This commit is contained in:
Charles 2001-06-14 16:07:48 +00:00
parent 4c93823479
commit f701f34dc4
25 changed files with 264 additions and 276 deletions

View file

@ -87,45 +87,32 @@ void CNpcSeaSnakeEnemy::postInit()
{
m_npcPath.setPathType( CNpcPath::REPEATING_PATH );
// create start of list
CNpcPositionHistory *newPosition;
newPosition = new ("position history") CNpcPositionHistory;
newPosition->pos = Pos;
m_positionHistory = newPosition;
s16 maxArraySize = NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING;
CNpcPositionHistory *currentPosition = m_positionHistory;
m_positionHistoryArray[0].pos = Pos;
m_positionHistoryArray[0].next = &m_positionHistoryArray[1];
m_positionHistoryArray[0].prev = &m_positionHistoryArray[maxArraySize - 1];
// create rest of list
for ( int histLength = 1 ; histLength < ( NPC_SEA_SNAKE_LENGTH * NPC_SEA_SNAKE_SPACING ) ; histLength++ )
for ( int histLength = 1 ; histLength < maxArraySize - 1 ; histLength++ )
{
newPosition = new ("position history") CNpcPositionHistory;
newPosition->pos = Pos;
newPosition->next = NULL;
newPosition->prev = currentPosition;
currentPosition->next = newPosition;
currentPosition = newPosition;
m_positionHistoryArray[histLength].pos = Pos;
m_positionHistoryArray[histLength].next = &m_positionHistoryArray[histLength + 1];
m_positionHistoryArray[histLength].prev = &m_positionHistoryArray[histLength - 1];
}
// link ends together for circular list
m_positionHistoryArray[maxArraySize - 1].pos = Pos;
m_positionHistoryArray[maxArraySize - 1].next = &m_positionHistoryArray[0];
m_positionHistoryArray[maxArraySize - 1].prev = &m_positionHistoryArray[maxArraySize - 2];
currentPosition->next = m_positionHistory;
m_positionHistory->prev = currentPosition;
m_positionHistory = &m_positionHistoryArray[0];
u16 segScale;
int initLength = NPC_SEA_SNAKE_LENGTH / 3;
int remLength = NPC_SEA_SNAKE_LENGTH - initLength;
m_segment = NULL;
CNpcSeaSnakeSegment *currentSegment;
for ( int segCount = 0 ; segCount < NPC_SEA_SNAKE_LENGTH ; segCount++ )
{
CNpcSeaSnakeSegment *snakeSegment;
snakeSegment = new ("segment") CNpcSeaSnakeSegment;
snakeSegment->init();
m_segmentArray[segCount].init();
if ( segCount < initLength )
{
@ -144,29 +131,18 @@ void CNpcSeaSnakeEnemy::postInit()
segScale = start + ( ( end * ( NPC_SEA_SNAKE_LENGTH - segCount ) ) / remLength );
}
snakeSegment->setScale( segScale );
m_segmentArray[segCount].setScale( segScale );
// attach snake segment
if ( m_segment )
if ( segCount < NPC_SEA_SNAKE_LENGTH - 1 )
{
currentSegment = m_segment;
while( currentSegment->m_nextSegment )
{
currentSegment = currentSegment->m_nextSegment;
}
currentSegment->m_nextSegment = snakeSegment;
}
else
{
// no previous segments
m_segment = snakeSegment;
m_segmentArray[segCount].m_nextSegment = &m_segmentArray[segCount + 1];
}
}
m_segmentCount = NPC_SEA_SNAKE_LENGTH;
m_movementTimer = 2 * GameState::getOneSecondInFrames();
m_collTimer = 0;
}
@ -184,37 +160,11 @@ void CNpcSeaSnakeEnemy::shutdown()
{
// delete snake segments
CNpcSeaSnakeSegment *currentSegment = m_segment;
while( currentSegment )
for ( int segCount = 0 ; segCount < NPC_SEA_SNAKE_LENGTH ; segCount++ )
{
CNpcSeaSnakeSegment *oldSegment;
oldSegment = currentSegment;
currentSegment = currentSegment->m_nextSegment;
oldSegment->shutdown();
delete oldSegment;
m_segmentArray[segCount].shutdown();
}
// remove position history
CNpcPositionHistory *currentPosition;
CNpcPositionHistory *oldPosition;
currentPosition = m_positionHistory;
while( currentPosition )
{
oldPosition = currentPosition;
currentPosition = currentPosition->next;
oldPosition->prev->next = NULL;
delete oldPosition;
}
m_positionHistory = NULL;
CNpcEnemy::shutdown();
}
