This commit is contained in:
Daveo 2001-08-16 20:05:31 +00:00
parent 4542864e8f
commit 527093fc9a
2 changed files with 86 additions and 61 deletions

View File

@ -11,6 +11,7 @@
#include "game\game.h"
#include "player\player.h"
#include "gfx\otpos.h"
#include "system\vid.h"
#include "game\healthman.h"
#ifndef __SAVE_SAVE_H__
@ -21,15 +22,15 @@
CHealthManager::sItemTable CHealthManager::ItemTable[]=
{
{5,256, 255,255,0},
{1,256, 127,127,127},
{CHealthManager::SPAT_CLUMP, 255,255,0},
{1, 127,127,127},
};
const int CHealthManager::ItemTableSize=sizeof(CHealthManager::ItemTable)/sizeof(CHealthManager::sItemTable);
int HealthManGrav=128;
int HealthManShift=9;
int HealthManPickUpDelay=32;
const int HealthManGrav=128;
const int HealthManShift=9;
const int HealthManPickUpDelay=32;
/*****************************************************************************/
void CHealthManager::init()
@ -37,19 +38,23 @@ void CHealthManager::init()
sItem *list=ItemList;
FrameHdr=CGameScene::getSpriteBank()->getFrameHeader(FRM__SPATULA);
for (int i=0; i<ITEM_MAX; i++)
for (int i=0; i<SPAT_MAX; i++)
{
list->Life=0;
setTSprt(&list->Sprite);
setTSprtTPage(&list->Sprite,FrameHdr->TPage);
list->Sprite.clut=FrameHdr->Clut;
list->Sprite.u0=FrameHdr->U;
list->Sprite.v0=FrameHdr->V;
list->Sprite.w=FrameHdr->W;
list->Sprite.h=FrameHdr->H;
for (int s=0; s<2; s++)
{
TSPRT *Spr=&list->Sprite[s];
setTSprt(Spr);
setTSprtTPage(Spr,FrameHdr->TPage);
Spr->clut=FrameHdr->Clut;
Spr->u0=FrameHdr->U-1;
Spr->v0=FrameHdr->V-1;
Spr->w=FrameHdr->W;
Spr->h=FrameHdr->H;
}
list++;
}
Frame=0;
}
/*****************************************************************************/
@ -100,11 +105,11 @@ int Idx=0;
sItem *item;
while (ItemList[Idx].Life) Idx++;
ASSERT(Idx<ITEM_MAX);
ASSERT(Idx<SPAT_MAX);
item=&ItemList[Idx];
item->Life=ItemTable[TableIdx].Life;
setRGB0(&item->Sprite,ItemTable[TableIdx].R,ItemTable[TableIdx].G,ItemTable[TableIdx].B);
item->Life=SPAT_LIFE;
setRGB0(&item->Sprite[0],ItemTable[TableIdx].R,ItemTable[TableIdx].G,ItemTable[TableIdx].B);
setRGB0(&item->Sprite[1],ItemTable[TableIdx].R,ItemTable[TableIdx].G,ItemTable[TableIdx].B);
item->Pos.vx=Pos.vx<<HealthManShift;
item->Pos.vy=Pos.vy<<HealthManShift;
@ -129,7 +134,7 @@ sItem *item=ItemList;
PRect.y1+=16;
PRect.y2+=16;
for (int i=0; i<ITEM_MAX; i++)
for (int i=0; i<SPAT_MAX; i++)
{
if (item->Life && item->Life<256-HealthManPickUpDelay)
{
@ -153,21 +158,27 @@ sItem *item=ItemList;
/*****************************************************************************/
/*** think *******************************************************************/
/*****************************************************************************/
const int YO=32;
const int CO=1;
void CHealthManager::think(int frames)
{
sItem *item=ItemList;
int mapHeight;
int Dist;
CLayerCollision *ColLayer=CGameScene::getCollision();
mapHeight=GameScene.GetLevel().getMapHeight16();
for (int i=0; i<ITEM_MAX; i++)
for (int i=0; i<SPAT_MAX; i++)
{
for (int f=0; f<frames; f++)
{
if (item->Life>1)
{
int OldY=ItemList[i].Pos.vy;
int CheckOfs=16;
int YOfs=0;
int ColEx=COLLISION_TYPE_FLAG_DEATH_FALL;
int XS=1;
int XYO=0;
item->Life--;
item->Pos.vx+=item->Vel.vx;
