632 lines
13 KiB
C++
632 lines
13 KiB
C++
/*=========================================================================
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nanemone.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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#ifndef __ENEMY_NPC_H__
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#include "enemy\npc.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 __PROJECTL_PROJECTL_H__
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#include "projectl\projectl.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 __VID_HEADER_
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#include "system\vid.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 __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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#ifndef __ANIM_ANENOME_HEADER__
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#include <ACTOR_ANENOME_ANIM.h>
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#endif
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#ifndef __ANIM_SPIKEYANENOME_HEADER__
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#include <ACTOR_SPIKEYANENOME_ANIM.h>
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#endif
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#ifndef __SPR_SPRITES_H__
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#include <sprites.h>
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemoneEnemy::postInit()
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{
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CNpcEnemy::postInit();
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m_drawRotation = ( m_heading + 1024 ) & 4095;
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m_fireHeading = m_heading;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemoneEnemy::setHeading( s32 xPos, s32 yPos )
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{
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m_heading = ( ratan2( ( ( yPos << 4 ) + 16 ) - Pos.vy, ( ( xPos << 4 ) + 8 ) - Pos.vx ) ) & 4095;
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int newHeading = ( m_heading - 1024 ) & 4095;
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Pos.vy -= 8;
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int offset = 8; // initial y offset
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DVECTOR adjust;
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adjust.vx = ( offset * rsin( newHeading ) ) >> 12;
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adjust.vy = -( offset * rcos( newHeading ) ) >> 12;
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Pos.vx += adjust.vx;
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Pos.vy += adjust.vy;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemoneEnemy::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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bool CNpcAnemoneEnemy::processSensor()
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{
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switch( m_sensorFunc )
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{
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case NPC_SENSOR_NONE:
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return( false );
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default:
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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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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone1Enemy::processClose( int _frames )
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{
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s32 moveX, moveY;
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s16 decDir, incDir, moveDist;
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s16 maxTurnRate = m_data[m_type].turnSpeed;
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bool withinRange = false;
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s16 headingToPlayer = ratan2( playerYDist, playerXDist );
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decDir = m_fireHeading - headingToPlayer;
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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 = headingToPlayer - m_fireHeading;
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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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// check user is within 45 degrees either way
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if ( moveDist < 512 )
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{
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decDir = m_heading - headingToPlayer;
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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 = headingToPlayer - m_heading;
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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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if ( moveDist < -maxTurnRate )
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{
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moveDist = -maxTurnRate;
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}
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else if ( moveDist > maxTurnRate )
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{
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moveDist = maxTurnRate;
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}
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else
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{
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withinRange = true;
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}
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if ( moveDist )
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{
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m_heading += moveDist;
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m_heading &= 4095;
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m_drawRotation = ( m_heading + 1024 ) & 4095;
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if ( m_soundId == NOT_PLAYING )
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{
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m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_ANEMONE_MOVE, true );
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}
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}
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if ( withinRange )
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{
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// can fire, start firing anim
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if ( m_timerTimer <= 0 && !m_animPlaying )
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{
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if ( m_animNo != ANIM_ANENOME_FIRE )
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{
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m_animPlaying = true;
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m_animNo = ANIM_ANENOME_FIRE;
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m_frame = 0;
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}
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}
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}
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}
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else
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{
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if ( !m_animPlaying || m_animNo != ANIM_ANENOME_FIRE )
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{
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m_animPlaying = true;
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m_animNo = ANIM_ANENOME_FIRE;
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m_frame = 0;
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}
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}
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if ( withinRange )
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{
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if ( m_timerTimer <= 0 && !m_animPlaying )
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{
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if ( m_animNo == ANIM_ANENOME_FIRE )
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{
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// if firing anim is complete and user is still in range, fire projectile
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if( m_soundId != NOT_PLAYING )
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{
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CSoundMediator::stopAndUnlockSfx( (xmPlayingId) m_soundId );
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}
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m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_ANEMONE_ATTACK_LEVEL1, true );
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DVECTOR projPos;
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projPos = Pos;
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projPos.vx += rcos( m_heading ) >> 9;
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projPos.vy += rsin( m_heading ) >> 9;
