175 lines
2.1 KiB
C++
175 lines
2.1 KiB
C++
#include "enemy\npc.h"
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#ifndef __LEVEL_LEVEL_H__
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#include "level\level.h"
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#endif
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#ifndef __FILE_EQUATES_H__
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#include <biglump.h>
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#endif
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#ifndef __SPR_UIGFX_H__
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#include <uigfx.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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CNpc::NPC_DATA CNpc::m_data[NPC_UNIT_TYPE_MAX] =
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{
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{
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NPC_INIT_DEFAULT,
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NPC_SENSOR_NONE,
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NPC_MOVEMENT_VERTICAL,
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NPC_MOVEMENT_MODIFIER_NONE,
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},
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};
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void CNpc::init()
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{
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m_type = NPC_TEST_TYPE;
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switch ( m_data[this->m_type].initFunc )
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{
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case NPC_INIT_DEFAULT:
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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break;
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default:
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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break;
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}
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}
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void CNpc::shutdown()
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{
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}
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void CNpc::think(int _frames)
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{
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m_controlFunc = NPC_CONTROL_MOVEMENT;
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switch ( this->m_controlFunc )
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{
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case NPC_CONTROL_MOVEMENT:
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if ( !processSensor() )
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{
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processMovement();
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}
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break;
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case NPC_CONTROL_SHOT:
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processShot();
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break;
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case NPC_CONTROL_CLOSE:
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processClose();
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break;
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case NPC_CONTROL_COLLISION:
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processCollision();
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break;
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}
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processTimer();
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}
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bool CNpc::processSensor()
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{
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switch( m_data[this->m_type].sensorFunc )
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{
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case NPC_SENSOR_NONE:
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return( false );
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case NPC_SENSOR_USER_CLOSE:
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/*if ( user is close )
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{
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this->controlFunc = NPC_CONTROL_CLOSE;
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processClose();
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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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return( false );
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}
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void CNpc::processMovement()
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{
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switch( m_data[this->m_type].movementFunc )
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{
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case NPC_MOVEMENT_STATIC:
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switch( m_data[this->m_type].movementModifierFunc )
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{
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case NPC_MOVEMENT_MODIFIER_NONE:
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break;
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case NPC_MOVEMENT_MODIFIER_BOB:
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//staticBob();
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break;
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}
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break;
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case NPC_MOVEMENT_FIXED_PATH:
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break;
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case NPC_MOVEMENT_USER_SEEK:
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CPlayer *player;
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player = GameScene.getPlayer();
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break;
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case NPC_MOVEMENT_VERTICAL:
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Pos.vy--;
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break;
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default:
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break;
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}
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}
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void CNpc::processShot()
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{
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}
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void CNpc::processClose()
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{
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}
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void CNpc::processCollision()
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{
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}
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void CNpc::processTimer()
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{
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}
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void CNpc::render()
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{
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}
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