298 lines
6.3 KiB
C++
298 lines
6.3 KiB
C++
/*=========================================================================
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friend.cpp
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Author: CRB
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Created:
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Project: Spongebob
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Purpose:
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Copyright (c) 2000 Climax Development Ltd
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===========================================================================*/
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#ifndef __FRIEND_FRIEND_H__
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#include "friend\friend.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 __VID_HEADER_
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#include "system\vid.h"
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#endif
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#ifndef __UTILS_HEADER__
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#include "utils\utils.h"
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#endif
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#ifndef __FRIEND_FBBOY_H__
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#include "friend\fbboy.h"
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#endif
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#ifndef __FRIEND_FGARY_H__
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#include "friend\fgary.h"
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#endif
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#ifndef __FRIEND_FKRUSTY_H__
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#include "friend\fkrusty.h"
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#endif
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#ifndef __FRIEND_FMMAN_H__
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#include "friend\fmman.h"
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#endif
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#ifndef __FRIEND_FPATRICK_H__
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#include "friend\fpatrick.h"
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#endif
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#ifndef __FRIEND_FSANDY_H__
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#include "friend\fsandy.h"
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#endif
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#ifndef __FRIEND_FSQUID_H__
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#include "friend\fsquid.h"
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#endif
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#ifndef __FRIEND_FPLNKTON_H__
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#include "friend\fplnkton.h"
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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// Friend NPCs
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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CNpcFriend *CNpcFriend::Create(sThingActor *ThisActor)
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{
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CNpcFriend *friendNpc;
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NPC_FRIEND_UNIT_TYPE friendType = CNpcFriend::getTypeFromMapEdit( ThisActor->Type );
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switch( friendType )
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{
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case CNpcFriend::NPC_FRIEND_BARNACLE_BOY:
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{
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friendNpc = new ("barnacle boy") CNpcBarnacleBoyFriend;
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break;
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}
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case CNpcFriend::NPC_FRIEND_GARY:
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{
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friendNpc = new ("gary") CNpcGaryFriend;
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break;
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}
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case CNpcFriend::NPC_FRIEND_KRUSTY:
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{
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friendNpc = new ("krusty") CNpcKrustyFriend;
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break;
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}
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case CNpcFriend::NPC_FRIEND_MERMAID_MAN:
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{
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friendNpc = new ("mermaid man") CNpcMermaidManFriend;
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break;
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}
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case CNpcFriend::NPC_FRIEND_PATRICK:
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{
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friendNpc = new ("patrick") CNpcPatrickFriend;
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break;
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}
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case CNpcFriend::NPC_FRIEND_SANDY_CHEEKS:
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{
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friendNpc = new ("sandy cheeks") CNpcSandyFriend;
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break;
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}
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case CNpcFriend::NPC_FRIEND_SQUIDWARD:
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{
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friendNpc = new ("squidward") CNpcSquidwardFriend;
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break;
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}
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case CNpcFriend::NPC_FRIEND_PLANKTON:
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{
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friendNpc = new ("plankton") CNpcPlanktonFriend;
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break;
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}
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default:
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{
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printf("UNKNOWN %i\n",friendType);
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friendNpc = NULL;
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ASSERT(0);
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break;
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}
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}
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ASSERT( friendNpc );
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friendNpc->setType( friendType );
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u16 *PntList=(u16*)MakePtr(ThisActor,sizeof(sThingActor));
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u16 newXPos, newYPos;
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newXPos = (u16) *PntList;
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PntList++;
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newYPos = (u16) *PntList;
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PntList++;
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DVECTOR startPos;
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startPos.vx = newXPos << 4;
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startPos.vy = ( newYPos + 1 ) << 4;
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friendNpc->init( startPos );
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return( friendNpc );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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CNpcFriend::NPC_FRIEND_UNIT_TYPE CNpcFriend::getTypeFromMapEdit( u16 newType )
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{
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return( mapEditConvertTable[newType - NPC_FRIEND_MAPEDIT_OFFSET] );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::init()
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{
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CNpcThing::init();
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m_extension = EXTEND_RIGHT;
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m_actorGfx = CActorPool::GetActor( (FileEquate) m_data[m_type].skelType );
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m_animPlaying = true;
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m_animNo = m_data[m_type].idleAnim;
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m_frame = 0;
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m_reversed = false;
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DVECTOR ofs = getCollisionSize();
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m_drawOffset.vx = 0;
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m_drawOffset.vy = -( ofs.vy >> 1 );
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::init( DVECTOR initPos )
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{
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init();
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Pos = initPos;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::postInit()
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{
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::shutdown()
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{
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//m_spriteBank->dump(); delete m_spriteBank;
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delete m_actorGfx;
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CNpcThing::shutdown();
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::think(int _frames)
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{
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CNpcThing::think(_frames);
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if ( m_animPlaying )
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{
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s32 frameCount;
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frameCount = m_actorGfx->getFrameCount( m_animNo );
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s32 frameShift = ( _frames << 8 ) >> 1;
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if ( ( frameCount << 8 ) - m_frame > frameShift )
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{
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m_frame += frameShift;
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}
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else
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{
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m_frame = ( frameCount - 1 ) << 8;
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m_animPlaying = false;
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}
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}
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else
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{
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m_animNo = m_data[m_type].idleAnim;
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m_animPlaying = true;
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m_frame = 0;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::render()
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{
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CNpcThing::render();
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// Render
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DVECTOR renderPos;
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DVECTOR offset = CLevel::getCameraPos();
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renderPos.vx = Pos.vx - offset.vx;
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renderPos.vy = Pos.vy - offset.vy;
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CRECT collisionRect = getCollisionArea();
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collisionRect.x1 -= Pos.vx;
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collisionRect.x2 -= Pos.vx;
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collisionRect.y1 -= Pos.vy;
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collisionRect.y2 -= Pos.vy;
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if ( renderPos.vx + collisionRect.x2 >= 0 && renderPos.vx + collisionRect.x1 <= VidGetScrW() )
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{
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if ( renderPos.vy + collisionRect.y2 >= 0 && renderPos.vy + collisionRect.y1 <= VidGetScrH() )
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{
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m_actorGfx->Render(renderPos,m_animNo,(m_frame>>8),m_reversed);
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sBBox boundingBox = m_actorGfx->GetBBox();
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setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) );
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setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 );
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::collidedWith( CThing *_thisThing )
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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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{
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CPlayer *player = (CPlayer *) _thisThing;
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if ( player->isTryingToConversateWithFriend() )
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{
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startConderversation();
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}
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break;
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}
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default:
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ASSERT(0);
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break;
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcFriend::startConderversation()
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{
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// I am 'avin a fayg
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} |