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CProjectile *projectile;
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projectile = CProjectile::Create();
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projectile->init( projPos, m_heading );
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projectile->setSpeed( 4 );
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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m_timerTimer = GameState::getOneSecondInFrames();
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m_timerFunc = NPC_TIMER_ATTACK_DONE;
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m_sensorFunc = NPC_SENSOR_NONE;
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m_animPlaying = true;
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m_animNo = ANIM_ANENOME_FIRE;
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m_frame = 0;
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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 CNpcAnemone2Enemy::postInit()
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{
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m_drawRotation = ( m_heading + 1024 ) & 4095;
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m_scaleX = ONE;
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m_scaleY = ONE;
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m_radius = 0;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone2Enemy::shutdown()
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{
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CNpcEnemy::shutdown();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone2Enemy::processShot( int _frames )
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{
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switch( m_data[m_type].shotFunc )
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{
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case NPC_SHOT_NONE:
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{
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// do nothing
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break;
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}
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case NPC_SHOT_GENERIC:
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{
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switch ( m_state )
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{
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case NPC_GENERIC_HIT_CHECK_HEALTH:
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{
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m_health -= 5;
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if ( m_health < 0 )
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{
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m_state = NPC_GENERIC_HIT_DEATH_START;
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}
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else
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{
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m_state = NPC_GENERIC_HIT_RECOIL;
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m_animPlaying = true;
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m_animNo = m_data[m_type].recoilAnim;
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m_frame = 0;
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}
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break;
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}
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case NPC_GENERIC_HIT_RECOIL:
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{
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if ( !m_animPlaying )
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{
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m_state = 0;
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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}
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break;
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}
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case NPC_GENERIC_HIT_DEATH_START:
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{
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m_animPlaying = true;
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m_animNo = m_data[m_type].dieAnim;
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m_frame = 0;
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m_state = NPC_GENERIC_HIT_DEATH_END;
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if ( m_data[m_type].deathSfx < CSoundMediator::NUM_SFXIDS )
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{
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if( m_soundId != NOT_PLAYING )
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{
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CSoundMediator::stopAndUnlockSfx( (xmPlayingId) m_soundId );
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}
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m_soundId = (int) CSoundMediator::playSfx( m_data[m_type].deathSfx, true );
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}
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deleteAllChild();
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m_isDying = true;
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m_speed = -5;
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if (m_data[m_type].skelType)
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{
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m_actorGfx->SetOtPos( 0 );
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}
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break;
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}
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case NPC_GENERIC_HIT_DEATH_END:
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{
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m_heading += 64 * _frames;
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m_heading &= 4095;
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m_drawRotation = ( m_heading + 1024 ) & 4095;
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Pos.vy += m_speed * _frames;
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if ( m_speed < 5 )
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{
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m_speed++;
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}
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DVECTOR offset = CLevel::getCameraPos();
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if ( Pos.vy - offset.vy > VidGetScrH() )
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{
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if ( m_data[m_type].respawning )
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{
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m_isActive = false;
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m_timerFunc = NPC_TIMER_RESPAWN;
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m_timerTimer = 4 * GameState::getOneSecondInFrames();
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}
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else
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{
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setToShutdown();
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}
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}
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break;
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}
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}
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break;
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone2Enemy::processClose( int _frames )
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{
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int fireLoop;
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CProjectile *projectile;
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s16 heading;
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if ( m_animNo != ANIM_SPIKEYANENOME_BODY )
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{
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m_animPlaying = true;
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m_animNo = ANIM_SPIKEYANENOME_BODY;
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m_frame = 0;
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}
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else
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{
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if ( m_soundId == NOT_PLAYING )
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{
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m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_ANEMONE_ATTACK_LEVEL2, true );
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}
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CProjectile *projectile;
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s16 heading;
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// fire off spikes
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m_radius = 0;
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// attach new spikes
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MATRIX mtx;
