Пример #1
0
bool CShelly::isNearby(CSpriteObject &theObject)
{
	if( CPlayerLevel *player = dynamic_cast<CPlayerLevel*>(&theObject) )
	{
		if( player->getXMidPos() < getXMidPos() )
			mKeenAlignment = LEFT;
		else
			mKeenAlignment = RIGHT;
		
		
		const int objX = theObject.getXMidPos();
		const int objY = theObject.getYMidPos();
		const int shellyX = getXMidPos();
		const int shellyY = getYMidPos();
		
		mGoodJumpChance = false;
		
		if( objX < shellyX - CSF_DISTANCE_TO_JUMP ||
			objX > shellyX + CSF_DISTANCE_TO_JUMP )
			return false;

		if( objY < shellyY - CSF_DISTANCE_TO_JUMP ||
			objY > shellyY + CSF_DISTANCE_TO_JUMP )
			return false;
		
		mGoodJumpChance = true;
	}
	
	return true;
}
Пример #2
0
bool CRoboRed::isNearby(CSpriteObject &theObject)
{
    if( dynamic_cast<CPlayerLevel*>(&theObject) )
    {
        mLookTimer++;
        if(mLookTimer < TIME_UNTIL_LOOK)
            return true;

        mLookTimer = 0;

        mKeenNearby = false;

        const int objX = theObject.getXMidPos();
        const int roboX = getXMidPos();
        const int dx = objX - roboX;

        if( theObject.getYDownPos() > getYUpPos() && theObject.getYUpPos() < getYDownPos() )
        {
            if(getActionNumber(A_RED_PAUSE))
            {
                if( theObject.getXMidPos() < getXMidPos() )
                    xDirection = LEFT;
                else
                    xDirection = RIGHT;
            }

            if( std::abs(dx) < CSF_DISTANCE_TO_SHOOT )
            {
                mKeenNearby = true;
            }
        }
    }

    return true;
}
Пример #3
0
bool CTank::isNearby(CVorticonSpriteObject &theObject)
{
    if( CPlayer *player = dynamic_cast<CPlayer*>(&theObject) )
    {
	if( state == TANK_LOOK )
	{	    
	    // when time is up go back to moving
	    if (timer > TANK_LOOK_TOTALTIME)
	    {
		// decide what direction to go
		
		if(player->getXMidPos() < getXMidPos())
		{
		    movedir = LEFT;
		    sprite = TANK_WALK_LEFT_FRAME;
		}
		else if(player->getXMidPos() > getXMidPos())
		{
		    movedir = RIGHT;
		    sprite = TANK_WALK_RIGHT_FRAME;
		}
		state = TANK_WALK;
		animtimer = 0;
		timer = 0;
	    } 
	}
    }
    
    return true;
}
Пример #4
0
bool CSparky::isNearby(CSpriteObject &theObject)
{
	if( !getProbability(10) )
		return false;

	if( CPlayerLevel *player = dynamic_cast<CPlayerLevel*>(&theObject) )
	{
		if( player->getXMidPos() < getXMidPos() )
			mKeenAlignment = LEFT;
		else
			mKeenAlignment = RIGHT;
		
		
		const int objX = theObject.getXMidPos();
		const int objY = theObject.getYMidPos();
		const int sparkyX = getXMidPos();
		const int sparkyY = getYMidPos();
		
		mGoodChargeChance = false;
		
		if( objX < sparkyX - CSF_DISTANCE_TO_FOLLOW ||
			objX > sparkyX + CSF_DISTANCE_TO_FOLLOW )
			return false;

		if( objY < sparkyY - CSF_DISTANCE_TO_FOLLOW ||
			objY > sparkyY + CSF_DISTANCE_TO_FOLLOW )
			return false;
		
		mGoodChargeChance = true;
	}

	return true;
}
Пример #5
0
bool CThunderCloud::isNearby(CSpriteObject &theObject)
{

	if( CPlayerLevel *player = dynamic_cast<CPlayerLevel*>(&theObject) )
	{
		const unsigned int cloudX = getXMidPos();
		const unsigned int playXLeft = player->getXMidPos() - DIST_TO_AWAKE;
		const unsigned int playXRight = player->getXMidPos() + DIST_TO_AWAKE;

		if( playXLeft < cloudX &&
				playXRight > cloudX )
		{
			if( getActionStatus(A_CLOUD_ASLEEP) && getProbability(180) )
				setAction(A_CLOUD_WAKING);
		}
		else
		{
			if( !getActionStatus(A_CLOUD_ASLEEP) )
			{
				setAction(A_CLOUD_ASLEEP);
				setActionSprite();
				return true;
			}

