This commit is contained in:
Charles 2001-04-04 15:53:44 +00:00
parent a35c24d46e
commit bb0e21d8d6
10 changed files with 132 additions and 35 deletions

View file

@ -35,6 +35,10 @@
#include <ACTOR_SPIKEYANENOME_ANIM.h>
#endif
#ifndef __ANIM_ANENOMELVL3_HEADER__
#include <ACTOR_ANENOMELVL3_ANIM.h>
#endif
void CNpcEnemy::processCloseAnemone1Attack( int _frames )
{
@ -156,13 +160,46 @@ void CNpcEnemy::processCloseAnemone2Attack( int _frames )
}
else
{
CProjectile *projectile;
s16 heading;
// fire off attached spikes
CThing *nextThing = Next;
while ( nextThing )
{
CProjectile *projectile;
projectile = (CProjectile *) nextThing;
if ( projectile->getMovementType() == CProjectile::PROJECTILE_FIXED )
{
projectile->setMovementType( CProjectile::PROJECTILE_DUMBFIRE );
projectile->setLifeTime( CProjectile::PROJECTILE_FINITE_LIFE );
projectile->setState( CProjectile::PROJECTILE_ATTACK );
}
nextThing = nextThing->getNext();
}
// attach new spikes
for ( fireLoop = 0 ; fireLoop < 5 ; fireLoop++ )
{
DVECTOR spikePos;
heading = m_heading - 1024 + ( fireLoop * 512 );
heading %= 4096;
projectile = new( "test projectile" ) CProjectile;
projectile->init( Pos, heading );
spikePos = Pos;
spikePos.vx += ( 10 * rcos( heading ) ) >> 12;
spikePos.vy += ( 10 * rsin( heading ) ) >> 12;
projectile = new( "anemone lev2 projectile" ) CProjectile;
projectile->init( spikePos, heading, CProjectile::PROJECTILE_FIXED, CProjectile::PROJECTILE_INFINITE_LIFE );
addChild( projectile );
}
m_controlFunc = NPC_CONTROL_MOVEMENT;
@ -174,18 +211,31 @@ void CNpcEnemy::processCloseAnemone2Attack( int _frames )
void CNpcEnemy::processCloseAnemone3Attack( int _frames )
{
CProjectile *projectile;
u8 lifetime = 8;
if ( m_animNo != ANIM_ANENOMELVL3_FIRE )
{
m_animPlaying = true;
m_animNo = ANIM_ANENOMELVL3_FIRE;
m_frame = 0;
}
else if ( !m_animPlaying )
{
CProjectile *projectile;
u8 lifetime = 8;
projectile = new( "test projectile" ) CProjectile;
projectile->init( Pos,
m_fireHeading,
CProjectile::PROJECTILE_GAS_CLOUD,
CProjectile::PROJECTILE_FINITE_LIFE,
lifetime * GameState::getOneSecondInFrames() );
projectile = new( "test projectile" ) CProjectile;
projectile->init( Pos,
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_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_ANENOMELVL3_BEND;
m_frame = 0;
}
}