323 lines
7.1 KiB
C++
323 lines
7.1 KiB
C++
/*=========================================================================
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pquest.cpp
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Author: PKG
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Created:
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Project: Spongebob
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Purpose:
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Copyright (c) 2001 Climax Development Ltd
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===========================================================================*/
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/*----------------------------------------------------------------------
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Includes
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-------- */
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#ifndef __GFX_SPRBANK_H__
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#include "gfx\sprbank.h" // Damnit.. include order! :( (pkg)
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#endif
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#include "pickups\pquest.h"
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#ifndef __MATHTABLE_HEADER__
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#include "utils\mathtab.h"
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#endif
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#ifndef __PRIM_HEADER__
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#include "gfx\prim.h"
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#endif
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#ifndef __GFX_OTPOS_H__
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#include "gfx\otpos.h"
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#endif
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#ifndef __GAME_GAME_H__
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#include "game\game.h"
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#endif
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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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/* Std Lib
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------- */
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/* Data
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---- */
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#ifndef __SPR_SPRITES_H__
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#include <sprites.h>
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#endif
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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typedef struct
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{
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u8 m_chapter,m_level;
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u16 m_gfxFrame;
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} sQuestItemMap;
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/*----------------------------------------------------------------------
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Function Prototypes
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------------------- */
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/*----------------------------------------------------------------------
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Vars
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---- */
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static const sQuestItemMap s_questItemMap[]=
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{
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{ 1,1, FRM__C1_L1_QUEST_ITEM },
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{ 1,2, FRM__C1_L2_QUEST_ITEM },
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{ 1,3, FRM__C1_L3_QUEST_ITEM },
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{ 1,4, FRM__C1_L4_QUEST_ITEM },
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{ 2,1, FRM__C2_L1_QUEST_ITEM },
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{ 2,2, FRM__C2_L2_QUEST_ITEM },
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{ 2,3, FRM__C2_L3_QUEST_ITEM },
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{ 2,4, FRM__C2_L4_QUEST_ITEM },
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{ 3,1, FRM__C3_L1_QUEST_ITEM },
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{ 3,2, FRM__C3_L2_QUEST_ITEM },
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{ 3,3, FRM__C3_L3_QUEST_ITEM },
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{ 3,4, FRM__C3_L4_QUEST_ITEM },
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{ 4,1, FRM__C4_QUEST_ITEM_1 },
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{ 4,2, FRM__C4_QUEST_ITEM_1 },
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{ 4,3, FRM__C4_QUEST_ITEM_1 },
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{ 4,4, FRM__C4_QUEST_ITEM_1 },
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{ 5,1, FRM__C5_L1_QUEST_ITEM },
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{ 5,2, FRM__C5_L2_QUEST_ITEM },
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{ 5,3, FRM__C5_L3_QUEST_ITEM },
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{ 5,4, FRM__C5_L4_QUEST_ITEM },
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};
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static const int s_numQuestItemMap=sizeof(s_questItemMap)/sizeof(sQuestItemMap);
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CQuestItemPickup::init()
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{
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int chapter,level;
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const sQuestItemMap *qi;
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int i;
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sFrameHdr *fh;
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CBasePickup::init();
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chapter=GameScene.getChapterNumber();
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level=GameScene.getLevelNumber();
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m_gfxFrame=-1;
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qi=s_questItemMap;
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for(i=0;i<s_numQuestItemMap;i++)
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{
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if(qi->m_chapter==chapter&&qi->m_level==level)
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{
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m_gfxFrame=qi->m_gfxFrame;
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break;
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}
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qi++;
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}
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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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if(level==5-1)
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{
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m_hiddenUntilBossDead=true;
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}
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else
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{
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m_hiddenUntilBossDead=false;
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}
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m_collected=false;
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m_collectedFrameCount=0;
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m_starSinRotate=0;
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m_starSinRadius=0;
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m_starFrame=0;
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m_starSinR=m_starSinG=m_starSinB=0;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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DVECTOR CQuestItemPickup::getSizeForPlacement()
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{
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DVECTOR size;