		}


		if( getActionStatus(A_CLOUD_WAKING) )
		{
			if( player->getXMidPos() < getXMidPos() )
				xDirection = LEFT;
			else
				xDirection = RIGHT;
		}
		
		if( getActionStatus(A_CLOUD_MOVING) )
		{

		if( mpBolt == nullptr && player->getYMidPos() > getYMidPos() )
		{		    
			const unsigned int playXStrikeLeft = player->getXMidPos() - DIST_TO_STRIKE;
			const unsigned int playXStrikeRight = player->getXMidPos() + DIST_TO_STRIKE;			

			if( playXStrikeLeft < cloudX &&
					playXStrikeRight > cloudX && (mTimer>TIME_TO_STRIKE_2 || (mSecondTry && mTimer>TIME_TO_STRIKE_1) ) )
			{
				mTimer = 0;
				mSecondTry = !mSecondTry;
				setAction(A_CLOUD_STRIKING);
				playSound(SOUND_THUNDERCLOUD_STRIKE);
                mpBolt = new CThunderBolt( mp_Map, getXLeftPos() + (12<<STC), getYDownPos() + (32<<STC), mSprVar );
				spawnObj( mpBolt );
			}
		}
		}
	}

	return true;
}
void CWaterMine::processMove()
{
	performCollisions();

	if(yDirection)
	{
		const Uint16 blockerUp = mp_Map->getPlaneDataAt(2, getXMidPos(), getYUpPos());
		const Uint16 blockerDown = mp_Map->getPlaneDataAt(2, getXMidPos(), getYDownPos());

		// If there is a blocker, block the Watermine
		if( blockerUp == 31 )
			blockedu = true;
		if( blockerDown == 31 )
			blockedd = true;

		// If the mine is really blocked, change the direction
		if(blockedd)
			yDirection = UP;
		else if(blockedu)
			yDirection = DOWN;

		if(yDirection == DOWN)
			moveDown(MINE_SPEED);
		else
			moveUp(MINE_SPEED);
	}
	else
	{
		const Uint16 blockerLeft = mp_Map->getPlaneDataAt(2, getXLeftPos(), getYMidPos());
		const Uint16 blockerRight = mp_Map->getPlaneDataAt(2, getXRightPos(), getYMidPos());

		// If there is a blocker, block the Watermine
		if( blockerLeft == 31 )
			blockedl = true;
		if( blockerRight == 31 )
			blockedr = true;

		// If the mine is really blocked, change the direction
		if(blockedl)
			xDirection = RIGHT;
		else if(blockedr)
			xDirection = LEFT;

		if(xDirection == LEFT)
			moveLeft(MINE_SPEED);
		else
			moveRight(MINE_SPEED);
	}
}
Пример #7
0
bool CDevilSprite::isNearby(CSpriteObject &theObject)
{
	if( CPlayerBase *player = dynamic_cast<CPlayerBase*>(&theObject) )
	{
		const int dx = player->getXMidPos() - getXMidPos();
		const int dy = player->getYMidPos() - getYMidPos();


		if( dx<0 )
			xDirection = LEFT;
		else
			xDirection = RIGHT;

		if(getActionNumber(A_SPRITE_MOVE))
		{
			int absdx = (dx<0) ? -dx : dx;
			int absdy = (dy<0) ? -dy : dy;

			if( absdx < CSF_MIN_DISTANCE_X_TO_LOOK &&
			    absdy < CSF_MIN_DISTANCE_Y_TO_LOOK )
			{
				setAction(A_SPRITE_LOOK);
				mp_processState = &CDevilSprite::processLook;
				m_timer = SPRITE_LOOK_DELAY;
			}
		}
	}
	return true;
}
Пример #8
0
void CBerkeloid::processMoving()
{
  if(blockedd)
    moveUp(10);
  
	if( mTimer < BERKELOID_TIME )
	{
		mTimer++;
		return;
	}
	else
	{
		mTimer = 0;
	}

