "enemy\npc.h"
#endif
#ifndef __ENEMY_NANEMONE_H__
#include "enemy\nanemone.h"
#endif
#ifndef __PROJECTL_PROJECTL_H__
#include "projectl\projectl.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __ANIM_ANENOME_HEADER__
#include <ACTOR_ANENOME_ANIM.h>
#endif
#ifndef __ANIM_SPIKEYANENOME_HEADER__
#include <ACTOR_SPIKEYANENOME_ANIM.h>
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcAnemoneEnemy::postInit()
{
CNpcEnemy::postInit();
m_drawRotation = m_heading + 1024;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcAnemoneEnemy::processEnemyCollision( CThing *thisThing )
{
// do nothing
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool CNpcAnemoneEnemy::processSensor()
{
switch( m_sensorFunc )
{
case NPC_SENSOR_NONE:
return( false );
default:
{
if ( playerXDistSqr + playerYDistSqr < 40000 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
return( true );
}
else
{
return( false );
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcAnemone1Enemy::processClose( int _frames )
{
s32 moveX, moveY;
s16 decDir, incDir, moveDist;
s16 maxTurnRate = m_data[m_type].turnSpeed;
bool withinRange = false;
s16 headingToPlayer = ratan2( playerYDist, playerXDist );
decDir = m_fireHeading - headingToPlayer;
if ( decDir < 0 )
{
decDir += ONE;
}
incDir = headingToPlayer - m_fireHeading;
if ( incDir < 0 )
{
incDir += ONE;
}
if ( decDir < incDir )
{
moveDist = decDir;
}
else
{
moveDist = incDir;
}
// check user is within 45 degrees either way
if ( moveDist < 512 )
{
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 < -maxTurnRate )
{
moveDist = -maxTurnRate;
}
else if ( moveDist > maxTurnRate )
{
moveDist = maxTurnRate;
}
else
{
withinRange = true;
}
m_heading += moveDist;
m_heading &= 4095;
if ( withinRange )
{
// can fire, start firing anim
if ( m_timerTimer <= 0 && !m_animPlaying )
{
if ( m_animNo != ANIM_ANENOME_FIRE )
{
m_animPlaying = true;
m_animNo = ANIM_ANENOME_FIRE;
m_frame = 0;
}
}
}
}
else
{
if ( !m_animPlaying || m_animNo != ANIM_ANENOME_FIRE )
{
m_animPlaying = true;
m_animNo = ANIM_ANENOME_FIRE;
m_frame = 0;
}
}
if ( withinRange )
{
if ( m_timerTimer <= 0 && !m_animPlaying )
{
if ( m_animNo == ANIM_ANENOME_FIRE )
{
// if firing anim is complete and user is still in range, fire projectile
CProjectile *projectile;
projectile = new( "test projectile" ) CProjectile;
projectile->init( Pos, m_heading );
projectile->setLayerCollision( m_layerCollision );
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerTimer = GameState::getOneSecondInFrames();
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_sensorFunc = NPC_SENSOR_NONE;
m_animPlaying = true;
m_animNo = ANIM_ANENOME_FIRE;
m_frame = 0;
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcAnemone2Enemy::postInit()
{
CProjectile *projectile;
s16 heading;
for ( int fireLoop = 0 ; fireLoop < 5 ; fireLoop++ )
{
DVECTOR spikePos;
heading = m_heading - 1024 + ( fireLoop * 512 );
heading &= 4095;
spikePos = Pos;
spikePos.vx += ( 10 * rcos( m_heading ) ) >> 12;
spikePos.vy += ( 10 * rsin( m_heading ) ) >> 12;
spikePos.vx += ( 40 * rcos( heading ) ) >> 12;
spikePos.vy += ( 40 * rsin( heading ) ) >> 12;
projectile = new( "anemone lev2 projectile" ) CProjectile;
projectile->init( spikePos, heading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE );
projectile->setLayerCollision( m_layerCollision );
addChild( projectile );
}
m_drawRotation = m_heading + 1024;
m_scaleX = ONE;
m_scaleY = ONE;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcAnemone2Enemy::shutdown()
{
deleteAllChild();
CNpcEnemy::shutdown();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcAnemone2Enemy::processClose( int _frames )
{
int fireLoop;
CProjectile *projectile;
s16 heading;
if ( m_animNo != ANIM_SPIKEYANENOME_BODY )
{
m_animPlaying = true;
