This commit is contained in:
Daveo 2001-06-14 21:08:42 +00:00
parent 7989cdebf4
commit 9511d71b37
5 changed files with 264 additions and 237 deletions

View File

@ -200,7 +200,8 @@ game_src := convo \
game \
gamebubs \
gameslot \
pause
pause \
healthman
gfx_src := prim \
tpage \

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@ -91,6 +91,10 @@
#include "game\gameslot.h"
#endif
#ifndef __GAME_HEALTH_MANAGER_H__
#include "game\healthman.h"
#endif
#include "gfx\actor.h"
@ -101,6 +105,8 @@ int RenderZ=378;//256; Increased to make depth less, and SB more visible
FontBank *CGameScene::s_genericFont;
SpriteBank *CGameScene::s_GlobalSpritebank;
CLayerCollision *CGameScene::s_GlobalCollision;
CHealthManager *CGameScene::m_HealthManager;
MATRIX CGameScene::CamMtx;
/*****************************************************************************/
@ -197,6 +203,9 @@ void CGameScene::init()
m_pauseMenu=new ("Pause Menu") CPauseMenu();
m_pauseMenu->init();
m_HealthManager= new ("Health Manager") CHealthManager();
m_HealthManager->init();
s_readyToExit=false;
s_restartLevel=false;
@ -230,6 +239,8 @@ void CGameScene::shutdown()
m_pauseMenu->shutdown(); delete m_pauseMenu;
m_scalableFont->dump(); delete m_scalableFont;
s_genericFont->dump(); delete s_genericFont;
m_HealthManager->shutdown();delete m_HealthManager;
}
/*****************************************************************************/
@ -258,6 +269,8 @@ void CGameScene::render()
SetTransMatrix(&CamMtx);
Level.render();
m_HealthManager->render();
CActorPool::CleanUpCache();
}
@ -383,6 +396,8 @@ void CGameScene::think(int _frames)
CBubicleFactory::setMapOffset(&camPos);
Level.setCameraCentre(camPos);
Level.think(_frames);
m_HealthManager->think(_frames);
m_HealthManager->checkPlayerCol(getPlayer());
#ifdef __VERSION_DEBUG__
if(PadGetDown(0)&PAD_R2)
@ -483,6 +498,14 @@ void CGameScene::initLevel()
}
/*****************************************************************************/
int DropAmount=69;
int DropVel=1;
void CGameScene::dropHealth(DVECTOR &Pos,int Amount,int Vel)
{
m_HealthManager->drop(Pos,DropAmount,DropVel);
}
/*****************************************************************************/
void CGameScene::shutdownLevel()
{

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@ -17,6 +17,7 @@ class FontBank;
class SpriteBank;
class CPlayer;
class CLayerCollision;
class CHealthManager;
class CGameScene : public CScene
{
public:
@ -59,6 +60,7 @@ static ACTOR_TYPE getActorType( int actorNum ) {return actorType[actorNum];}
static void setBossHasBeenKilled() {s_bossHasBeenKilled=true;}
static int getBossHasBeenKilled() {return s_bossHasBeenKilled;}
static void dropHealth(DVECTOR &Pos,int Amount,int Vel);
protected:
void initLevel();
@ -69,6 +71,7 @@ protected:
CLevel Level;
class CPauseMenu *m_pauseMenu;
class CPlayer *m_player;
static CHealthManager *m_HealthManager;
static FontBank *s_genericFont;
class ScalableFontBank *m_scalableFont;
static MATRIX CamMtx;

