SBSPSS/source/enemy/nsdart.cpp
Charles 76a722c5ec
2001-05-15 20:21:05 +00:00

182 lines
4.3 KiB
C++

/*=========================================================================
nsdart.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __ENEMY_NPC_H__
#include "enemy\npc.h"
#endif
#ifndef __ENEMY_NSDART_H__
#include "enemy\nsdart.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
#ifndef __PROJECTL_PRNPCSPR_H__
#include "projectl\prnpcspr.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSquidDartEnemy::render()
{
SprFrame = NULL;
if ( m_isActive )
{
CEnemyThing::render();
if (canRender())
{
DVECTOR &renderPos=getRenderPos();
// bodge
if ( m_reversed )
{
renderPos.vx += 32;
}
else
{
renderPos.vx -= 32;
}
renderPos.vy -= 6;
// bodge
int frame = FRM_SQUIDDART_SWIM0001 + ( m_frame >> 8 );
SprFrame = m_spriteBank->printFT4(frame,renderPos.vx,renderPos.vy,m_reversed,0,10);
//setRGB0( SprFrame, 255, 128, 255 );
/*s32 XMax = SprFrame->x1 - origRenderPos.vx;
s32 XMin = SprFrame->x0 - origRenderPos.vx;
s32 YMax = SprFrame->y2 - origRenderPos.vy;
s32 YMin = SprFrame->y0 - origRenderPos.vy;*/
s32 XMax = SprFrame->x1 - renderPos.vx;
s32 XMin = SprFrame->x0 - renderPos.vx;
s32 YMax = SprFrame->y2 - renderPos.vy;
s32 YMin = SprFrame->y0 - renderPos.vy;
setCollisionSize( ( XMax - XMin ), ( YMax - YMin ) );
// bodge
setCollisionCentreOffset( 0, 0 ); //( XMax + XMin ) >> 1, ( YMax + YMin ) >> 1 );
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSquidDartEnemy::fireAsProjectile( s16 heading )
{
m_isActive = false;
setToShutdown();
DVECTOR newPos = Pos;
newPos.vy -= 10;
CEnemyAsSpriteProjectile *projectile;
projectile = new( "blower projectile" ) CEnemyAsSpriteProjectile;
projectile->init( newPos,
heading,
CPlayerProjectile::PLAYER_PROJECTILE_DUMBFIRE,
CPlayerProjectile::PLAYER_PROJECTILE_FINITE_LIFE,
5*60);
projectile->setLayerCollision( m_layerCollision );
projectile->setGraphic( FRM_SQUIDDART_SWIM0001 );
projectile->setHasRGB( true );
projectile->setRGB( 255, 128, 255 );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
s32 CNpcSquidDartEnemy::getFrameShift( int _frames )
{
return( ( _frames << 8 ) >> 2 );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
bool CNpcSquidDartEnemy::processSensor()
{
switch( m_sensorFunc )
{
case NPC_SENSOR_NONE:
return( false );
default:
{
if ( playerXDistSqr + playerYDistSqr < 20000 )
{
m_controlFunc = NPC_CONTROL_CLOSE;
m_circleCentre.vx = Pos.vx + ( playerXDist >> 1 );
m_circleCentre.vy = Pos.vy + ( playerYDist >> 1 );
m_startAngle = ratan2( Pos.vy - m_circleCentre.vy, Pos.vx - m_circleCentre.vx );
m_startAngle &= 4095;
m_circleRadius = isqrt2( playerXDistSqr + playerYDistSqr ) >> 1;
m_circleCentre.vx = Pos.vx - ( ( m_circleRadius * rcos( m_startAngle ) ) >> 12 );
m_circleCentre.vy = Pos.vy - ( ( m_circleRadius * rsin( m_startAngle ) ) >> 12 );
m_angularDistance = 0;
return( true );
}
else
{
return( false );
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcSquidDartEnemy::processClose( int _frames )
{
s16 m_currentAngle;
m_currentAngle = ( m_startAngle + m_angularDistance ) & 4095;
m_heading = ( m_currentAngle + 1024 ) & 4095;
Pos.vx = m_circleCentre.vx + ( ( m_circleRadius * rcos( m_currentAngle ) ) >> 12 );
Pos.vy = m_circleCentre.vy + ( ( m_circleRadius * rsin( m_currentAngle ) ) >> 12 );
m_angularDistance += 64 * _frames;
if ( m_angularDistance > 4095 )
{
m_controlFunc = NPC_CONTROL_MOVEMENT;
m_timerFunc = NPC_TIMER_ATTACK_DONE;
m_timerTimer = GameState::getOneSecondInFrames();
m_sensorFunc = NPC_SENSOR_NONE;
}
}