@ -305,8 +255,6 @@ void CNpcSeaSnakeEnemy::processMovement( int _frames )
newPos = newPos->next;
}
CNpcSeaSnakeSegment *List = m_segment;
oldPos = Pos;
s32 extension = m_extension;
@ -325,7 +273,9 @@ void CNpcSeaSnakeEnemy::processMovement( int _frames )
timeShift = m_movementTimer / GameState::getOneSecondInFrames();
while( List )
int segmentCount;
for ( segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
{
s32 xDist = oldPos.vx - newPos->pos.vx;
s32 yDist = oldPos.vy - newPos->pos.vy;
@ -339,17 +289,12 @@ void CNpcSeaSnakeEnemy::processMovement( int _frames )
sinPos.vx += ( diff * rcos( headingToTarget + 1024 ) ) >> 12;
sinPos.vy += ( diff * rsin( headingToTarget + 1024 ) ) >> 12;
List->setPos( sinPos );
m_segmentArray[segmentCount].setPos( sinPos );
oldPos = sinPos;
List = List->m_nextSegment;
if ( List )
for ( skipCounter = 0 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ )
{
for ( skipCounter = 0 ; skipCounter < NPC_SEA_SNAKE_SPACING ; skipCounter++ )
{
newPos = newPos->next;
}
newPos = newPos->next;
}
extension += 1024;
@ -361,13 +306,11 @@ void CNpcSeaSnakeEnemy::processMovement( int _frames )
}
}
List = m_segment;
oldPos = Pos;
while( List )
for ( segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
{
DVECTOR currentPos = List->getPos();
DVECTOR currentPos = m_segmentArray[segmentCount].getPos();
s32 xDist = oldPos.vx - currentPos.vx;
s32 yDist = oldPos.vy - currentPos.vy;
@ -378,13 +321,9 @@ void CNpcSeaSnakeEnemy::processMovement( int _frames )
oldPos = currentPos;
CNpcSeaSnakeSegment *oldList = List;
List = List->m_nextSegment;
if ( List )
if ( segmentCount < m_segmentCount - 1 )
{
DVECTOR nextPos = List->getPos();
DVECTOR nextPos = m_segmentArray[segmentCount + 1].getPos();
xDist = currentPos.vx - nextPos.vx;
yDist = currentPos.vy - nextPos.vy;
headingFromNext = ratan2( yDist, xDist );
@ -417,8 +356,8 @@ void CNpcSeaSnakeEnemy::processMovement( int _frames )
heading -= moveDist >> 1;
}
oldList->setHeading( heading );
oldList->updateCollisionArea();
m_segmentArray[segmentCount].setHeading( heading );
m_segmentArray[segmentCount].updateCollisionArea();
}
if ( m_collTimer > 0 )
@ -555,12 +494,9 @@ void CNpcSeaSnakeEnemy::render()
setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 );
}
CNpcSeaSnakeSegment *segment = m_segment;
while( segment )
for ( int segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
{
segment->render();
segment = segment->m_nextSegment;
m_segmentArray[segmentCount].render();
}
}
}
@ -596,16 +532,12 @@ int CNpcSeaSnakeEnemy::checkCollisionAgainst( CThing *_thisThing, int _frames )
// go through segments
CNpcSeaSnakeSegment *segment = m_segment;
while( segment )
for ( int segmentCount = 0 ; segmentCount < m_segmentCount ; segmentCount++ )
{
if ( segment->checkCollisionAgainst( _thisThing, _frames ) )
if ( m_segmentArray[segmentCount].checkCollisionAgainst( _thisThing, _frames ) )
{
collided = true;
}
segment = segment->m_nextSegment;
}
return collided;
@ -701,7 +633,7 @@ int CNpcSeaSnakeSegment::checkCollisionAgainst( CThing *_thisThing, int _frames
void CNpcSeaSnakeEnemy::processShot( int _frames )
{
if ( !m_segment )
if ( !m_segmentCount )
{
m_drawRotation += 64 * _frames;
m_drawRotation &= 4095;
@ -727,27 +659,7 @@ void CNpcSeaSnakeEnemy::processShot( int _frames )
{
// knock segment off end of list
CNpcSeaSnakeSegment *segment = m_segment;
CNpcSeaSnakeSegment *oldSegment = segment;
while( segment->m_nextSegment )
{
oldSegment = segment;
segment = segment->m_nextSegment;
}
segment->shutdown();
delete segment;
if ( segment == m_segment )
{
m_segment = NULL;
}
else
{
oldSegment->m_nextSegment = NULL;
}
m_segmentCount--;
m_collTimer = GameState::getOneSecondInFrames();
}