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@ -1,187 +1,204 @@
/*=========================================================================
/******************************/
/*** Health throw out stuff ***/
/******************************/
gamebubs.cpp
#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"
Author: PKG
Created:
Project: Spongebob
Purpose:
#include <sprites.h>
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "game\gamebubs.h"
/* Std Lib
------- */
/* Data
---- */
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
BubicleEmitterData CGameBubicleFactory::s_emitters[CGameBubicleFactory::NUM_TYPES]=
CHealthManager::sItemTable CHealthManager::ItemTable[]=
{
// TYPE_SMALL
{
0,0,0,0, // m_x,m_y,m_w,m_h
2,3, // m_birthRate,m_birthAmount
5, // m_life
true, // m_applyMapOffsets
{ // m_bubicleBase
10, // m_life
0,0,0, // m_vx,m_vdx,m_vxmax
-100,0,0, // m_vy,m_vdy,m_vymax
5,3, // m_w,m_h
0, // m_dvSizeChange
0,0, // m_theta,m_vtheta
0,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
0, // m_ot
{200,200,200} // m_colour
},
{ // m_bubicleRange
50, // m_life
0,0,0, // m_vx,m_vdx,m_vxmax
50,0,0, // m_vy,m_vdy,m_vymax
3,3, // m_w,m_h
0, // m_dvSizeChange
0,100, // m_theta,m_vtheta
10,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
0, // m_ot
{0,0,0} // m_colour
}
},
// TYPE_MEDIUM
{
0,0,0,0, // m_x,m_y,m_w,m_h
2,10, // m_birthRate,m_birthAmount
5, // m_life
true, // m_applyMapOffsets
{ // m_bubicleBase
10, // m_life
0,0,0, // m_vx,m_vdx,m_vxmax
-100,0,0, // m_vy,m_vdy,m_vymax
5,3, // m_w,m_h
0, // m_dvSizeChange
0,0, // m_theta,m_vtheta
0,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
0, // m_ot
{200,200,200} // m_colour
},
{ // m_bubicleRange
50, // m_life
0,0,0, // m_vx,m_vdx,m_vxmax
50,0,0, // m_vy,m_vdy,m_vymax
3,3, // m_w,m_h
0, // m_dvSizeChange
0,100, // m_theta,m_vtheta
10,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
0, // m_ot
{0,0,0} // m_colour
}
},
// TYPE_LARGE
{
0,0,0,0, // m_x,m_y,m_w,m_h
1,10, // m_birthRate,m_birthAmount
15, // m_life
true, // m_applyMapOffsets
{ // m_bubicleBase
10, // m_life
0,0,0, // m_vx,m_vdx,m_vxmax
-100,0,0, // m_vy,m_vdy,m_vymax
5,3, // m_w,m_h
0, // m_dvSizeChange
0,0, // m_theta,m_vtheta
0,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
0, // m_ot
{200,200,200} // m_colour
},
{ // m_bubicleRange
50, // m_life
0,0,0, // m_vx,m_vdx,m_vxmax
50,0,0, // m_vy,m_vdy,m_vymax
3,3, // m_w,m_h
0, // m_dvSizeChange
0,100, // m_theta,m_vtheta
10,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
0, // m_ot
{0,0,0} // m_colour
}
},
// TYPE_SPONGEBOBSOAKUP
{
0,0,0,0, // m_x,m_y,m_w,m_h
1,1, // m_birthRate,m_birthAmount
15, // m_life
true, // m_applyMapOffsets
{ // m_bubicleBase
10, // m_life
0,0,0, // m_vx,m_vdx,m_vxmax
-100,0,0, // m_vy,m_vdy,m_vymax
10,7, // m_w,m_h
0, // m_dvSizeChange
0,0, // m_theta,m_vtheta
0,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
0, // m_ot
{200,200,200} // m_colour
},
{ // m_bubicleRange
50, // m_life
0,0,0, // m_vx,m_vdx,m_vxmax
50,0,0, // m_vy,m_vdy,m_vymax
3,3, // m_w,m_h
0, // m_dvSizeChange
0,100, // m_theta,m_vtheta
10,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
0, // m_ot
{0,0,0} // m_colour
}
},
{5,256, 255,255,0},
{1,256, 127,127,127},
};
const int CHealthManager::ItemTableSize=sizeof(CHealthManager::ItemTable)/sizeof(CHealthManager::sItemTable);
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CGameBubicleFactory::spawnBubicles(int _x,int _y,int _w,int _h,GAMEBUBICLETYPE _type)
int HealthManGrav=128;
int HealthManShift=9;
int HealthManPickUpDelay=16;
/*****************************************************************************/
void CHealthManager::init()
{
BubicleEmitterData *emt;
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;
}
emt=&s_emitters[_type];
emt->m_x=_x;
emt->m_y=_y;
emt->m_w=_w;
emt->m_h=_h;
CBubicleFactory::spawnEmitter(emt);
}
/*****************************************************************************/
void CHealthManager::shutdown()
{
}
/*===========================================================================
end */
/*****************************************************************************/
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;
}
}
}
/*****************************************************************************/
void CHealthManager::addItem(DVECTOR &Pos,int TableIdx,int Angle,int Vel)
{
int Idx=0;
while (ItemList[Idx].Life) Idx++;
ASSERT(Idx<ITEM_MAX);
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;
ItemList[Idx].Vel.vx=-(msin(Angle)*Vel)>>1;
ItemList[Idx].Vel.vy=-(mcos(Angle)*Vel);
ItemList[Idx].Count=ItemTable[TableIdx].Count;
}
/*****************************************************************************/
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);
}
}
}
}
/*****************************************************************************/
/*** think *******************************************************************/
/*****************************************************************************/
void CHealthManager::think(int frames)
{
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);
}
}
}
}
}
/*****************************************************************************/
/*** render ******************************************************************/
/*****************************************************************************/
void CHealthManager::render()
{
sOT *ThisOT=OtPtr;//+OTPOS__PICKUP_POS;
DVECTOR const &CamPos=CLevel::getCameraPos();
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;
addPrim(ThisOT,&ItemList[i].Sprite);
}
}
}

