CBlueBird::CBlueBird(CMap *pmap, const Uint16 foeID, Uint32 x, Uint32 y) :
CGalaxySpriteObject(pmap, foeID, x, y, 0),
mTimer(0)
{
	mActionMap[A_EAGLE_HATCHED] = &CBlueBird::processHatched;
	mActionMap[A_EAGLE_WALKING] = &CBlueBird::processWalking;
	mActionMap[A_EAGLE_WALKING+1] = &CBlueBird::processWalking;
	mActionMap[A_EAGLE_FLYING] =  &CBlueBird::processFlying;
	mActionMap[A_EAGLE_STUNNED] = &CBlueBird::processStunned;

	setupGalaxyObjectOnMap( 0x21B6, A_EAGLE_HATCHED );
	xDirection = LEFT;

    GsSprite &rSprite = gGraphics.getSprite(mSprVar,sprite);
	performCollisions();
	processMove( 0, rSprite.m_bboxY1-rSprite.m_bboxY2 );
	processActionRoutine();

}
Beispiel #2
0
CBloog::CBloog(CMap *pmap, const Uint16 foeID, const Uint32 x, const Uint32 y) :
CStunnable(pmap, foeID, x, y),
mTimer(0)
{

    mHealthPoints = 1;

    const Difficulty diff = g_pBehaviorEngine->mDifficulty;

    if(foeID == 0x04 && diff > HARD)
    {
        // Set the bloog to another color and double his health
        mSprVar = 1;
        mHealthPoints *= 2;
    }
    if(foeID == 0x05 && diff > EXPERT)
    {
        // Set the bloog to another color and increase his health
        mSprVar = 2;
        mHealthPoints *= 3;
    }
    if(foeID == 0x06 && diff > NINJA)
    {
        // Set the bloog to another color and increase his health
        mSprVar = 3;
        mHealthPoints *= 4;
    }


	mActionMap[A_BLOOG_WALK] = (GASOFctr) &CBloog::processWalking;
	mActionMap[A_BLOOG_STUNNED] = (GASOFctr) &CStunnable::processGettingStunned;
	
	setupGalaxyObjectOnMap(0x1EE6, A_BLOOG_WALK);
	
	xDirection = LEFT;

    // Some mods suffer the fact (Keen 8 Dead in Desert) that those foes appear embedded in the floor
    CSprite &rSprite = g_pGfxEngine->getSprite(mSprVar,sprite);
    performCollisions();
    processMove( 0, rSprite.m_bboxY1-rSprite.m_bboxY2 );
    processActionRoutine();
}
void CSpriteItem::process()
{
    if(mGravity)
    {
	performCollisions();
	
	performGravityHigh();
    }
    
    // Do the animation stuff here!
    if(m_timer == 0)
    {
	this->sprite = (m_basesprite == this->sprite) ? m_basesprite + 1 : m_basesprite;
    }
    
    if(m_timer < MAX_ANIMATION_TIMER)
	m_timer++;
    else
	m_timer = 0;
}
Beispiel #4
0
void CRoboRed::process()
{
	performCollisions();
	
	performGravityMid();

	if( blockedl )
	{
	  xDirection = RIGHT;
	}
	else if(blockedr)
	{
	  xDirection = LEFT;
	}

	if(!processActionRoutine())
	    exists = false;
	
	(this->*mp_processState)();
}
Beispiel #5
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void CGalaxySpriteObject::setupGalaxyObjectOnMap(const size_t ActionBaseOffset,
						 const size_t ActionNumber )
{
	m_ActionBaseOffset = ActionBaseOffset;
	m_climbing = false;
	m_jumped = false;

	setActionForce(ActionNumber);

	setActionSprite();
	
	calcBoundingBoxes();
		
	alignToTile();
	
	performCollisions();
	
	if(!processActionRoutine())
			exists = false;
}
Beispiel #6
0
void CInchWorm::process()
{
	performCollisions();

	performGravityLow();

	if(!processActionRoutine())
		exists = false;

	if( blockedl )
		xDirection = RIGHT;
	else if(blockedr)
		xDirection = LEFT;

	if(!getActionStatus(0))
		return;

