402 lines
6.9 KiB
C++
402 lines
6.9 KiB
C++
/*=========================================================================
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ngeneric.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 __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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void CNpcEnemy::processGenericGotoTarget( int _frames, s32 xDist, s32 yDist, s32 speed )
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{
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s16 decDir, incDir, moveDist;
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s32 moveX, moveY;
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s16 headingToTarget = ratan2( yDist, xDist ) & 4095;
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s16 maxTurnRate = m_data[m_type].turnSpeed;
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decDir = m_heading - headingToTarget;
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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 = headingToTarget - 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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m_heading += moveDist;
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m_heading &= 4095;
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s32 preShiftX = _frames * speed * rcos( m_heading );
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s32 preShiftY = _frames * speed * rsin( m_heading );
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moveX = preShiftX >> 12;
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if ( !moveX && preShiftX )
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{
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moveX = preShiftX / abs( preShiftX );
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}
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if ( xDist > 0 )
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{
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if ( moveX > xDist )
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{
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moveX = xDist;
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}
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}
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else if ( xDist < 0 )
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{
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if ( moveX < xDist )
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{
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moveX = xDist;
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}
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}
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else
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{
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moveX = 0;
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}
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moveY = preShiftY >> 12;
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if ( !moveY && preShiftY )
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{
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moveY = preShiftY / abs( preShiftY );
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}
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if ( yDist > 0 )
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{
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if ( moveY > yDist )
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{
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moveY = yDist;
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}
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}
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else if ( yDist < 0 )
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{
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if ( moveY < yDist )
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{
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moveY = yDist;
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}
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}
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else
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{
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moveY = 0;
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}
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Pos.vx += moveX;
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Pos.vy += moveY;
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}
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void CNpcEnemy::processGenericGetUserDist( int _frames, s32 *distX, s32 *distY )
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{
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s32 moveX = 0, moveY = 0;
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s16 moveDist = 0;
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s32 moveVel = 0;
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CPlayer *player = GameScene.getPlayer();
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DVECTOR const &playerPos = player->getPos();
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*distX = playerPos.vx - this->Pos.vx;
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*distY = playerPos.vy - this->Pos.vy;
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}
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bool CNpcEnemy::processGroundCollisionReverse( s32 *moveX, s32 *moveY )
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{
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bool xBlocked = false;
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bool yBlocked = false;
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// check for collision with ground
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if ( CGameScene::getCollision()->Get( ( Pos.vx + *moveX ) >> 4, ( Pos.vy + *moveY ) >> 4 ) )
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{
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// destination point is below ground, check in individual directions
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if ( CGameScene::getCollision()->Get( ( Pos.vx + *moveX ) >> 4, Pos.vy >> 4 ) )
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{
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// X direction is blocked
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xBlocked = true;
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}
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if ( CGameScene::getCollision()->Get( Pos.vx >> 4, ( Pos.vy + *moveY ) >> 4 ) )
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{
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yBlocked = true;
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}
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if ( xBlocked && !yBlocked )
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{
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// invert X
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*moveX = -(*moveX);
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m_heading = ratan2( *moveY, *moveX ) & 4095;
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}
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else if ( !xBlocked && yBlocked )
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{
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// invert Y
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*moveY = -(*moveY);
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m_heading = ratan2( *moveY, *moveX ) & 4095;
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}
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else
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{
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// invert both
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*moveX = -(*moveX);
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*moveY = -(*moveY);
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m_heading += 2048;
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}
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m_heading &= 4095;
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}
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return( xBlocked | yBlocked );
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}
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u8 CNpcEnemy::processGenericFixedPathMove( int _frames, s32 *moveX, s32 *moveY, s32 *moveVel, s32 *moveDist )
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{
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bool pathComplete;
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bool waypointChange;
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s32 xDist, yDist;
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s16 headingToTarget = m_npcPath.think( Pos, &pathComplete, &waypointChange, &xDist, &yDist );
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/*if ( waypointChange )
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{
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m_movementTimer = 0;
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}*/
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if ( !pathComplete )
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{
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s16 decDir, incDir;
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s16 maxTurnRate = m_data[m_type].turnSpeed;
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decDir = m_heading - headingToTarget;