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@ -1,71 +1,54 @@
/*=========================================================================
/******************************/
/*** Health throw out stuff ***/
/******************************/
gamebubs.h
#ifndef __GAME_HEALTH_MANAGER_H__
#define __GAME_HEALTH_MANAGER_H__
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __GAME_GAMEBUBS_H__
#define __GAME_GAMEBUBS_H__
/*----------------------------------------------------------------------
Includes
-------- */
#ifndef __GFX_BUBICLES_H__
#include "gfx\bubicles.h"
#endif
/* Std Lib
------- */
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
class CGameBubicleFactory
/*****************************************************************************/
class CPlayer;
class CHealthManager
{
public:
typedef enum
{
TYPE_SMALL,
TYPE_MEDIUM,
TYPE_LARGE,
TYPE_SPONGEBOBSOAKUP,
enum
{
ITEM_MAX = 160,
};
NUM_TYPES
}GAMEBUBICLETYPE;
struct sItemTable
{
u16 Count;
u16 Life;
u8 R,G,B;
};
static void spawnBubicles(int _x,int _y,int _w,int _h,GAMEBUBICLETYPE _type);
struct sItem
{
VECTOR Pos;
VECTOR Vel;
DVECTOR ScrPos;
u16 Life;
u16 Count;
TSPRT Sprite;
};
private:
static struct BubicleEmitterData s_emitters[NUM_TYPES];
void init();
void shutdown();
void drop(DVECTOR &Pos,int Amount,int Vel);
void checkPlayerCol(CPlayer *Thing);
void think(int frames);
void render();
protected:
void addItem(DVECTOR &Pos,int TableIdx,int Angle,int Vel);
sItem ItemList[ITEM_MAX];
sFrameHdr *FrameHdr;
static sItemTable ItemTable[];
static const int ItemTableSize;
};
/*----------------------------------------------------------------------
Globals
------- */
/*----------------------------------------------------------------------
Functions
--------- */
/*---------------------------------------------------------------------- */
#endif /* __GAME_GAMEBUBS_H__ */
/*===========================================================================
end */
#endif