712 lines
16 KiB
C++
712 lines
16 KiB
C++
/*=========================================================================
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nssnake.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) 2001 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_NSSNAKE_H__
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#include "enemy\nssnake.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 __VID_HEADER_
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#include "system\vid.h"
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#endif
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#ifdef SHOW_BBOX
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#include "gfx\prim.h"
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#endif
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#ifndef __ANIM_SEASNAKE_HEADER__
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#include <ACTOR_SEASNAKE_ANIM.h>
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeSegment::init()
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{
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m_actorGfx=CActorPool::GetActor( (FileEquate) ACTORS_SEASNAKE_SBK );
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m_heading = 0;
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m_nextSegment = NULL;
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setCollisionSize( 20, 20 );
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setCollisionCentreOffset( 10, 10 );
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updateCollisionArea();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeSegment::updateCollisionArea()
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{
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m_collisionCentre.vx=Pos.vx+m_collisionCentreOffset.vx;
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m_collisionCentre.vy=Pos.vy+m_collisionCentreOffset.vy;
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m_collisionArea.x1=m_collisionCentre.vx-(m_collisionSize.vx/2);
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m_collisionArea.x2=m_collisionArea.x1+m_collisionSize.vx;
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m_collisionArea.y1=m_collisionCentre.vy-(m_collisionSize.vy/2);
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m_collisionArea.y2=m_collisionArea.y1+m_collisionSize.vy;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeSegment::setCollisionSize(int _w,int _h)
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{
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m_collisionSize.vx=_w;
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m_collisionSize.vy=_h;
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if(m_collisionSize.vx>m_collisionSize.vy)
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{
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m_collisionRadius=m_collisionSize.vx;
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}
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else
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{
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m_collisionRadius=m_collisionSize.vy;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::postInit()
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{
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m_npcPath.setPathType( CNpcPath::REPEATING_PATH );
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// create start of list
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CNpcPositionHistory *newPosition;
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newPosition = new ("position history") CNpcPositionHistory;
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newPosition->pos = Pos;
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m_positionHistory = newPosition;
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CNpcPositionHistory *currentPosition = m_positionHistory;
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// create rest of list
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for ( int histLength = 1 ; histLength < ( NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING ) ; histLength++ )
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{
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newPosition = new ("position history") CNpcPositionHistory;
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newPosition->pos = Pos;
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newPosition->next = NULL;
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newPosition->prev = currentPosition;
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currentPosition->next = newPosition;
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currentPosition = newPosition;
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}
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// link ends together for circular list
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currentPosition->next = m_positionHistory;
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m_positionHistory->prev = currentPosition;
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u16 segScale;
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int initLength = NPC_SEA_SNAKE_LENGTH / 3;
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int remLength = NPC_SEA_SNAKE_LENGTH - initLength;
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m_segment = NULL;
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CNpcSeaSnakeSegment *currentSegment;
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for ( int segCount = 0 ; segCount < NPC_SEA_SNAKE_LENGTH ; segCount++ )
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{
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CNpcSeaSnakeSegment *snakeSegment;
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snakeSegment = new ("segment") CNpcSeaSnakeSegment;
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snakeSegment->init();
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if ( segCount < initLength )
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{
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u16 sum = ONE;
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u16 start = ONE >> 1;
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u16 end = sum - start;
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segScale = start + ( ( end * segCount ) / initLength );
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}
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else
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{
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u16 sum = ONE;
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u16 start = ONE >> 3;
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u16 end = sum - start;
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segScale = start + ( ( end * ( NPC_SEA_SNAKE_LENGTH - segCount ) ) / remLength );
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}
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snakeSegment->setScale( segScale );
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// attach snake segment
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if ( m_segment )
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{
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currentSegment = m_segment;
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while( currentSegment->m_nextSegment )
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{
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currentSegment = currentSegment->m_nextSegment;
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}
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currentSegment->m_nextSegment = snakeSegment;