	// Chance to throw a flame
	if( getProbability(20) )
	{
		setAction( A_BERKELOID_THROW );
		playSound( SOUND_BERKELOID_WINDUP );
		CBerkFlame *flame = new CBerkFlame( getMapPtr(), getXMidPos(), getYUpPos(), xDirection );
		gEventManager.add( new EventSpawnObject( flame ) );
		return;
	}

}
Пример #9
0
void CShelly::processSmoke()
{
    mTimer++;
    
    if(mTimer < SMOKE_TIME)
	return;
    
    mTimer = 0;
    
    dead = true;
      
    // Spawn little explosion shards here!
    const int newX = getXMidPos();      
    const int newY = getYUpPos();
      
    spawnObj( new CShellyFrags( getMapPtr(), 
							     0, newX, newY, -100 ) );
    spawnObj( new CShellyFrags( getMapPtr(), 
							     0, newX, newY, -50 ) );
    spawnObj( new CShellyFrags( getMapPtr(), 
							     0, newX, newY, 50 ) );
    spawnObj( new CShellyFrags( getMapPtr(), 
							     0, newX, newY, 100 ) );
    exists = false;
}
Пример #10
0
bool CBlooguard::isNearby(CSpriteObject& theObject)
{
    if( CPlayerLevel *player = dynamic_cast<CPlayerLevel*>(&theObject) )
    {
		const int objX = theObject.getXMidPos();
		const int objY = theObject.getYMidPos();
		const int blooguardX = getXMidPos();
		const int blooguardY = getYMidPos();
		
		// Code for setting player stunned here!
		if(mStubPlayer)
		{
		    mStubPlayer = false;
		    if(player->stun())
		    {
		      player->m_camera.m_relcam.y = (8<<CSF);
		    }
		    
		    return true;
		}
		
		mGoodClubChance = false;
		
		if( objX < blooguardX - CSF_DISTANCE_TO_CLUB ||
			objX > blooguardX + CSF_DISTANCE_TO_CLUB )
			return false;

		if( objY < blooguardY - CSF_DISTANCE_TO_CLUB ||
			objY > blooguardY + CSF_DISTANCE_TO_CLUB )
			return false;
		
		mGoodClubChance = true;
    }
    return true;
}
Пример #11
0
bool CWormmouth::isNearby(CSpriteObject &theObject)
{
	if(dead || theObject.dead )
		return false;


	if( CPlayerBase *player = dynamic_cast<CPlayerBase*>(&theObject) )
	{
		const int playerX = player->getXMidPos();
		const int playerY = player->getYMidPos();
		const int wormmouthX = getXMidPos();
		const int wormmouthY = getYMidPos();

		if( getActionNumber(A_WORMMOUTH_LOOK) )
		{
			if( playerX < wormmouthX && xDirection != LEFT )
				mTurnAround = true;
			else if( playerX > wormmouthX && xDirection != RIGHT )
				mTurnAround = true;
		}

		const int diffX = playerX - wormmouthX;
		const int diffY = playerY - wormmouthY;
		if( abs(diffX) < DIST_TO_EAT && abs(diffY) < DIST_TO_EAT
				&& !getActionNumber(A_WORMMOUTH_EAT) )
		{
			setAction(A_WORMMOUTH_EAT);
			playSound( SOUND_WORMOUTH_STRIKE );
		}

