This commit is contained in:
parent
9fb3df3054
commit
76a722c5ec
9 changed files with 197 additions and 10 deletions
|
@ -1147,10 +1147,12 @@ void CNpcEnemy::processMovementModifier(int _frames, s32 distX, s32 distY, s32 d
|
|||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void CNpcEnemy::hasBeenAttacked()
|
||||
u8 CNpcEnemy::hasBeenAttacked()
|
||||
{
|
||||
m_controlFunc = NPC_CONTROL_SHOT;
|
||||
m_state = NPC_GENERIC_HIT_CHECK_HEALTH;
|
||||
|
||||
return( true );
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
|
|
@ -104,7 +104,7 @@ public:
|
|||
void addWaypoint( s32 xPos, s32 yPos );
|
||||
void setPathType( u8 newType ) {m_npcPath.setPathType( newType );}
|
||||
void setStartPos( s32 xPos, s32 yPos );
|
||||
void hasBeenAttacked();
|
||||
virtual u8 hasBeenAttacked();
|
||||
bool canBeCaughtByNet();
|
||||
void caughtWithNet();
|
||||
virtual int getFrameCount();
|
||||
|
|
|
@ -323,7 +323,7 @@ CNpcEnemy::NPC_DATA CNpcEnemy::m_data[NPC_UNIT_TYPE_MAX] =
|
|||
{ // NPC_SQUID_DART
|
||||
0,//ACTORS_SQUIDDART_SBK,
|
||||
FRM_SQUIDDART_SWIM0001,
|
||||
NPC_SENSOR_NONE,
|
||||
NPC_SENSOR_USER_CLOSE,
|
||||
NPC_MOVEMENT_FIXED_PATH,
|
||||
NPC_CLOSE_NONE,
|
||||
NPC_TIMER_NONE,
|
||||
|
|
|
@ -31,6 +31,10 @@
|
|||
#include "projectl\prnpcspr.h"
|
||||
#endif
|
||||
|
||||
#ifndef __UTILS_HEADER__
|
||||
#include "utils\utils.h"
|
||||
#endif
|
||||
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
|
@ -46,9 +50,23 @@ void CNpcSquidDartEnemy::render()
|
|||
{
|
||||
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;
|
||||
|
@ -64,7 +82,8 @@ void CNpcSquidDartEnemy::render()
|
|||
s32 YMin = SprFrame->y0 - renderPos.vy;
|
||||
|
||||
setCollisionSize( ( XMax - XMin ), ( YMax - YMin ) );
|
||||
setCollisionCentreOffset( ( XMax + XMin ) >> 1, ( YMax + YMin ) >> 1 );
|
||||
// bodge
|
||||
setCollisionCentreOffset( 0, 0 ); //( XMax + XMin ) >> 1, ( YMax + YMin ) >> 1 );
|
||||
}
|
||||
}
|
||||
}
|
||||
|
@ -99,3 +118,65 @@ 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;
|
||||
}
|
||||
}
|
|
@ -27,6 +27,13 @@ public:
|
|||
virtual void fireAsProjectile( s16 heading );
|
||||
protected:
|
||||
virtual s32 getFrameShift( int _frames );
|
||||
virtual bool processSensor();
|
||||
virtual void processClose( int _frames );
|
||||
|
||||
DVECTOR m_circleCentre;
|
||||
s16 m_angularDistance;
|
||||
s16 m_startAngle;
|
||||
s32 m_circleRadius;
|
||||
};
|
||||
|
||||
#endif
|
||||
|
|
|
@ -267,3 +267,97 @@ void CNpcSmallJellyfishBackgroundEnemy::render()
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
u8 CNpcSmallJellyfishBackgroundEnemy::hasBeenAttacked()
|
||||
{
|
||||
// do nothing
|
||||
|
||||
return( false );
|
||||
}
|
||||
|
||||
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
|
||||
|
||||
void CNpcSmallJellyfishBackgroundEnemy::collidedWith( CThing *_thisThing )
|
||||
{
|
||||
// do nothing
|
||||
/*if ( m_isActive && !m_isCaught && !m_isDying )
|
||||
{
|
||||