m_animNo = ANIM_SPIKEYANENOME_BODY;
m_frame = 0;
}
else
{
CProjectile *projectile;
s16 heading;
// fire off attached spikes
CThing *nextThing = Next;
while ( nextThing )
{
CProjectile *projectile;
projectile = (CProjectile *) nextThing;
if ( projectile->getMovementType() == CProjectile::PROJECTILE_FIXED )
{
projectile->setMovementType( CProjectile::PROJECTILE_DUMBFIRE );
projectile->setLifeTime( CProjectile::PROJECTILE_FINITE_LIFE );
projectile->setState( CProjectile::PROJECTILE_ATTACK );
}
nextThing = nextThing->getNext();
}
removeAllChild();
// attach new spikes
for ( fireLoop = 0 ; fireLoop < 5 ; fireLoop++ )
{
DVECTOR spikePos;
heading = m_heading - 1024 + ( fireLoop * 512 );
heading &= 4095;
spikePos = Pos;
spikePos.vx += ( 10 * rcos( m_heading ) ) >> 12;
spikePos.vy += ( 10 * rsin( m_heading ) ) >> 12;
spikePos.vx += ( 40 * rcos( heading ) ) >> 12;
spikePos.vy += ( 40 * rsin( heading ) ) >> 12;
projectile = new( "anemone lev2 projectile" ) CProjectile;
projectile->init( spikePos, heading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE );
projectile->setLayerCollision( m_layerCollision );
addChild( projectile );
}
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_timerTimer = GameState::getOneSecondInFrames();
m_sensorFunc = NPC_SENSOR_NONE;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcAnemone2Enemy::processMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange )
{
s32 maxTimer = GameState::getOneSecondInFrames() >> 1;
m_movementTimer += _frames;
if ( m_movementTimer > maxTimer )
{
m_movementTimer -= maxTimer;
}
s32 sineVal = ( m_movementTimer * ONE ) / maxTimer;
m_scaleX = ONE + ( rsin( sineVal ) >> 2 );
m_scaleY = ONE + ( rcos( sineVal ) >> 2 );
CProjectile *projectile;
projectile = (CProjectile *) Next;
for ( int fireLoop = 0 ; fireLoop < 5 ; fireLoop++ )
{
DVECTOR spikePos;
s16 heading = m_heading - 1024 + ( fireLoop * 512 );
heading &= 4095;
spikePos = Pos;
s16 multiplier, multiplier2;
spikePos.vx += ( 10 * rcos( m_heading ) ) >> 12;
spikePos.vy += ( 10 * rsin( m_heading ) ) >> 12;
multiplier = ( m_scaleX * 40 ) >> 12;
multiplier2 = ( m_scaleY * 40 ) >> 12;
multiplier += multiplier2;
multiplier >>= 1;
spikePos.vx += ( multiplier * rcos( heading ) ) >> 12;
spikePos.vy += ( multiplier * rsin( heading ) ) >> 12;
if ( projectile )
{
projectile->setPos( spikePos );
projectile = (CProjectile *) projectile->getNext();
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcAnemone2Enemy::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;
CRECT collisionRect = getCollisionArea();
collisionRect.x1 -= Pos.vx;
collisionRect.x2 -= Pos.vx;
collisionRect.y1 -= Pos.vy;
collisionRect.y2 -= Pos.vy;
if ( renderPos.vx + collisionRect.x2 >= 0 && renderPos.vx + collisionRect.x1 <= VidGetScrW() )
{
if ( renderPos.vy + collisionRect.y2 >= 0 && renderPos.vy + collisionRect.y1 <= VidGetScrH() )
{
SprFrame = m_actorGfx->Render(renderPos,m_animNo,( m_frame >> 8 ),m_reversed);
m_actorGfx->RotateScale( SprFrame, renderPos, m_drawRotation, m_scaleX, m_scaleY );
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 CNpcAnemone3Enemy::processClose( int _frames )
{
if ( m_animNo != ANIM_ANENOME_FIRE )
{
m_animPlaying = true;
m_animNo = ANIM_ANENOME_FIRE;
m_frame = 0;
}
else if ( !m_animPlaying )
{
CProjectile *projectile;
u8 lifetime = 8;
projectile = new( "test projectile" ) CProjectile;
projectile->init( Pos,
m_fireHeading,
CProjectile::PROJECTILE_GAS_CLOUD,
CProjectile::PROJECTILE_FINITE_LIFE,
lifetime * GameState::getOneSecondInFrames() );
projectile->setLayerCollision( m_layerCollision );
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_timerTimer = ( lifetime + 4 ) * GameState::getOneSecondInFrames();
m_sensorFunc = NPC_SENSOR_NONE;
m_animPlaying = true;
m_animNo = ANIM_ANENOME_FIRE;
m_frame = 0;
}
}