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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 = headingToTarget - 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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m_heading += *moveDist;
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m_heading &= 4095;
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s32 preShiftX = _frames * m_speed * rcos( m_heading );
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s32 preShiftY = _frames * m_speed * rsin( m_heading );
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*moveX = preShiftX >> 12;
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if ( !(*moveX) && preShiftX )
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{
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*moveX = preShiftX / abs( preShiftX );
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}
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if ( xDist > 0 )
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{
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if ( *moveX > xDist )
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{
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*moveX = xDist;
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}
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}
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else if ( xDist < 0 )
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{
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if ( *moveX < xDist )
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{
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*moveX = xDist;
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}
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}
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else
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{
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*moveX = 0;
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}
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*moveY = preShiftY >> 12;
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if ( !(*moveY) && preShiftY )
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{
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*moveY = preShiftY / abs( preShiftY );
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}
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if ( yDist > 0 )
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{
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if ( *moveY > yDist )
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{
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*moveY = yDist;
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}
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}
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else if ( yDist < 0 )
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{
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if ( *moveY < yDist )
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{
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*moveY = yDist;
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}
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}
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else
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{
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*moveY = 0;
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}
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*moveVel = ( _frames * m_speed ) << 8;
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//processGroundCollisionReverse( moveX, moveY );
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}
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return( waypointChange );
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}
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void CNpcEnemy::processGenericFixedPathWalk( int _frames, s32 *moveX, s32 *moveY )
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{
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s32 maxHeight = 20;
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s32 distX, distY;
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s32 fallSpeed = 3;
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s8 yMovement = fallSpeed * _frames;
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s32 groundHeight;
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*moveX = 0;
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*moveY = 0;
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// ignore y component of waypoint, since we are stuck to the ground
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bool pathComplete;
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if ( m_npcPath.thinkFlat( Pos, &pathComplete, &distX, &distY, &m_heading ) )
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{
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// path has finished, waypoint has changed, or there are no waypoints - do not move horizontally
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// check for vertical movement
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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if ( groundHeight <= yMovement )
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{
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// groundHeight <= yMovement indicates either just above ground or on or below ground
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*moveY = groundHeight;
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}
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else
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{
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// fall
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*moveY = yMovement;
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}
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}
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else
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{
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// check for collision
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distX = distX / abs( distX );
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if ( CGameScene::getCollision()->getHeightFromGround( Pos.vx + ( distX * m_speed * _frames ), Pos.vy ) < -maxHeight )
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{
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// there is an obstacle in the way, increment the path point (hopefully this will resolve the problem)
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m_npcPath.incPath();
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}
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else
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{
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// check for vertical movement
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groundHeight = CGameScene::getCollision()->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
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if ( groundHeight <= yMovement )
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{
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// groundHeight <= yMovement indicates either just above ground or on or below ground
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*moveX = distX * m_speed * _frames;
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*moveY = groundHeight;
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}
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else
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{
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// fall
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*moveY = yMovement;
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}
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}
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}
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switch ( CGameScene::getCollision()->getCollisionBlock( Pos.vx + (*moveX), Pos.vy + (*moveY) + 1 ) & COLLISION_TYPE_MASK )
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{
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case COLLISION_TYPE_FLAG_DEATH_FALL:
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case COLLISION_TYPE_FLAG_DEATH_INSTANT:
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case COLLISION_TYPE_FLAG_DEATH_LIQUID:
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case COLLISION_TYPE_FLAG_DAMAGE:
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{
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m_health = 0;
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m_controlFunc = NPC_CONTROL_SHOT;
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m_state = NPC_GENERIC_HIT_CHECK_HEALTH;
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break;
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}
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default:
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break;
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}
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}
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bool CNpcEnemy::isCollisionWithGround()
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{
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return CGameScene::getCollision()->Get( Pos.vx >> 4, ( Pos.vy + 1 ) >> 4 ) ? 16:0;
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}
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