	// Move normally in the direction
	if( xDirection == RIGHT )
		moveRight( (m_Action.h_anim_move>>3)*((rand()%2)+1) );
	else
Beispiel #7
0
CBallJack::CBallJack(CMap *pmap, Uint32 x, Uint32 y, object_t type):
CVorticonSpriteObject(pmap, x, y, type)
{
	m_Direction = DUPLEFT;

	animframe = 0;
	animtimer = 0;
	inhibitfall = 1;

	if (m_type==OBJ_BALL)
	{
		speed = BALL_SPEED;
		canbezapped = 1;
	}
	else
	{
		speed = JACK_SPEED;
		canbezapped = 0;
	}
	performCollisions();
}
Beispiel #8
0
void CMastersSpark::process()
{
	performCollisions();
	
	performGravityMid();

	if( blockedl )
	{
	  xDirection = RIGHT;
	  mIsDead = true;
	}
	else if(blockedr)
	{
	  xDirection = LEFT;
	  mIsDead = true;
	}

	if(!processActionRoutine())
	    exists = false;
	
	(this->*mp_processState)();
}
Beispiel #9
0
void CThunderCloud::process()
{
	if( mpBolt )
	{
		if(!mpBolt->exists)
			mpBolt = NULL; // This can be done because the object container will care deleting the it.
	}

	performCollisions();
	processFalling();

	if( blockedl )
		xDirection = RIGHT;
	else if( blockedr )
		xDirection = LEFT;

	(this->*mpProcessState)();

	mTimer++;

	processActionRoutine();
}
Beispiel #10
0
void CBlueBird::process()
{
	performCollisions();
	
	if(!inhibitfall)
	    performGravityMid();

	if( blockedl )
		xDirection = RIGHT;
	else if( blockedr )
		xDirection = LEFT;

	if( blockedu )
		yDirection = DOWN;
	else if( blockedu )
		yDirection = UP;


	(this->*mpProcessState)();

	if(!processActionRoutine())
			exists = false;
}
Beispiel #11
0
void CWormmouth::process()
{
	if( getActionNumber(A_WORMMOUTH_MOVE) || getActionNumber(A_WORMMOUTH_STUNNED) )
	{
	    performCollisions();
	    performGravityLow();
	}


	(this->*mp_processState)();

	if( getActionNumber(A_WORMMOUTH_STUNNED) )
		return;

	if( blockedl )
		xDirection = RIGHT;
	else if(blockedr)
		xDirection = LEFT;

	if(!processActionRoutine())
		exists = false;
	
}
Beispiel #12
0
void CKorath::process()
{
	performCollisions();
	
	performGravityMid();

	if(!dead) // If we is dead, there is no way to continue moving or turning
	{
	  if( blockedl )
	  {	    
	    xDirection = RIGHT;
	  }
	  else if(blockedr)
	  {
	    
	    xDirection = LEFT;
	  }
	}

	if(!processActionRoutine())
	    exists = false;
	
	(this->*mp_processState)();
}
void CCouncilMember::processWalking()
{
	performCollisions();
	processFalling();


	// Check if there is a cliff and move him back in case
	performCliffStop(m_Action.H_anim_move_amount<<1);


	if( m_timer < ELDER_MOVE_TIMER )
	{
		m_timer++;
		return;
	}
	else
	{
		m_timer = 0;
	}

	// Chance if he will think
	if( getProbability(25) )
	{
		m_timer = 0;
		mp_processState = &CCouncilMember::processThinking;
		setAction(A_COUNCIL_MEMBER_THINK);
		return;
	}

	// Move normally in the direction
	if( m_hDir == RIGHT )
		moveRight( m_Action.H_anim_move_amount<<1 );
	else
		moveLeft( m_Action.H_anim_move_amount<<1 );

}
Beispiel #14
0
////
// Process the stuff of the player when playing in a normal level
void CPlayer::processInLevel()
{
    StatusBox();

    if (pdie) dieanim();
	else
	{
		inhibitwalking = false;
		inhibitfall = false;		
		
		// when walking through the exit door don't show keen's sprite past
		// the door frame (so it looks like he walks "through" the door)
		if(!pfrozentime)
		{
			if (!level_done)
				ProcessInput();
			else
				ProcessExitLevel();
		}
		
		setDir();
		
		if(!level_done)
		{
			getgoodies();
			raygun();
			keencicle();
		}
		
		if(!pfrozentime)
		{
			if(!pjumping)
			{
				Walking();

                // if we bump against a wall all inertia stops
                if (xinertia > 0 && blockedr) xinertia = 0;
                if (xinertia < 0 && blockedl) xinertia = 0;

				WalkingAnimation();
			}
		}

		checkSolidDoors();

		InertiaAndFriction_X();

		if(!level_done)
		{
			TogglePogo_and_Switches();
			JumpAndPogo();
		}

		// Check collision with other objects
		performCollisions();
		checkObjSolid();
		if(!inhibitfall) Playerfalling();
	}

    if(pSupportedbyobject)
    	blockedd = true;
}