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}
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else
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{
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// no previous segments
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m_segment = snakeSegment;
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}
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}
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m_movementTimer = 2 * GameState::getOneSecondInFrames();
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m_collTimer = 0;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeSegment::shutdown()
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{
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delete m_actorGfx;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::shutdown()
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{
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// delete snake segments
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CNpcSeaSnakeSegment *currentSegment = m_segment;
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while( currentSegment )
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{
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CNpcSeaSnakeSegment *oldSegment;
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oldSegment = currentSegment;
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currentSegment = currentSegment->m_nextSegment;
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oldSegment->shutdown();
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delete oldSegment;
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}
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// remove position history
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CNpcPositionHistory *currentPosition;
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CNpcPositionHistory *oldPosition;
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currentPosition = m_positionHistory;
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while( currentPosition )
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{
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oldPosition = currentPosition;
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currentPosition = currentPosition->next;
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oldPosition->prev->next = NULL;
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delete oldPosition;
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}
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m_positionHistory = NULL;
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CNpcEnemy::shutdown();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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bool CNpcSeaSnakeEnemy::processSensor()
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{
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/*if ( playerXDistSqr + playerYDistSqr < 40000 )
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{
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m_controlFunc = NPC_CONTROL_CLOSE;
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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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return( false );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::processMovement( int _frames )
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{
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s32 moveX = 0, moveY = 0;
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s32 moveVel = 0;
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s32 moveDist = 0;
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DVECTOR oldPos = Pos;
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u8 skipCounter;
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processGenericFixedPathMove( _frames, &moveX, &moveY, &moveVel, &moveDist );
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Pos.vx += moveX;
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Pos.vy += moveY;
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m_extension += 256;
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m_extension &= 4095;
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m_positionHistory = m_positionHistory->prev;
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m_positionHistory->pos = oldPos;
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CNpcPositionHistory *newPos;
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newPos = m_positionHistory;
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for ( skipCounter = 1 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ )
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{
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newPos = newPos->next;
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}
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CNpcSeaSnakeSegment *List = m_segment;
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oldPos = Pos;
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s32 extension = m_extension;
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u8 downShift = 2;
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u8 timeShift;
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if ( m_movementTimer > 0 )
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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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m_movementTimer = 0;
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}
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}
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timeShift = m_movementTimer / GameState::getOneSecondInFrames();
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while( List )
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{
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s32 xDist = oldPos.vx - newPos->pos.vx;
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s32 yDist = oldPos.vy - newPos->pos.vy;
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s16 headingToTarget = ratan2( yDist, xDist );
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DVECTOR sinPos;
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sinPos = newPos->pos;
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s32 diff = ( ( ( 5 >> downShift ) * rsin( extension ) ) >> 12 ) >> timeShift;
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sinPos.vx += ( diff * rcos( headingToTarget + 1024 ) ) >> 12;
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sinPos.vy += ( diff * rsin( headingToTarget + 1024 ) ) >> 12;
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List->setPos( sinPos );
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oldPos = sinPos;
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List = List->m_nextSegment;
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if ( List )
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{
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for ( skipCounter = 0 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ )
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{
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newPos = newPos->next;
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}
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}
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extension += 1024;
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extension &= 4095;
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if ( downShift > 0 )
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{
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downShift--;
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}