item->Pos.vy+=item->Vel.vy;
@ -175,26 +186,33 @@ int mapHeight;
item->ScrPos.vy=item->Pos.vy>>HealthManShift;
item->Vel.vy+=HealthManGrav;
// if (item->Vel.vy>0)
{
int DistY = ColLayer->getHeightFromGround( item->ScrPos.vx, item->ScrPos.vy, 16 );
int newBlock=ColLayer->getCollisionBlock(item->ScrPos.vx,item->ScrPos.vy)&COLLISION_TYPE_MASK;
if (DistY<=0&&newBlock!=COLLISION_TYPE_FLAG_DEATH_FALL )
if (item->Vel.vy)
{
if (item->Vel.vy<0)
{
item->Pos.vy=OldY;
}
item->Vel.vy=-item->Vel.vy>>1;
item->Vel.vx>>=1;
// item->Pos.vy-=DistY<<(HealthManShift-1);
{ // Going Up
YOfs=-YO;//+(item->Vel.vy>>HealthManShift);
CheckOfs=CO;
ColEx=0; // Dont exclude any types when going up
XS=0; // dont reduce x on head col
}
if(item->ScrPos.vy>mapHeight)
Dist = ColLayer->getHeightFromGround( item->ScrPos.vx, item->ScrPos.vy+YOfs, CheckOfs );
if ((item->Vel.vy>0 && Dist<=0) || (item->Vel.vy<0 && Dist!=CheckOfs))
{
item->Life=0;
int newBlock=ColLayer->getCollisionBlock(item->ScrPos.vx,item->ScrPos.vy) & COLLISION_TYPE_MASK;
if (!(ColEx && newBlock==ColEx))
{
item->Pos.vy+=Dist<<HealthManShift; // align to ground
item->ScrPos.vy=item->Pos.vy>>HealthManShift;
item->Vel.vy-=HealthManGrav;
item->Vel.vy=-item->Vel.vy>>1;
item->Vel.vx>>=XS;
XYO=-4; // to stop spat coming back on hitting ground
}
}
}
if(item->ScrPos.vy>GameScene.GetLevel().getMapHeight16()) item->Life=0;
int XOfs;
if (item->Vel.vx>0)
@ -206,11 +224,11 @@ int mapHeight;
XOfs=-16;
}
// Check X collision
int DistX = ColLayer->getHeightFromGround( item->ScrPos.vx+XOfs, item->ScrPos.vy, 32 );
if (DistX<=0)
Dist = ColLayer->getHeightFromGround( item->ScrPos.vx+XOfs, item->ScrPos.vy+XYO, 16);
if (Dist<=0)
{
item->Vel.vx=-item->Vel.vx>>1;
// item->Pos.vy-=DistY<<(HealthManShift-1);
item->Vel.vy>>=1;
}
}
@ -231,20 +249,23 @@ int mapHeight;
void CHealthManager::render()
{
sItem *list=ItemList;
sOT *ThisOT=OtPtr;//+OTPOS__PICKUP_POS;
sOT *ThisOT=OtPtr+OTPOS__PICKUP_POS;
DVECTOR const &CamPos=CLevel::getCameraPos();
for (int i=0; i<ITEM_MAX; i++)
{
int life=list->Life;
if (life&&(life<256-HealthManPickUpDelay||life&3))
{
// Calc render pos (dont worry about clipping yet)
list->Sprite.x0 = list->ScrPos.vx - CamPos.vx;
list->Sprite.y0 = (list->ScrPos.vy - CamPos.vy)-32;
addPrim(ThisOT,&list->Sprite);
for (int i=0; i<SPAT_MAX; i++)
{
int Life=list->Life;
if (Life<64 && Frame) Life=0;
if (Life)
{
TSPRT *Spr=&list->Sprite[Frame];
// Calc render pos (dont worry about clipping yet)
Spr->x0 = list->ScrPos.vx - CamPos.vx;
Spr->y0 = (list->ScrPos.vy - CamPos.vy)-32;
addPrim(ThisOT,Spr);
}
list++;
}
Frame^=1;
}

View File

@ -12,13 +12,16 @@ class CHealthManager
public:
enum
{
ITEM_MAX = 50,
SPAT_CLUMP = 5,
SPAT_MAX = (100/SPAT_CLUMP)+(SPAT_CLUMP-1),
SPAT_LIFE = 256,
};
struct sItemTable
{
u16 Count;
u16 Life;
u8 Count;
u8 R,G,B;
};
@ -29,7 +32,7 @@ public:
DVECTOR ScrPos;
u16 Life;
u16 Count;
TSPRT Sprite;
TSPRT Sprite[2];
};
void init();
@ -44,8 +47,9 @@ public:
protected:
void addItem(DVECTOR const &Pos,int TableIdx,int Angle,int Vel);
sItem ItemList[ITEM_MAX];
sItem ItemList[SPAT_MAX];
sFrameHdr *FrameHdr;
int Frame;
static sItemTable ItemTable[];
static const int ItemTableSize;