/*========================================================================= pickup.cpp Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ /*---------------------------------------------------------------------- Includes -------- */ #include "system\vid.h" #ifndef __GFX_SPRBANK_H__ #include "gfx\sprbank.h" // Damnit.. include order! :( (pkg) #endif #include "pickups\pickup.h" #ifndef __LEVEL_LEVEL_H__ #include "level\level.h" #endif #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif // For the factory.. #ifndef __PICKUPS_PLIFE_H__ #include "pickups\plife.h" #endif #ifndef __PICKUPS_PSPATULA_H__ #include "pickups\pspatula.h" #endif #ifndef __PICKUPS_PJLAMMO_H__ #include "pickups\pjlammo.h" #endif #ifndef __PICKUPS_PBUBMIX_H__ #include "pickups\pbubmix.h" #endif #ifndef __PICKUPS_PBLOWER_H__ #include "pickups\pblower.h" #endif #ifndef __PICKUPS_PSHOES_H__ #include "pickups\pshoes.h" #endif #ifndef __PICKUPS_PBALLOON_H__ #include "pickups\pballoon.h" #endif #ifndef __PICKUPS_PHELMET_H__ #include "pickups\phelmet.h" #endif #ifndef __PICKUPS_PNET_H__ #include "pickups\pnet.h" #endif #ifndef __PICKUPS_PQUEST_H__ #include "pickups\pquest.h" #endif #ifndef __PICKUPS_PKELP_H__ #include "pickups\pkelp.h" #endif #ifndef __PICKUPS_PGLOVE_H__ #include "pickups\pglove.h" #endif #include "game/game.h" /* Std Lib ------- */ /* Data ---- */ #ifndef __SPR_SPRITES_H__ #include #endif /*---------------------------------------------------------------------- Tyepdefs && Defines ------------------- */ /*---------------------------------------------------------------------- Structure defintions -------------------- */ /*---------------------------------------------------------------------- Function Prototypes ------------------- */ /*---------------------------------------------------------------------- Vars ---- */ /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CBasePickup::init() { CPickupThing::init(); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CBasePickup::shutdown() { CPickupThing::shutdown(); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CBasePickup::think(int _frames) { CPickupThing::think(_frames); thinkPickup(_frames); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CBasePickup::render() { DVECTOR ofs,pos; int visibilityRadius; CPickupThing::render(); if (canRender()) { DVECTOR &renderPos=getRenderPos(); renderPickup(&renderPos); } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CBasePickup::collidedWith(CThing *_thisThing) { switch(_thisThing->getThingType()) { case TYPE_PLAYER: collect((CPlayer*)_thisThing); CSoundMediator::playSfx(sfxToPlayWhenCollected()); break; case TYPE_NPC: break; default: ASSERT(0); } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CBasePickup::setPos(const DVECTOR *_pos) { Pos=*_pos; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CBasePickup::collect(class CPlayer *_player) { shutdown(); CThingManager::DeleteThing(this); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CBaseRespawningPickup::init() { CBasePickup::init(); m_respawnTime=0; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int respawnFlashFrames=50; void CBaseRespawningPickup::think(int _frames) { if(m_respawnTime<=respawnFlashFrames) { CBasePickup::think(_frames); } if(m_respawnTime) { m_respawnTime-=_frames; if(m_respawnTime<0) { m_respawnTime=0; } } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CBaseRespawningPickup::render() { if(m_respawnTime==0|| m_respawnTimegetThingType()) { case TYPE_PLAYER: { CPlayer *player; player=(CPlayer*)_thisThing; if(player->tryingToManuallyPickupWeapon()|| (!m_dontAutoPickUpUntilPlayerMovesOffMe&&player->tryingToAutomaticallyPickupWeapon())) { collect(player); CSoundMediator::playSfx(sfxToPlayWhenCollected()); } else { m_collidedWithPlayer=true; } } break; case TYPE_NPC: break; default: ASSERT(0); break; } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CBaseWeaponSimplePickup::init() { sFrameHdr *fh; CBaseWeaponPickup::init(); fh=CGameScene::getSpriteBank()->getFrameHeader(getWeaponSpriteFrame()); setCollisionSize(fh->W,fh->H); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ DVECTOR CBaseWeaponSimplePickup::getSizeForPlacement() { DVECTOR size; sFrameHdr *fh; fh=CGameScene::getSpriteBank()->getFrameHeader(getWeaponSpriteFrame()); size.vx=fh->W; size.vy=fh->H; return size; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CBaseWeaponSimplePickup::renderPickup(DVECTOR *_pos) { SpriteBank *sprites; sFrameHdr *fh; int x,y; sprites=CGameScene::getSpriteBank(); fh=sprites->getFrameHeader(getWeaponSpriteFrame()); x=_pos->vx-(fh->W/2); y=_pos->vy-(fh->H/2); sprites->printFT4(fh,x,y,0,0,OTPOS__PICKUP_POS); } /*---------------------------------------------------------------------- Function: Purpose: This is basically a factory method for making pickups :) Params: Returns: ---------------------------------------------------------------------- */ CBasePickup *createPickup(const PICKUP_TYPE _type,const DVECTOR *_pos) { CBasePickup *pickup; DVECTOR pickupPos; pickup = (CBasePickup*)CThingManager::GetThing(CThing::TYPE_PICKUP,_type); if (!pickup) switch(_type) { case PICKUP__BIG_HEALTH: case PICKUP__MEDIUM_HEALTH: case PICKUP__SMALL_HEALTH: ASSERT(!"HEALTH PICKUPS ARE NO LONGER IN THE GAME"); return NULL; break; case PICKUP__LIFE: pickup=new ("LifePickup") CLifePickup(); break; case PICKUP__SPATULA: pickup=new ("SpatulaPickup") CSpatulaPickup(); break; case PICKUP__JELLY_LAUNCHER_AMMO: pickup=new ("JellyLauncherAmmoPickup") CJellyLauncherAmmoPickup(); break; case PICKUP__BUBBLE_MIXTURE: pickup=new ("BubbleAmmoPickup") CBubbleMixturePickup(); break; case PICKUP__BUBBLE_WAND: pickup=new ("BubbleWandPickup") CBubbleWandPickup(); break; case PICKUP__NET: pickup=new ("NetPickup") CNetPickup(); break; case PICKUP__GLASSES: ASSERT(!"GLASSES ARE NO LONGER IN THE GAME"); break; case PICKUP__SQUEAKY_SHOES: pickup=new ("ShoesPickup") CShoesPickup(); break; case PICKUP__BALLOON: pickup=new ("BalloonPickup") CBalloonPickup(); break; case PICKUP__HELMET: pickup=new ("HelmetPickup") CHelmetPickup(); break; case PICKUP__CORAL_BLOWER: pickup=new ("CoralBlowerPickup") CCoralBlowerPickup(); break; case PICKUP__QUEST_ITEM: pickup=new ("QuestItemPickup") CQuestItemPickup(); break; case PICKUP__BALLOON_AND_SPATULA: ASSERT(!"BALLOON AND SPATULA PICKUPS ARE NO LONGER IN THE GAME"); break; case PICKUP__JELLY_LAUNCHER: pickup=new ("JellylauncherPickup") CJellyLauncherPickup(); break; case PICKUP__KELP_TOKEN: pickup=new ("KelpTokenPickup") CKelpTokenPickup(); break; case PICKUP__GLOVE: pickup=new ("GlovePickup") CGlovePickup(); break; default: ASSERT(!"UNKNOWN PICKUP TYPE"); return NULL; } pickup->setThingSubType(_type); pickup->init(); // pickupPos=pickup->getSizeForPlacement(); // pickupPos.vx=_pos->vx-(pickupPos.vx/2); // pickupPos.vy=_pos->vy-(pickupPos.vy); pickupPos=*_pos; pickupPos.vy-=pickup->getSizeForPlacement().vy/2; pickup->setPos(&pickupPos); return pickup; } /*=========================================================================== end */