switch(_thisThing->getThingType())
|
||||
{
|
||||
case TYPE_PLAYER:
|
||||
{
|
||||
CPlayer *player = (CPlayer *) _thisThing;
|
||||
|
||||
ATTACK_STATE playerState = player->getAttackState();
|
||||
|
||||
if(playerState==ATTACK_STATE__NONE)
|
||||
{
|
||||
if ( !player->isRecoveringFromHit() )
|
||||
{
|
||||
switch( m_data[m_type].detectCollision )
|
||||
{
|
||||
case DETECT_NO_COLLISION:
|
||||
{
|
||||
// ignore
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case DETECT_ALL_COLLISION:
|
||||
{
|
||||
m_oldControlFunc = m_controlFunc;
|
||||
m_controlFunc = NPC_CONTROL_COLLISION;
|
||||
|
||||
processUserCollision( _thisThing );
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case DETECT_ATTACK_COLLISION_GENERIC:
|
||||
{
|
||||
processAttackCollision();
|
||||
processUserCollision( _thisThing );
|
||||
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
else
|
||||
{
|
||||
// player is attacking, respond appropriately
|
||||
|
||||
if ( m_controlFunc != NPC_CONTROL_SHOT )
|
||||
{
|
||||
if(playerState==ATTACK_STATE__BUTT_BOUNCE)
|
||||
{
|
||||
player->justButtBouncedABadGuy();
|
||||
}
|
||||
m_controlFunc = NPC_CONTROL_SHOT;
|
||||
m_state = NPC_GENERIC_HIT_CHECK_HEALTH;
|
||||
}
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
case TYPE_ENEMY:
|
||||
{
|
||||
CNpcEnemy *enemy = (CNpcEnemy *) _thisThing;
|
||||
|
||||
if ( canCollideWithEnemy() && enemy->canCollideWithEnemy() )
|
||||
{
|
||||
processEnemyCollision( _thisThing );
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
||||
default:
|
||||
ASSERT(0);
|
||||
break;
|
||||
}
|
||||
}*/
|
||||
}
|
||||
|
|
|
@ -24,11 +24,13 @@ public:
|
|||
virtual void render();
|
||||
virtual void postInit();
|
||||
virtual void setTargetHeading( s16 newTargetHeading ) {m_targetHeading = newTargetHeading;}
|
||||
virtual u8 hasBeenAttacked();
|
||||
protected:
|
||||
virtual bool processSensor();
|
||||
virtual void processMovement( int _frames );
|
||||
virtual void shutdown();
|
||||
virtual void processUserCollision( CThing *thisThing );
|
||||
virtual void collidedWith(CThing *_thisThing);
|
||||
|
||||
s16 m_targetHeading;
|
||||
};
|
||||
|
|
|
@ -28,13 +28,13 @@
|
|||
|
||||
void CNpcClamPlatform::render()
|
||||
{
|
||||
CNpcPlatform::render();
|
||||
|
||||
if (canRender())
|
||||
{
|
||||
//CNpcPlatform::render();
|
||||
|
||||
#if defined (__USER_paul__) || defined (__USER_charles__)
|
||||
DVECTOR &renderPos=getRenderPos();
|
||||
|
||||
#if defined (__USER_paul__) || defined (__USER_charles__)
|
||||
DVECTOR offset = CLevel::getCameraPos();
|
||||
DVECTOR size;
|
||||
DVECTOR centre;
|
||||
|
|
|
@ -570,9 +570,10 @@ void CPlayerProjectile::collidedWith(CThing *_thisThing)
|
|||
{
|
||||
CNpcEnemy *enemy = (CNpcEnemy *) _thisThing;
|
||||
|
||||
enemy->hasBeenAttacked();
|
||||
|
||||
if ( enemy->hasBeenAttacked() )
|
||||
{
|
||||
setToShutdown();
|
||||
}
|
||||
|
||||
break;
|
||||
}
|
||||
|
|
Loading…
Add table
Add a link
Reference in a new issue