	}

	return true;
}
Пример #12
0
bool CBlueBird::isNearby(CSpriteObject &theObject)
{
            
	if( !getProbability(20) )
		return false;
	
	if( CPlayerLevel *player = dynamic_cast<CPlayerLevel*>(&theObject) )
	{
		if( player->getXMidPos() < getXMidPos() )
			xDirection = LEFT;
		else
			xDirection = RIGHT;

		if( player->getYMidPos() < getYMidPos() )
			yDirection = UP;
		else
			yDirection = DOWN;
		
		
		// so the bottom of keen's box has to be >= 3 tiles above the bottom of the bird's box
		// and keen needs to be on the ground -> Quote by Lemm
		const int pYDown = player->getYDownPos();
		const int bYDown = getYDownPos();
		if( player->blockedd && pYDown <= bYDown-(3<<CSF)  )
		{
    			setAction(A_EAGLE_FLYING);
			inhibitfall = true;
		}
	}

	return true;
}
Пример #13
0
void CAmpton::processPoleSlide()
{
    
  int l_x_l = getXLeftPos();
  int l_x = getXMidPos();
  int l_x_r = getXRightPos();
  int l_y_mid = getYMidPos();
  int l_y_down = getYDownPos();	
  
  // Move normally in the direction
  if( yDirection == UP )
  {    
	// Check for the upper side and don't let him move if the pole ends
	if( hitdetectWithTileProperty(1, l_x_l, l_y_mid) ||
	    hitdetectWithTileProperty(1, l_x, l_y_mid) ||
	    hitdetectWithTileProperty(1, l_x_r, l_y_mid) )
	{
		moveUp( SLIDE_SPEED );
	}
	else
	{
		yDirection = DOWN;
	}	
  }
  else // Down
  {
	// Check for the upper side and don't let him move if the pole ends
	if( hitdetectWithTileProperty(1, l_x_l, l_y_down) ||
	    hitdetectWithTileProperty(1, l_x, l_y_down) ||
	    hitdetectWithTileProperty(1, l_x_r, l_y_down) )
	{
		moveDown( SLIDE_SPEED );
	}
	else
	{
		yDirection = UP;
	}    
  }
  
  mTimer++;
  if(mTimer < UMOUNT_TIME)
    return;
  
  mTimer = 0;
  
  // Check for Floor here!        
  const int fall1 = mp_Map->getPlaneDataAt(1, l_x, l_y_down+(1<<CSF));
  //const int fall1 = mp_Map->getPlaneDataAt(1, l_x, l_y_down);
  const CTileProperties &TileProp1 = g_pBehaviorEngine->getTileProperties(1)[fall1];
  const bool leavePole = (TileProp1.bup != 0);
  
  if(leavePole)
  {
    setAction(A_AMPTON_STOP_POLE);
    moveXDir(2*xDirection*WALK_SPEED);
    moveUp(1<<CSF);
    solid = true;
    blockedd = true;
  }
}
Пример #14
0
bool CLick::isNearby(CObject &theObject)
{
	if( CPlayerBase *player = dynamic_cast<CPlayerBase*>(&theObject) )
	{
		const int dx = player->getXMidPos() - getXMidPos();

		if( dx<-CSF_DISTANCE_TO_FOLLOW_TOLERANCE )
			m_hDir = LEFT;
		else if( dx>+CSF_DISTANCE_TO_FOLLOW_TOLERANCE )
			m_hDir = RIGHT;

		if(getActionNumber(A_LICK_LAND))
		{
			int absdx = (dx<0) ? -dx : dx;

			if( absdx < CSF_MIN_DISTANCE_TO_BREATHE )
			{
				setAction(A_LICK_BREATHE);
				playSound(SOUND_LICK_FIREBREATH);
				mp_processState = (void (CStunnable::*)()) (&CLick::processBreathe);
				m_timer = LICK_BREATHE_TIMER;
			}
		}

	}

	return true;
}
void CGrabbiter::getTouchedBy(CSpriteObject& theObject)
{
    if(getActionNumber(A_GRABBITER_NAPPING))
    {
	return;
    }
    
    
    if( CPlayerBase *player = dynamic_cast<CPlayerBase*>(&theObject) )
    {
        const int diffX = getXMidPos()-player->getXMidPos();
        player->moveXDir(-diffX/4);

        if(player->m_Inventory.Item.m_special.ep6.sandwich > 0)
        {
            player->m_Inventory.Item.m_special.ep6.sandwich--;

