SBSPSS/source/pickups/pbubmix.cpp

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/*=========================================================================
pbubmix.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\pbubmix.h"
#ifndef __MATHTABLE_HEADER__
#include "utils\mathtab.h"
#endif
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#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
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#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
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#ifndef __GFX_OTPOS_H__
#include "gfx\otpos.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
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CBubbleMixturePickup::init()
{
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sFrameHdr *fh;
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CBaseRespawningPickup::init();
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m_sin=0;
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fh=CGameScene::getSpriteBank()->getFrameHeader(FRM__BUBBLEMIXTURE);
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setCollisionSize(fh->W,fh->H);
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}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
DVECTOR CBubbleMixturePickup::getSizeForPlacement()
{
DVECTOR size;
sFrameHdr *fh;
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fh=CGameScene::getSpriteBank()->getFrameHeader(FRM__BUBBLEMIXTURE);
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size.vx=fh->W;
size.vy=fh->H;
return size;
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CBubbleMixturePickup::collect(class CPlayer *_player)
{
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_player->giveBubbleAmmo();
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CBaseRespawningPickup::collect(_player);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CBubbleMixturePickup::getRespawnTime()
{
return 60*10;
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}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int bubmix_bobspeed=10;
int bubmix_bobscale=3;
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void CBubbleMixturePickup::thinkPickup(int _frames)
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{
m_sin=(m_sin+(_frames*bubmix_bobspeed))&4095;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CBubbleMixturePickup::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(FRM__BUBBLEMIXTURE);
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x=_pos->vx-(fh->W/2);
y=_pos->vy-(fh->H/2)+((msin(m_sin)*bubmix_bobscale)>>12);
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sprites->printFT4(fh,x,y,0,0,OTPOS__PICKUP_POS);
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}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CBubbleWandPickup::init()
{
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CBaseWeaponSimplePickup::init();
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GameScene.getPlayer()->registerAddon(PLAYER_ADDON_BUBBLEWAND);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CBubbleWandPickup::collect(class CPlayer *_player)
{
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if(!getHasBeenCollected())
{
_player->giveBubbleAmmoFromWeapon();
}
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_player->setMode(PLAYER_MODE_BUBBLE_MIXTURE);
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CBaseWeaponSimplePickup::collect(_player);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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int CBubbleWandPickup::getWeaponSpriteFrame()
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{
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return FRM__BUBBLEWAND;
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}
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/*===========================================================================
end */