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}
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List = m_segment;
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oldPos = Pos;
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while( List )
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{
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DVECTOR currentPos = List->getPos();
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s32 xDist = oldPos.vx - currentPos.vx;
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s32 yDist = oldPos.vy - currentPos.vy;
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s16 headingToPrev = ratan2( yDist, xDist );
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s16 headingFromNext;
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s16 heading = headingToPrev;
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oldPos = currentPos;
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CNpcSeaSnakeSegment *oldList = List;
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List = List->m_nextSegment;
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if ( List )
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{
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DVECTOR nextPos = List->getPos();
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xDist = currentPos.vx - nextPos.vx;
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yDist = currentPos.vy - nextPos.vy;
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headingFromNext = ratan2( yDist, xDist );
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s16 decDir, incDir, moveDist;
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decDir = headingFromNext - headingToPrev;
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if ( decDir < 0 )
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{
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decDir += ONE;
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}
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incDir = headingToPrev - headingFromNext;
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if ( incDir < 0 )
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{
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incDir += ONE;
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}
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if ( decDir < incDir )
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{
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moveDist = -decDir;
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}
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else
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{
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moveDist = incDir;
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}
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heading -= moveDist >> 1;
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}
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oldList->setHeading( heading );
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oldList->updateCollisionArea();
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}
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if ( m_collTimer > 0 )
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{
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m_collTimer -= _frames;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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/*void CNpcSeaSnakeEnemy::resetSeaSnakeHeadToTail()
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{
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DVECTOR startPos;
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DVECTOR endPos;
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int posCounter;
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CNpcPositionHistory *currentPos;
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startPos = Pos;
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currentPos = m_positionHistory;
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for ( posCounter = 0 ; posCounter < ( NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING ) - 1 ; posCounter++ )
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{
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currentPos = currentPos->next;
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}
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endPos = currentPos->pos;
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currentPos = m_positionHistory;
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for ( posCounter = 0 ; posCounter < NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING ; posCounter++ )
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{
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currentPos->pos.vx = startPos.vx + ( posCounter * ( endPos.vx - startPos.vx ) ) / ( ( NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING ) - 1 );
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currentPos->pos.vy = startPos.vy + ( posCounter * ( endPos.vy - startPos.vy ) ) / ( ( NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING ) - 1 );
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currentPos = currentPos->next;
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}
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CNpcPositionHistory *newPos;
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newPos = m_positionHistory;
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u8 skipCounter;
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for ( skipCounter = 1 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ )
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{
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newPos = newPos->next;
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}
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CThing *List=Next;
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DVECTOR oldPos = Pos;
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s32 extension = m_extension;
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while( List )
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{
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CNpcEnemy *segment = (CNpcEnemy *) List;
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s32 xDist = oldPos.vx - newPos->pos.vx;
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s32 yDist = oldPos.vy - newPos->pos.vy;
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s16 headingToTarget = ratan2( yDist, xDist );
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segment->setHeading( headingToTarget );
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List->setPos( newPos->pos );
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oldPos = newPos->pos;
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List = List->getNext();
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if ( List )
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{
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for ( skipCounter = 0 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ )
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{
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newPos = newPos->next;
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}
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}
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extension += 1024;
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extension &= 4095;
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}
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}*/
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::processClose( int _frames )
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{
