SBSPSS/source/enemy/npc.cpp
Charles add3cac234
2001-01-19 15:07:53 +00:00

557 lines
8.5 KiB
C++

/*=========================================================================
npc.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#include "enemy\npc.h"
#ifndef __LEVEL_LEVEL_H__
#include "level\level.h"
#endif
#ifndef __FILE_EQUATES_H__
#include <biglump.h>
#endif
#ifndef __SPR_UIGFX_H__
#include <uigfx.h>
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __ENEMY_NPCPATH_H__
#include "enemy\npcpath.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
CNpc::NPC_DATA CNpc::m_data[NPC_UNIT_TYPE_MAX] =
{
{ // NPC_TEST_TYPE
NPC_INIT_DEFAULT,
NPC_SENSOR_JELLYFISH_USER_CLOSE,
NPC_MOVEMENT_FIXED_PATH,
NPC_MOVEMENT_MODIFIER_JELLYFISH,
NPC_CLOSE_JELLYFISH_EVADE,
NPC_TIMER_NONE,
false,
3,
128,
},
{ // NPC_SANDY_CHEEKS
NPC_INIT_DEFAULT,
NPC_SENSOR_NONE,
NPC_MOVEMENT_STATIC,
NPC_MOVEMENT_MODIFIER_NONE,
NPC_CLOSE_NONE,
NPC_TIMER_NONE,
true,
3,
128,
},
{ // NPC_SMALL_JELLYFISH_1
NPC_INIT_DEFAULT,
NPC_SENSOR_JELLYFISH_USER_CLOSE,
NPC_MOVEMENT_FIXED_PATH,
NPC_MOVEMENT_MODIFIER_JELLYFISH,
NPC_CLOSE_JELLYFISH_EVADE,
NPC_TIMER_NONE,
false,
3,
128,
},
{ // NPC_SMALL_JELLYFISH_2
NPC_INIT_DEFAULT,
NPC_SENSOR_JELLYFISH_USER_CLOSE,
NPC_MOVEMENT_FIXED_PATH,
NPC_MOVEMENT_MODIFIER_JELLYFISH,
NPC_CLOSE_JELLYFISH_EVADE,
NPC_TIMER_NONE,
false,
3,
128,
},
{ // NPC_LARGE_JELLYFISH
NPC_INIT_DEFAULT,
NPC_SENSOR_NONE,
NPC_MOVEMENT_FIXED_PATH,
NPC_MOVEMENT_MODIFIER_NONE,
NPC_CLOSE_NONE,
NPC_TIMER_NONE,
false,
3,
128,
},
{ // NPC_ANEMONE_1
NPC_INIT_DEFAULT,
NPC_SENSOR_NONE,
NPC_MOVEMENT_STATIC,
NPC_MOVEMENT_MODIFIER_NONE,
NPC_CLOSE_NONE,
NPC_TIMER_NONE,
false,
3,
128,
},
{ // NPC_CLAM
NPC_INIT_DEFAULT,
NPC_SENSOR_CLAM_USER_CLOSE,
NPC_MOVEMENT_STATIC,
NPC_MOVEMENT_MODIFIER_NONE,
NPC_CLOSE_CLAM_ATTACK,
NPC_TIMER_NONE,
3,
128,
},
{ // NPC_SQUID_DART
NPC_INIT_DEFAULT,
NPC_SENSOR_NONE,
NPC_MOVEMENT_FIXED_PATH,
NPC_MOVEMENT_MODIFIER_NONE,
NPC_CLOSE_NONE,
NPC_TIMER_NONE,
false,
5,
256,
},
{ // NPC_FISH_FOLK
NPC_INIT_DEFAULT,
NPC_SENSOR_NONE,
NPC_MOVEMENT_FIXED_PATH,
NPC_MOVEMENT_MODIFIER_NONE,
NPC_CLOSE_NONE,
NPC_TIMER_NONE,
false,
2,
128,
},
{ // NPC_PRICKLY_BUG
NPC_INIT_DEFAULT,
NPC_SENSOR_NONE,
NPC_MOVEMENT_FIXED_PATH,
NPC_MOVEMENT_MODIFIER_NONE,
NPC_CLOSE_NONE,
NPC_TIMER_NONE,
false,
1,
128,
},
};
void CNpc::init()
{
m_type = NPC_FISH_FOLK;
m_heading = 3072;
m_movementTimer = 0;
m_timerTimer = 0;
m_velocity = 0;
m_extension = 0;
Pos.vx = 100;
Pos.vy = 100;
m_timerFunc = m_data[this->m_type].timerFunc;
m_sensorFunc = m_data[this->m_type].sensorFunc;
switch ( m_data[this->m_type].initFunc )
{
case NPC_INIT_DEFAULT:
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_npcPath.initPath();
DVECTOR newPos;
newPos.vx = 100;
newPos.vy = 10;
m_npcPath.addWaypoint( newPos );
newPos.vx = 500;
newPos.vy = 10;
m_npcPath.addWaypoint( newPos );
newPos.vx = 500;
newPos.vy = 100;
m_npcPath.addWaypoint( newPos );
newPos.vx = 100;
newPos.vy = 100;
m_npcPath.addWaypoint( newPos );
m_npcPath.setPathType( REPEATING_PATH );
break;
default:
m_controlFunc = NPC_CONTROL_MOVEMENT;
break;
}
}
void CNpc::shutdown()
{
}
void CNpc::think(int _frames)
{
switch ( this->m_controlFunc )
{
case NPC_CONTROL_MOVEMENT:
if ( !processSensor() )
{
processMovement(_frames);
}
else
{
processClose(_frames);
}
break;
case NPC_CONTROL_SHOT:
processShot();
break;
case NPC_CONTROL_CLOSE:
processClose(_frames);
break;
case NPC_CONTROL_COLLISION:
processCollision();
break;
}
processTimer(_frames);
}
bool CNpc::processSensor()
{