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SetIdentNoTrans(&mtx );
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RotMatrixZ( m_heading, &mtx );
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for ( fireLoop = 0 ; fireLoop < 5 ; fireLoop++ )
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{
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DVECTOR spikePos;
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s16 relativeHeading = -1024 + ( fireLoop * 512 );
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heading = m_heading + relativeHeading;
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heading &= 4095;
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spikePos = Pos;
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//s16 multiplier, multiplier2;
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s16 xDiff, yDiff;
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SVECTOR offset;
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VECTOR result;
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// move base position
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spikePos.vx += ( SPIKE_DIST * rcos( m_heading ) ) >> 12;
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spikePos.vy += ( SPIKE_DIST * rsin( m_heading ) ) >> 12;
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// move appropriate to scaling (anemone origin is 90 degrees off, hence:)
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xDiff = ( m_scaleY * m_radius ) >> 12;
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yDiff = ( m_scaleX * m_radius ) >> 12;
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offset.vx = ( xDiff * rcos( relativeHeading ) ) >> 12;
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offset.vy = ( yDiff * rsin( relativeHeading ) ) >> 12;
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ApplyMatrix( &mtx, &offset, &result );
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spikePos.vx += result.vx;
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spikePos.vy += result.vy;
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projectile = CProjectile::Create();
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projectile->init( spikePos, heading, CProjectile::PROJECTILE_DUMBFIRE, CProjectile::PROJECTILE_FINITE_LIFE );
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projectile->setState( CProjectile::PROJECTILE_ATTACK );
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projectile->setSpeed( 4 );
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}
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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 = 4 * GameState::getOneSecondInFrames();
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m_sensorFunc = NPC_SENSOR_NONE;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone2Enemy::processMovementModifier( int _frames, s32 distX, s32 distY, s32 dist, s16 headingChange )
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{
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s32 maxTimer = GameState::getOneSecondInFrames() >> 1;
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m_movementTimer += _frames;
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if ( m_movementTimer > maxTimer )
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{
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m_movementTimer -= maxTimer;
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}
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if ( m_radius < SPIKE_RADIUS )
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{
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m_radius++;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone2Enemy::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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s32 maxTimer = GameState::getOneSecondInFrames() >> 1;
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s32 sineVal = ( m_movementTimer * ONE ) / maxTimer;
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m_scaleX = ONE + ( rsin( sineVal ) >> 2 );
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m_scaleY = ONE + ( rcos( sineVal ) >> 2 );
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MATRIX mtx;
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SetIdentNoTrans(&mtx );
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RotMatrixZ( m_heading, &mtx );
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for ( int fireLoop = 0 ; fireLoop < 5 ; fireLoop++ )
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{
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DVECTOR spikePos;
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s16 relativeHeading = -1024 + ( fireLoop * 512 );
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s16 heading = m_heading + relativeHeading;
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heading &= 4095;
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spikePos = Pos;
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//s16 multiplier, multiplier2;
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s16 xDiff, yDiff;
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SVECTOR posOffset;
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VECTOR result;
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// move base position
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spikePos.vx += ( SPIKE_DIST * rcos( m_heading ) ) >> 12;
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spikePos.vy += ( SPIKE_DIST * rsin( m_heading ) ) >> 12;
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// move appropriate to scaling (anemone origin is 90 degrees off, hence:)
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xDiff = ( m_scaleY * m_radius ) >> 12;
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yDiff = ( m_scaleX * m_radius ) >> 12;
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posOffset.vx = ( xDiff * rcos( relativeHeading ) ) >> 12;
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posOffset.vy = ( yDiff * rsin( relativeHeading ) ) >> 12;
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ApplyMatrix( &mtx, &posOffset, &result );
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spikePos.vx += result.vx;
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spikePos.vy += result.vy;
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sFrameHdr *frameHdr;
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DVECTOR offset;
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int x,y;
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int scrnWidth = VidGetScrW();
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int scrnHeight = VidGetScrH();
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int spriteWidth = CGameScene::getSpriteBank()->getFrameWidth(FRM__SPIKE);
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int spriteHeight = CGameScene::getSpriteBank()->getFrameHeight(FRM__SPIKE);
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offset = CLevel::getCameraPos();
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x = spikePos.vx - offset.vx;
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y = spikePos.vy - offset.vy;
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frameHdr = CGameScene::getSpriteBank()->getFrameHeader( FRM__SPIKE );
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CGameScene::getSpriteBank()->printRotatedScaledSprite( frameHdr, x, y, 4096, 4096, heading, 10 );
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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 ),m_reversed);
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m_actorGfx->RotateScale( SprFrame, renderPos, m_drawRotation, m_scaleX, m_scaleY );
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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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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcAnemone3Enemy::processClose( int _frames )
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{
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if ( m_animNo != ANIM_ANENOME_FIRE )
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{
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m_animPlaying = true;
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m_animNo = ANIM_ANENOME_FIRE;
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m_frame = 0;
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}
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else if ( !m_animPlaying )
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{
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if ( m_soundId == NOT_PLAYING )
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{
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|
m_soundId = (int) CSoundMediator::playSfx( CSoundMediator::SFX_ANEMONE_ATTACK_LEVEL3, true );
|
|
}
|
|
|
|
CProjectile *projectile;
|
|
u8 lifetime = 8;
|
|
|
|
m_fireHeading = m_heading & 4095;
|
|
|
|
DVECTOR projPos;
|
|
projPos = Pos;
|
|
|
|
projPos.vx += rcos( m_heading ) >> 9;
|
|
projPos.vy += rsin( m_heading ) >> 9;
|
|
|
|
projectile = CProjectile::Create();
|
|
projectile->init( projPos,
|
|
m_fireHeading,
|
|
CProjectile::PROJECTILE_GAS_CLOUD,
|
|
CProjectile::PROJECTILE_FINITE_LIFE,
|
|
lifetime * GameState::getOneSecondInFrames() );
|
|
|
|
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;
|
|
}
|
|
} |