            // Show grabbiter message
            showMsg( g_pBehaviorEngine->getString("KEEN_GRABBITER_SLEEPY") );

            setAction(A_GRABBITER_NAPPING);
            playSound(SOUND_GRABBITER_SLEEP);
        }
        else
        {
            // Sound play
            g_pSound->playSound(SOUND_GRABBITER_HUNGRY, PLAY_PAUSEALL);

            // Show grabbiter message
            showMsg( g_pBehaviorEngine->getString("KEEN_GRABBITER_HUNGRY") );
        }
    }
}
bool CMimrock::isNearby(CSpriteObject &theObject)
{
    if(dead || theObject.dead || mTimer > 0 )
        return true;

    if( !blockedd || getActionStatus(A_MIMROCK_JUMP) || getActionStatus(A_MIMROCK_BOUNCE) )
        return true;

    if( CPlayerBase *player = dynamic_cast<CPlayerBase*>(&theObject) )
    {
        const int dx = player->getXMidPos() - getXMidPos();

        if( dx>-CSF_DISTANCE_TO_FOLLOW_TOLERANCE &&
                dx<+CSF_DISTANCE_TO_FOLLOW_TOLERANCE )
        {
            if( dx<0 )
                xDirection = LEFT;
            else
                xDirection = RIGHT;

            if( !getProbability(40) )
                return true;

            if( dx>-CSF_DISTANCE_TO_JUMP_TOLERANCE &&
                    dx<+CSF_DISTANCE_TO_JUMP_TOLERANCE )
            {
                if( xDirection == -player->xDirection )
                {
                    setAction(A_MIMROCK_SIT);
                }
                else
                {
                    yinertia = -JUMP_HEIGHT;
                    mTimer = JUMP_TIME;

                    setAction(A_MIMROCK_JUMP);
                }
            }
            else
            {
                if( xDirection == player->xDirection && !blockedr && !blockedl )
                {
                    setAction(A_MIMROCK_WALK);
                }
                else
                {
                    setAction(A_MIMROCK_SIT);
                }
            }
        }

    }
    
    return true;
}
bool CMadMushroom::isNearby(CSpriteObject &theObject)
{
	if( CPlayerLevel *player = dynamic_cast<CPlayerLevel*>(&theObject) )
	{
		if( player->getXMidPos() < getXMidPos() )
			xDirection = LEFT;
		else
			xDirection = RIGHT;
	}

	return true;
}
Пример #18
0
bool CArachnut::isNearby(CSpriteObject &theObject)
{
	if( !getProbability(10) )
		return false;

	if( CPlayerLevel *player = dynamic_cast<CPlayerLevel*>(&theObject) )
	{
        xDirection = ( player->getXMidPos() < getXMidPos() ) ? LEFT : RIGHT;
        yDirection = ( player->getYMidPos() < getYMidPos() ) ? UP : DOWN;
	}

	return true;
}
Пример #19
0
bool CShikadiMaster::isNearby(CSpriteObject &theObject)
{
	if( CPlayerLevel *player = dynamic_cast<CPlayerLevel*>(&theObject) )
	{
		if( player->getXMidPos() < getXMidPos() )
			mKeenAlignment = LEFT;
		else
			mKeenAlignment = RIGHT;
		
		mpPlayer = player;
	}
	
	return true;
}
Пример #20
0
bool CDopeFish::isNearby(CSpriteObject &theObject)
{
	if( dynamic_cast<CPlayerBase*>(&theObject) ||
		dynamic_cast<CSchoolFish*>(&theObject) )
	{
		const int objX = theObject.getXMidPos();
		const int objY = theObject.getYMidPos();
		const int fishX = getXMidPos();
		const int fishY = getYMidPos();
		const int dx = objX - fishX;
		const int dy = objY - fishY;