switch( m_sensorFunc )
{
case NPC_SENSOR_NONE:
return( false );
default:
{
CPlayer *player = GameScene.getPlayer();
DVECTOR playerPos = player->getPos();
s32 xDistSqr, yDistSqr;
xDistSqr = playerPos.vx - this->Pos.vx;
xDistSqr *= xDistSqr;
yDistSqr = playerPos.vy - this->Pos.vy;
yDistSqr *= yDistSqr;
switch( m_sensorFunc )
{
case NPC_SENSOR_JELLYFISH_USER_CLOSE:
{
if ( xDistSqr + yDistSqr < 10000 )
{
this->m_controlFunc = NPC_CONTROL_CLOSE;
this->m_evadeClockwise = ( getRnd() % 2 ) - 1;
return( true );
}
else
{
return( false );
}
}
case NPC_SENSOR_CLAM_USER_CLOSE:
{
if ( xDistSqr + yDistSqr < 10000 )
{
this->m_controlFunc = NPC_CONTROL_CLOSE;
this->m_extendOut = true;
this->m_extension = 0;
this->m_movementTimer = GameState::getOneSecondInFrames() >> 3;
this->m_velocity = ( getRnd() % 6 ) + 1;
return( true );
}
else
{
return( false );
}
}
default:
return( false );
}
}
break;
}
}
void CNpc::processMovement(int _frames)
{
if ( _frames > 2 )
{
_frames = 2;
}
s32 moveX = 0, moveY = 0;
s16 moveDist = 0;
s32 moveVel = 0;
switch( m_data[this->m_type].movementFunc )
{
case NPC_MOVEMENT_STATIC:
{
break;
}
case NPC_MOVEMENT_FIXED_PATH:
{
bool pathComplete;
s16 headingToTarget = m_npcPath.think( Pos, &pathComplete );
if ( !pathComplete )
{
s16 decDir, incDir;
s16 maxTurnRate = m_data[m_type].turnSpeed;
decDir = m_heading - headingToTarget;
if ( decDir < 0 )
{
decDir += ONE;
}
incDir = headingToTarget - 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;
}
m_heading += moveDist;
m_heading = m_heading % ONE;
s32 preShiftX = _frames * m_data[m_type].speed * rcos( m_heading );
s32 preShiftY = _frames * m_data[m_type].speed * rsin( m_heading );
moveX = preShiftX >> 12;
if ( !moveX && preShiftX )
{
moveX = preShiftX / abs( preShiftX );
}
moveY = preShiftY >> 12;
if ( !moveY && preShiftY )
{
moveY = preShiftY / abs( preShiftY );
}
moveVel = ( _frames * m_data[m_type].speed ) << 8;
}
break;
}
case NPC_MOVEMENT_USER_SEEK:
{
CPlayer *player;
player = GameScene.getPlayer();
break;
}
case NPC_MOVEMENT_VERTICAL:
{
Pos.vy--;
break;
}
default:
break;
}
processMovementModifier(_frames, moveX, moveY, moveVel, moveDist);
}
void CNpc::processMovementModifier(int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange)
{
switch( m_data[m_type].movementModifierFunc )
{
case NPC_MOVEMENT_MODIFIER_NONE:
{
Pos.vx += distX;
Pos.vy += distY;
break;
}
case NPC_MOVEMENT_MODIFIER_BOB:
{
break;
}
case NPC_MOVEMENT_MODIFIER_JELLYFISH:
{
processSmallJellyfishMovementModifier( _frames, distX, distY, dist, headingChange );
break;
}
}
}
void CNpc::processShot()
{
}
void CNpc::processClose(int _frames)
{
switch( m_data[this->m_type].closeFunc )
{
case NPC_CLOSE_JELLYFISH_EVADE:
processCloseSmallJellyfishEvade( _frames );
break;
case NPC_CLOSE_CLAM_ATTACK:
processCloseClamAttack( _frames );
break;
default:
break;
}
}
void CNpc::processCollision()
{
}
void CNpc::processTimer(int _frames)
{
switch( m_timerFunc )
{
case NPC_TIMER_NONE:
{
break;
}
case NPC_TIMER_EVADE_DONE:
case NPC_TIMER_ATTACK_DONE:
{
this->m_timerTimer -= _frames;
if ( m_timerTimer <= 0 )
{
this->m_timerFunc = NPC_TIMER_NONE;
this->m_sensorFunc = m_data[this->m_type].sensorFunc;
}
break;
}
default:
break;
}
}
void CNpc::render()
{
}
void CNpc::processEvent( GAME_EVENT evt, CThing *sourceThing )
{
CConversation *currentConversation = GameScene.getConversation();
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 < 250 )
{
if( !currentConversation->isActive() )
{
currentConversation->trigger( SCRIPTS_SPEECHTEST_DAT );
}
}
}
}