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//resetSeaSnakeHeadToTail();
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m_movementTimer = 2 * GameState::getOneSecondInFrames();
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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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void CNpcSeaSnakeEnemy::processEnemyCollision( CThing *thisThing )
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{
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// do nothing
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeSegment::processEnemyCollision( CThing *thisThing )
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{
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// do nothing
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeEnemy::render()
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{
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SprFrame = NULL;
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if ( m_isActive )
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{
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CEnemyThing::render();
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if (canRender())
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{
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DVECTOR &renderPos=getRenderPos();
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SprFrame = m_actorGfx->Render(renderPos,m_animNo,( m_frame >> 8 ),0);
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m_actorGfx->RotateScale( SprFrame, renderPos, m_heading, 4096, 4096 );
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sBBox boundingBox = m_actorGfx->GetBBox();
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setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) );
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setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 );
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}
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CNpcSeaSnakeSegment *segment = m_segment;
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while( segment )
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{
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segment->render();
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segment = segment->m_nextSegment;
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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int CNpcSeaSnakeEnemy::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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collided=true;
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}
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}
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// go through segments
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CNpcSeaSnakeSegment *segment = m_segment;
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while( segment )
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{
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if ( segment->checkCollisionAgainst( _thisThing, _frames ) )
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{
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collided = true;
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}
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segment = segment->m_nextSegment;
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}
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return collided;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcSeaSnakeSegment::render()
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{
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POLY_FT4 *SprFrame = NULL;
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sBBox &ScrBBox=CThingManager::getRenderBBox();
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DVECTOR const &CamPos=CLevel::getCameraPos();
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DVECTOR renderPos;
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renderPos.vx = Pos.vx - CamPos.vx;
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renderPos.vy = Pos.vy - CamPos.vy;
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u8 renderFlag = true;
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if ( m_collisionArea.x2 < ScrBBox.XMin || m_collisionArea.x1 > ScrBBox.XMax ) renderFlag=false;
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if ( m_collisionArea.y2 < ScrBBox.YMin || m_collisionArea.y1 > ScrBBox.YMax ) renderFlag=false;
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if ( renderFlag )
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{
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SprFrame = m_actorGfx->Render(renderPos,ANIM_SEASNAKE_BODYSTATIC,0,0);
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m_actorGfx->RotateScale( SprFrame, renderPos, m_heading, 4096, m_scale );
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sBBox boundingBox = m_actorGfx->GetBBox();
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setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) );
|
|
setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 );
|
|
|
|
#if defined (__USER_charles__)
|
|
DVECTOR const &ofs=CLevel::getCameraPos();
|
|
CRECT area;
|
|
|
|
area=getCollisionArea();
|
|
area.x1-=ofs.vx;
|
|
area.y1-=ofs.vy;
|
|
area.x2-=ofs.vx;
|
|
area.y2-=ofs.vy;
|
|
|
|
if(area.x1<=511&&area.x2>=0 && area.y1<=255&&area.y2>=0)
|
|
{
|
|
DrawLine(area.x1,area.y1,area.x2,area.y1,255,255,255,0);
|
|
DrawLine(area.x2,area.y1,area.x2,area.y2,255,255,255,0);
|
|
DrawLine(area.x2,area.y2,area.x1,area.y2,255,255,255,0);
|
|
DrawLine(area.x1,area.y2,area.x1,area.y1,255,255,255,0);
|
|
|
|
area.x1=Pos.vx-10-ofs.vx;
|
|
area.y1=Pos.vy-10-ofs.vy;
|
|
area.x2=Pos.vx+10-ofs.vx;
|
|
area.y2=Pos.vy+10-ofs.vy;
|
|
DrawLine(area.x1,area.y1,area.x2,area.y2,255,0,0,0);
|
|
DrawLine(area.x2,area.y1,area.x1,area.y2,255,0,0,0);
|
|
}
|
|
#endif
|
|
}
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
int CNpcSeaSnakeSegment::checkCollisionAgainst( CThing *_thisThing, int _frames )
|
|
{
|
|
DVECTOR pos,thisThingPos;
|
|
int radius;
|
|
int collided;
|
|
|
|
pos = getCollisionCentre();
|
|
thisThingPos = _thisThing->getCollisionCentre();
|
|
|
|
radius = getCollisionRadius() + _thisThing->getCollisionRadius();
|
|
collided = false;
|
|
if(abs(pos.vx-thisThingPos.vx)<radius&&
|
|
abs(pos.vy-thisThingPos.vy)<radius)
|
|
{
|
|
CRECT thisRect,thatRect;
|
|
|
|
thisRect=getCollisionArea();
|
|
|
|
thatRect=_thisThing->getCollisionArea();
|
|
|
|
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))&&
|
|
((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
|
|
{
|
|
collided=true;
|
|
}
|
|
}
|
|
|
|
return collided;
|
|
}
|
|
|
|
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
|
|
|
void CNpcSeaSnakeEnemy::processShot( int _frames )
|
|
{
|
|
if ( !m_segment )
|
|
{
|
|
m_drawRotation += 64 * _frames;
|
|
m_drawRotation &= 4095;
|
|
|
|
Pos.vy += m_speed * _frames;
|
|
|
|
if ( m_speed < 5 )
|
|
{
|
|
m_speed++;
|
|
}
|
|
|
|
DVECTOR offset = CLevel::getCameraPos();
|
|
|
|
if ( Pos.vy - offset.vy > VidGetScrH() )
|
|
{
|
|
setToShutdown();
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if ( m_collTimer <= 0 )
|
|
{
|
|
// knock segment off end of list
|
|
|
|
CNpcSeaSnakeSegment *segment = m_segment;
|
|
CNpcSeaSnakeSegment *oldSegment = segment;
|
|
|
|
while( segment->m_nextSegment )
|
|
{
|
|
oldSegment = segment;
|
|
|
|
segment = segment->m_nextSegment;
|
|
}
|
|
|
|
delete segment;
|
|
|
|
if ( segment == m_segment )
|
|
{
|
|
m_segment = NULL;
|
|
}
|
|
else
|
|
{
|
|
oldSegment->m_nextSegment = NULL;
|
|
}
|
|
|
|
m_collTimer = GameState::getOneSecondInFrames();
|
|
}
|
|
|
|
m_controlFunc = NPC_CONTROL_MOVEMENT;
|
|
}
|
|
}
|