		if( objX < fishX - CSF_DISTANCE_TO_FOLLOW ||
			objX > fishX + CSF_DISTANCE_TO_FOLLOW )
			return false;

		if( objY < fishY - CSF_DISTANCE_TO_FOLLOW ||
			objY > fishY + CSF_DISTANCE_TO_FOLLOW )
			return false;


		if( dx<-CSF_DISTANCE_TO_FOLLOW_TOLERANCE )
			xDirection = LEFT;
		else if( dx>+CSF_DISTANCE_TO_FOLLOW_TOLERANCE )
			xDirection = RIGHT;

		if( dy<-CSF_DISTANCE_TO_FOLLOW_TOLERANCE )
			yDirection = (rand()%5) ? UP : DOWN;
		else if( dy>+CSF_DISTANCE_TO_FOLLOW_TOLERANCE )
			yDirection = (rand()%5) ? DOWN : UP;

		if(getActionNumber(A_DOPEFISH_SWIM))
		{
			int absdx = (dx<0) ? -dx : dx;
			int absdy = (dy<0) ? -dy : dy;

			if( absdx < CSF_MIN_DISTANCE_TO_CHARGE &&
			    absdy < CSF_MIN_DISTANCE_TO_CHARGE )
			{
				setAction(A_DOPEFISH_EAT);
				mp_processState = &CDopeFish::processEat;
				m_eatTimer = DOPE_EAT_TIMER;
			}
		}

	}

	return true;
}
Пример #21
0
bool CBobba::isNearby(CSpriteObject& theObject)
{
	if( !getProbability(30) )
		return false;

	if( CPlayerLevel *player = dynamic_cast<CPlayerLevel*>(&theObject) )
	{
		if( player->getXMidPos() < getXMidPos() )
			xDirection = LEFT;
		else
			xDirection = RIGHT;
	}

	return true;
}
Пример #22
0
void CDopeFish::processBurp()
{
	if(!m_burped && getActionStatus(A_DOPEFISH_BURPING))
	{
		g_pSound->playSound(SOUND_DOPEFISH_BURP);
		CBubbles *Bubble = new CBubbles(mp_Map, 0, getXMidPos()+(1<<CSF), getYMidPos()+(1<<CSF), true);
		g_pBehaviorEngine->m_EventList.add( new EventSpawnObject( Bubble ) );
		m_burped = true;
	}

	if(getActionStatus(A_DOPEFISH_BURP_FINISHED))
	{
		setAction(A_DOPEFISH_SWIM);
		mp_processState = &CDopeFish::processSwim;
	}
}
Пример #23
0
bool CSkypest::isNearby(CObject &theObject)
{
	if(getActionStatus(A_SKYPEST_LICKEYES))
	{
		if( CPlayerBase *player = dynamic_cast<CPlayerBase*>(&theObject) )
		{
			const int dx = player->getXMidPos() - getXMidPos();

			if( dx<0 )
				m_hDir = LEFT;
			else
				m_hDir = RIGHT;
		}
	}
	return true;
}
Пример #24
0
bool CSpirogrip::isNearby(CSpriteObject &theObject)
{
	if( CPlayerLevel *player = dynamic_cast<CPlayerLevel*>(&theObject) )
	{	    	    
		if( player->getXMidPos() < getXMidPos() )
			mKeenAlignmentX = LEFT;
		else
			mKeenAlignmentX = RIGHT;

		if( player->getYMidPos() < getYMidPos() )
			mKeenAlignmentY = UP;
		else
			mKeenAlignmentY = DOWN;
	}

	return true;
}
Пример #25
0
bool COrbatrix::isNearby(CSpriteObject &theObject)
{
    if(!getActionStatus(A_ORBATRIX_FLOAT))
	return true;
    
    if( CPlayerLevel *player = dynamic_cast<CPlayerLevel*>(&theObject) )
    {	
	if( getProbability(600) )
	{	    
	    if( player->getXMidPos() < getXMidPos() )
		xDirection = LEFT;
	    else
		xDirection = RIGHT;
	}
    }	
	
    return true;
}
Пример #26
0
void CBobba::processSitting()
{
    mTimer++;

    if(mTimer < SIT_TIME)
	return;
    
    mTimer = 0;
    
    setAction(A_BOBBA_SHOOT);
    playSound(SOUND_BOBBA_SHOOT);    
    int x_coord = getXMidPos();
    x_coord += (xDirection == LEFT) ? -(8<<STC) : +(8<<STC);
    
