SBSPSS/source/game/healthman.cpp

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/******************************/
/*** Health throw out stuff ***/
/******************************/
#include "system\global.h"
#include "mem\memory.h"
#include "gfx\sprbank.h"
#include "utils\utils.h"
#include "gfx\prim.h"
//#include "gfx\actor.h"
#include "game\game.h"
#include "player\player.h"
#include "gfx\otpos.h"
#include "game\healthman.h"
#include <sprites.h>
CHealthManager::sItemTable CHealthManager::ItemTable[]=
{
{5,256, 255,255,0},
{1,256, 127,127,127},
};
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const int CHealthManager::ItemTableSize=sizeof(CHealthManager::ItemTable)/sizeof(CHealthManager::sItemTable);
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int HealthManGrav=128;
int HealthManShift=9;
int HealthManPickUpDelay=16;
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/*****************************************************************************/
void CHealthManager::init()
{
FrameHdr=CGameScene::getSpriteBank()->getFrameHeader(FRM__SPATULA);
for (int i=0; i<ITEM_MAX; i++)
{
ItemList[i].Life=0;
setTSprt(&ItemList[i].Sprite);
setTSprtTPage(&ItemList[i].Sprite,FrameHdr->TPage);
ItemList[i].Sprite.clut=FrameHdr->Clut;
ItemList[i].Sprite.u0=FrameHdr->U;
ItemList[i].Sprite.v0=FrameHdr->V;
ItemList[i].Sprite.w=FrameHdr->W;
ItemList[i].Sprite.h=FrameHdr->H;
}
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}
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/*****************************************************************************/
void CHealthManager::shutdown()
{
}
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/*****************************************************************************/
const int AngleS=2048+1024+512;
void CHealthManager::drop(DVECTOR &Pos,int Amount,int Vel)
{
int Count=0;
int Am=Amount;
// Count em for Arc
for (int i=0; i<ItemTableSize; i++)
{
sItemTable &T=ItemTable[i];
while (Amount>=T.Count)
{
Amount-=T.Count;
Count++;
}
}
int Angle=AngleS;
int AngleInc=1024/Count;
// Split Em
Amount=Am;
for (int i=0; i<ItemTableSize; i++)
{
sItemTable &T=ItemTable[i];
while (Amount>=T.Count)
{
Amount-=T.Count;
addItem(Pos,i,Angle,Vel);
Angle+=AngleInc;
Angle&=4095;
}
}
}
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/*****************************************************************************/
void CHealthManager::addItem(DVECTOR &Pos,int TableIdx,int Angle,int Vel)
{
int Idx=0;
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while (ItemList[Idx].Life) Idx++;
ASSERT(Idx<ITEM_MAX);
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ItemList[Idx].Life=ItemTable[TableIdx].Life;
setRGB0(&ItemList[Idx].Sprite,ItemTable[TableIdx].R,ItemTable[TableIdx].G,ItemTable[TableIdx].B);
ItemList[Idx].Pos.vx=Pos.vx<<HealthManShift;
ItemList[Idx].Pos.vy=Pos.vy<<HealthManShift;
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ItemList[Idx].Vel.vx=-(msin(Angle)*Vel)>>1;
ItemList[Idx].Vel.vy=-(mcos(Angle)*Vel);
ItemList[Idx].Count=ItemTable[TableIdx].Count;
}
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/*****************************************************************************/
void CHealthManager::checkPlayerCol(CPlayer *Player)
{
CRECT const &PRect=Player->getCollisionArea();
for (int i=0; i<ITEM_MAX; i++)
{
if (ItemList[i].Life && ItemList[i].Life<256-HealthManPickUpDelay)
{
if (PRect.x2<ItemList[i].ScrPos.vx || PRect.x1>ItemList[i].ScrPos.vx+16 ||
PRect.y2<ItemList[i].ScrPos.vy || PRect.y1>ItemList[i].ScrPos.vy+32)
{
}
else
{
ItemList[i].Life=0;
Player->addSpatula(ItemList[i].Count);
}
}
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}
}
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/*****************************************************************************/
/*** think *******************************************************************/
/*****************************************************************************/
void CHealthManager::think(int frames)
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{
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CLayerCollision *ColLayer=CGameScene::getCollision();
for (int i=0; i<ITEM_MAX; i++)
{
for (int f=0; f<frames; f++)
{
if (ItemList[i].Life)
{
ItemList[i].Life--;
ItemList[i].Pos.vx+=ItemList[i].Vel.vx;
ItemList[i].Pos.vy+=ItemList[i].Vel.vy;
ItemList[i].ScrPos.vx=ItemList[i].Pos.vx>>HealthManShift;
ItemList[i].ScrPos.vy=ItemList[i].Pos.vy>>HealthManShift;
ItemList[i].Vel.vy+=HealthManGrav;
if (ItemList[i].Vel.vy>0)
{ // Check ground collision
int DistY = ColLayer->getHeightFromGround( ItemList[i].ScrPos.vx, ItemList[i].ScrPos.vy, 16 );
if (DistY<=0)
{
ItemList[i].Vel.vy=-ItemList[i].Vel.vy>>1;
ItemList[i].Vel.vx>>=1;
// ItemList[i].Pos.vy-=DistY<<(HealthManShift-1);
}
}
int XOfs;
if (ItemList[i].Vel.vx>0)
{
XOfs=+16;
}
else
{
XOfs=-16;
}
// Check X collision
int DistX = ColLayer->getHeightFromGround( ItemList[i].ScrPos.vx+XOfs, ItemList[i].ScrPos.vy, 32 );
if (DistX<=0)
{
ItemList[i].Vel.vx=-ItemList[i].Vel.vx>>1;
// ItemList[i].Pos.vy-=DistY<<(HealthManShift-1);
}
}
}
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}
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}
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/*****************************************************************************/
/*** render ******************************************************************/
/*****************************************************************************/
void CHealthManager::render()
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{
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sOT *ThisOT=OtPtr;//+OTPOS__PICKUP_POS;
DVECTOR const &CamPos=CLevel::getCameraPos();
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for (int i=0; i<ITEM_MAX; i++)
{
if (ItemList[i].Life)
{
// Calc render pos (dont worry about clipping yet)
ItemList[i].Sprite.x0 = ItemList[i].ScrPos.vx - CamPos.vx;
ItemList[i].Sprite.y0 = (ItemList[i].ScrPos.vy - CamPos.vy)-32;
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addPrim(ThisOT,&ItemList[i].Sprite);
}
}
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}