SBSPSS/source/pickups/pquest.cpp

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/*=========================================================================
pquest.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#ifndef __GFX_SPRBANK_H__
#include "gfx\sprbank.h" // Damnit.. include order! :( (pkg)
#endif
#include "pickups\pquest.h"
#ifndef __MATHTABLE_HEADER__
#include "utils\mathtab.h"
#endif
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#ifndef __PRIM_HEADER__
#include "gfx\prim.h"
#endif
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#ifndef __GFX_OTPOS_H__
#include "gfx\otpos.h"
#endif
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#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
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#include "game/game.h"
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/* Std Lib
------- */
/* Data
---- */
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#ifndef __SPR_SPRITES_H__
#include <sprites.h>
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#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
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typedef struct
{
u8 m_chapter,m_level;
u16 m_gfxFrame;
} sQuestItemMap;
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/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
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static const sQuestItemMap s_questItemMap[]=
{
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{ 1,1, FRM__C1_L1_QUEST_ITEM },
{ 1,2, FRM__C1_L2_QUEST_ITEM },
{ 1,3, FRM__C1_L3_QUEST_ITEM },
{ 1,4, FRM__C1_L4_QUEST_ITEM },
{ 2,1, FRM__C2_L1_QUEST_ITEM },
{ 2,2, FRM__C2_L2_QUEST_ITEM },
{ 2,3, FRM__C2_L3_QUEST_ITEM },
{ 2,4, FRM__C2_L4_QUEST_ITEM },
{ 3,1, FRM__C3_L1_QUEST_ITEM },
{ 3,2, FRM__C3_L2_QUEST_ITEM },
{ 3,3, FRM__C3_L3_QUEST_ITEM },
{ 3,4, FRM__C3_L4_QUEST_ITEM },
{ 4,1, FRM__C4_QUEST_ITEM_1 },
{ 4,2, FRM__C4_QUEST_ITEM_1 },
{ 4,3, FRM__C4_QUEST_ITEM_1 },
{ 4,4, FRM__C4_QUEST_ITEM_2 },
{ 5,1, FRM__C5_L1_QUEST_ITEM },
{ 5,2, FRM__C5_L2_QUEST_ITEM },
{ 5,3, FRM__C5_L3_QUEST_ITEM },
{ 5,4, FRM__C5_L4_QUEST_ITEM },
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};
static const int s_numQuestItemMap=sizeof(s_questItemMap)/sizeof(sQuestItemMap);
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CQuestItemPickup::init()
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{
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int chapter,level;
const sQuestItemMap *qi;
int i;
sFrameHdr *fh;
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CBasePickup::init();
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m_pingFrame=0;
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chapter=GameScene.getChapterNumber();
level=GameScene.getLevelNumber();
m_gfxFrame=-1;
qi=s_questItemMap;
for(i=0;i<s_numQuestItemMap;i++)
{
if(qi->m_chapter==chapter&&qi->m_level==level)
{
m_gfxFrame=qi->m_gfxFrame;
break;
}
qi++;
}
ASSERT(m_gfxFrame!=-1);
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fh=CGameScene::getSpriteBank()->getFrameHeader(m_gfxFrame);
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setCollisionSize(fh->W,fh->H);
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}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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DVECTOR CQuestItemPickup::getSizeForPlacement()
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{
DVECTOR size;
sFrameHdr *fh;
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fh=CGameScene::getSpriteBank()->getFrameHeader(m_gfxFrame);
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size.vx=fh->W;
size.vy=fh->H;
return size;
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CQuestItemPickup::collect(class CPlayer *_player)
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{
CBasePickup::collect(_player);
}
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int quest_pingframes=50;
int quest_pingwaitframes=100;
int quest_pingsize=100;
int quest_pingr=0;
int quest_pingg=255;
int quest_pingb=0;
int quest_pingsegments=16;
int quest_transmode=1;
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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int CQuestItemPickup::getVisibilityRadius()
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{
return quest_pingsize;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CQuestItemPickup::thinkPickup(int _frames)
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{
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m_pingFrame+=_frames;
if(m_pingFrame>(quest_pingframes+quest_pingwaitframes))
{
// Do sound too.. (pkg)
m_pingFrame=0;
}
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}
/*----------------------------------------------------------------------
Function:
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Purpose: LOTS to optimise here.. (pkg)
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Params:
Returns:
---------------------------------------------------------------------- */
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void CQuestItemPickup::renderPickup(DVECTOR *_pos)
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{
SpriteBank *sprites;
sFrameHdr *fh;
int x,y;
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sprites=CGameScene::getSpriteBank();
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fh=sprites->getFrameHeader(m_gfxFrame);
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x=_pos->vx-(fh->W/2);
y=_pos->vy-(fh->H/2);
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sprites->printFT4(fh,x,y,0,0,OTPOS__PICKUP_POS);
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if(m_pingFrame<quest_pingframes)
{
int radius;
int endr,endg,endb;
int angle;
DVECTOR p1,p2;
int i;
POLY_G3 *g3;
POLY_FT3 *ft3;
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x=_pos->vx;
y=_pos->vy;
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radius=(quest_pingsize*m_pingFrame)/quest_pingframes;
endr=(quest_pingr*(quest_pingframes-m_pingFrame))/quest_pingframes;
endg=(quest_pingg*(quest_pingframes-m_pingFrame))/quest_pingframes;
endb=(quest_pingb*(quest_pingframes-m_pingFrame))/quest_pingframes;
p1.vx=x;
p1.vy=y+radius;
for(i=0;i<quest_pingsegments;i++)
{
angle=(4095*(i+1))/quest_pingsegments;
p2.vx=x+((msin(angle)*radius)>>12);
p2.vy=y+((mcos(angle)*radius)>>12);
g3=GetPrimG3();
setXY3(g3,x,y,p1.vx,p1.vy,p2.vx,p2.vy);
setRGB0(g3,0,0,0);
setRGB1(g3,endr,endg,endb);
setRGB2(g3,endr,endg,endb);
setShadeTex(g3,0);
setSemiTrans(g3,1);
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AddPrimToList(g3,OTPOS__PICKUP_POS+1);
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p1=p2;
}
// Trans
ft3=GetPrimFT3();
setShadeTex(ft3,1);
setSemiTrans(ft3,1);
ft3->tpage=(quest_transmode<<5);
setXY3(ft3,512,512,512,512,512,512);
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AddPrimToList(ft3,OTPOS__PICKUP_POS+1);
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}
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}
/*===========================================================================
end */