    CEnemyShot *fireball = new CEnemyShot(mp_Map, 0, x_coord, getYUpPos(),
                       0x2E76, xDirection, 0,  100, mSprVar);
    spawnObj( fireball );
    
}
Пример #27
0
bool CArachnut::isNearby(CSpriteObject &theObject)
{
    if( !getProbability(80) )
        return false;

    if( CPlayerLevel *player = dynamic_cast<CPlayerLevel*>(&theObject) )
    {
        if( player->getXMidPos() < getXMidPos() )
            xDirection = LEFT;
        else
            xDirection = RIGHT;

        if( player->getYMidPos() < getYMidPos() )
            yDirection = UP;
        else
            yDirection = DOWN;
    }

    return true;
}
Пример #28
0
bool CMimrock::isNearby(CObject &theObject)
{
	if( CPlayerBase *player = dynamic_cast<CPlayerBase*>(&theObject) )
	{
		const int dx = player->getXMidPos() - getXMidPos();

		if( dx>-CSF_DISTANCE_TO_FOLLOW_TOLERANCE &&
			dx<+CSF_DISTANCE_TO_FOLLOW_TOLERANCE	)
		{
			if( dx<0 )
				m_hDir = LEFT;
			else
				m_hDir = RIGHT;

			setAction(A_MIMROCK_WALK);
			mp_processState = (void (CStunnable::*)()) &CMimrock::processWalk;
		}
	}

	return true;
}
Пример #29
0
void CDevilSprite::processShoot()
{
	m_timer--;

	if( m_timer == SPRITE_SHOOT_DELAY/2 )
	{
		gSound.playSound(SOUND_SPRITE_SHOT);
		int x_coord = getXMidPos();
		x_coord += (xDirection == LEFT) ? -(8<<STC) : +(8<<STC);
		CEnemyShot *Spark = new CEnemyShot(mpMap, 0, x_coord, getYMidPos()-(8<<STC),
                                            0x3818, xDirection, 0,  100, 0);
		gEventManager.add( new EventSpawnObject( Spark ) );
	}

	if( m_timer <= 0 )
	{
		m_timer = SPRITE_MOVE_DELAY;
		setAction(A_SPRITE_MOVE);
		mp_processState = &CDevilSprite::processMove;
	}
}
Пример #30
0
bool CLick::isNearby(CSpriteObject &theObject)
{    
    const bool odd = getProbability(80);
    
    
    if( CPlayerBase *player = dynamic_cast<CPlayerBase*>(&theObject) )
    {
	const int dy = abs(player->getYMidPos() - getYMidPos());
	const int dx = player->getXMidPos() - getXMidPos();
	
	if( dy > CSF_MIN_DISTANCE_TO_BREATHE )
	    return false;
	
	if( dx<-CSF_DISTANCE_TO_FOLLOW_TOLERANCE && odd )
	    xDirection = LEFT;
	else if( dx>+CSF_DISTANCE_TO_FOLLOW_TOLERANCE && odd )
	    xDirection = RIGHT;
	
	if(getActionNumber(A_LICK_LAND))
	{
	    int absdx = (dx<0) ? -dx : dx;
	    
	    if( absdx < CSF_DISTANCE_TO_FOLLOW_TOLERANCE )
		keenNear = true;
	    else
		keenNear = false;
	    
	    
	    if( absdx < CSF_MIN_DISTANCE_TO_BREATHE && odd )
	    {
		setAction(A_LICK_BREATHE);
		playSound(SOUND_LICK_FIREBREATH);
		m_timer = LICK_BREATHE_TIMER;
	    }
	}
	
    }
    
    return true;
}