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sFrameHdr *fh;
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fh=CGameScene::getSpriteBank()->getFrameHeader(m_gfxFrame);
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size.vx=fh->W;
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size.vy=fh->H;
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return size;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CQuestItemPickup::collect(class CPlayer *_player)
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{
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CBasePickup::collect(_player);
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CQuestItemPickup::collidedWith(CThing *_thisThing)
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{
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if(!m_hiddenUntilBossDead&!m_collected)
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{
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switch(_thisThing->getThingType())
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{
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case TYPE_PLAYER:
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// collect((CPlayer*)_thisThing);
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CSoundMediator::playSfx(sfxToPlayWhenCollected());
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m_collected=true;
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((CPlayer*)_thisThing)->collectedQuestItem();
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break;
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case TYPE_NPC:
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break;
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default:
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ASSERT(0);
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}
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CQuestItemPickup::getVisibilityRadius()
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{
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return 100;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CQuestItemPickup::thinkPickup(int _frames)
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{
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if(m_collected)
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{
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m_collectedFrameCount+=_frames;
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if(m_collectedFrameCount>100)
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{
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collect(NULL);
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}
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}
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if(!m_hiddenUntilBossDead)
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{
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m_starSinRotate=(m_starSinRotate+(16*_frames))&4095;
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m_starSinRadius=(m_starSinRadius+(32*_frames))&4095;
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m_starFrame+=_frames;
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m_starSinR=(m_starSinR+(10*_frames))&4095;
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m_starSinG=(m_starSinG+(20*_frames))&4095;
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m_starSinB=(m_starSinB+(30*_frames))&4095;
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}
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else if(GameScene.getBossHasBeenKilled())
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{
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m_hiddenUntilBossDead=false;
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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static const int s_questStarFrames[8]={FRM__QUESTITEMSTAR1,FRM__QUESTITEMSTAR2,FRM__QUESTITEMSTAR3,FRM__QUESTITEMSTAR2};
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void CQuestItemPickup::renderPickup(DVECTOR *_pos)
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{
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if(!m_hiddenUntilBossDead)
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{
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DVECTOR pos;
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SpriteBank *sprites;
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sFrameHdr *fh;
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int i;
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int x,y;
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int angle,radius;
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int r,g,b;
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sprites=CGameScene::getSpriteBank();
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// Quest item graphic
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if(!m_collected)
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{
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fh=sprites->getFrameHeader(m_gfxFrame);
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x=_pos->vx-(fh->W/2);
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y=_pos->vy-(fh->H/2);
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sprites->printFT4(fh,x,y,0,0,OTPOS__PICKUP_POS);
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}
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// Stars
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angle=m_starSinRotate;
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radius=((msin(m_starSinRadius)*20)>>12)+40+(m_collectedFrameCount*2);
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r=((msin(m_starSinR)*64)>>12)+128;
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g=((msin(m_starSinG)*64)>>12)+128;
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b=((msin(m_starSinB)*64)>>12)+128;
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fh=sprites->getFrameHeader(s_questStarFrames[(m_starFrame>>3)&3]);
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for(i=0;i<4;i++)
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{
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POLY_FT4 *ft4;
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x=_pos->vx+((msin(angle)*radius)>>12);
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y=_pos->vy+((mcos(angle)*radius)>>12);
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ft4=sprites->printFT4(fh,x,y,0,0,0);
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setRGB0(ft4,r,g,b);
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angle=(angle+1024)&4095;
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}
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angle=(m_starSinRotate+512)&4095;
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radius=((msin((m_starSinRadius+2048)&4095)*20)>>12)+40+(m_collectedFrameCount*2);
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r=((msin((m_starSinR+2048)&4095)*64)>>12)+128;
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g=((msin((m_starSinG+2048)&4095)*64)>>12)+128;
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b=((msin((m_starSinB+2048)&4095)*64)>>12)+128;
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fh=sprites->getFrameHeader(s_questStarFrames[((m_starFrame>>3)+2)&3]);
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for(i=0;i<4;i++)
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{
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POLY_FT4 *ft4;
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x=_pos->vx+((msin(angle)*radius)>>12);
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y=_pos->vy+((mcos(angle)*radius)>>12);
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ft4=sprites->printFT4(fh,x,y,0,0,0);
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setRGB0(ft4,r,g,b);
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angle=(angle+1024)&4095;
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}
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}
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}
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/*===========================================================================
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end */
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