272 lines
6.3 KiB
C++
272 lines
6.3 KiB
C++
/******************************/
|
|
/*** Health throw out stuff ***/
|
|
/******************************/
|
|
|
|
#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 "system\vid.h"
|
|
#include "game\healthman.h"
|
|
|
|
#ifndef __SAVE_SAVE_H__
|
|
#include "save\save.h"
|
|
#endif
|
|
|
|
#include <sprites.h>
|
|
|
|
CHealthManager::sItemTable CHealthManager::ItemTable[]=
|
|
{
|
|
{CHealthManager::SPAT_CLUMP, 255,255,0},
|
|
{1, 127,127,127},
|
|
};
|
|
|
|
const int CHealthManager::ItemTableSize=sizeof(CHealthManager::ItemTable)/sizeof(CHealthManager::sItemTable);
|
|
|
|
const int HealthManGrav=128;
|
|
const int HealthManShift=9;
|
|
const int HealthManPickUpDelay=32;
|
|
|
|
/*****************************************************************************/
|
|
void CHealthManager::init()
|
|
{
|
|
sItem *list=ItemList;
|
|
|
|
FrameHdr=CGameScene::getSpriteBank()->getFrameHeader(FRM__SPATULA);
|
|
for (int i=0; i<SPAT_MAX; i++)
|
|
{
|
|
list->Life=0;
|
|
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;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CHealthManager::shutdown()
|
|
{
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
const int AngleS=2048+1024+512;
|
|
void CHealthManager::drop(DVECTOR const &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;
|
|
}
|
|
}
|
|
think(1);
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CHealthManager::addItem(DVECTOR const &Pos,int TableIdx,int Angle,int Vel)
|
|
{
|
|
int Idx=0;
|
|
sItem *item;
|
|
|
|
while (ItemList[Idx].Life) Idx++;
|
|
ASSERT(Idx<SPAT_MAX);
|
|
item=&ItemList[Idx];
|
|
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;
|
|
|
|
item->Vel.vx=-(msin(Angle)*Vel);//>>1;
|
|
item->Vel.vy=-(mcos(Angle)*Vel);
|
|
|
|
// item->Pos.vx+=item->Vel.vx;
|
|
// item->Pos.vy+=item->Vel.vy;
|
|
|
|
item->Count=ItemTable[TableIdx].Count;
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
void CHealthManager::checkPlayerCol(CPlayer *Player)
|
|
{
|
|
CRECT PRect=Player->getCollisionArea();
|
|
sItem *item=ItemList;
|
|
|
|
|
|
PRect.x1+=8;
|
|
PRect.x2+=8;
|
|
PRect.y1+=16;
|
|
PRect.y2+=16;
|
|
|
|
for (int i=0; i<SPAT_MAX; i++)
|
|
{
|
|
if (item->Life && item->Life<256-HealthManPickUpDelay)
|
|
{
|
|
if (PRect.x2<item->ScrPos.vx || PRect.x1>item->ScrPos.vx+16 ||
|
|
PRect.y2<item->ScrPos.vy || PRect.y1>item->ScrPos.vy+32)
|
|
{
|
|
}
|
|
else
|
|
{
|
|
item->Life=0;
|
|
Player->addSpatula(item->Count);
|
|
CSoundMediator::playSfx(CSoundMediator::SFX_ITEM__ANY_OTHER_ITEM);
|
|
}
|
|
|
|
}
|
|
|
|
item++;
|
|
}
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
/*** think *******************************************************************/
|
|
/*****************************************************************************/
|
|
const int YO=32;
|
|
const int CO=1;
|
|
void CHealthManager::think(int frames)
|
|
{
|
|
sItem *item=ItemList;
|
|
int Dist;
|
|
|
|
CLayerCollision *ColLayer=CGameScene::getCollision();
|
|
|
|
for (int i=0; i<SPAT_MAX; i++)
|
|
{
|
|
for (int f=0; f<frames; f++)
|
|
{
|
|
if (item->Life>1)
|
|
{
|
|
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;
|
|
item->ScrPos.vx=item->Pos.vx>>HealthManShift;
|
|
item->ScrPos.vy=item->Pos.vy>>HealthManShift;
|
|
item->Vel.vy+=HealthManGrav;
|
|
|
|
if (item->Vel.vy)
|
|
{
|
|
if (item->Vel.vy<0)
|
|
{ // 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
|
|
}
|
|
|
|
Dist = ColLayer->getHeightFromGround( item->ScrPos.vx, item->ScrPos.vy+YOfs, CheckOfs );
|
|
if ((item->Vel.vy>0 && Dist<=0) || (item->Vel.vy<0 && Dist!=CheckOfs))
|
|
{
|
|
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)
|
|
{
|
|
XOfs=+16;
|
|
}
|
|
else
|
|
{
|
|
XOfs=-16;
|
|
}
|
|
// Check X collision
|
|
Dist = ColLayer->getHeightFromGround( item->ScrPos.vx+XOfs, item->ScrPos.vy+XYO, 16);
|
|
if (Dist<=0)
|
|
{
|
|
item->Vel.vx=-item->Vel.vx>>1;
|
|
item->Vel.vy>>=1;
|
|
}
|
|
|
|
}
|
|
else
|
|
{
|
|
item->Life=0;
|
|
}
|
|
}
|
|
|
|
item++;
|
|
}
|
|
|
|
}
|
|
|
|
/*****************************************************************************/
|
|
/*** render ******************************************************************/
|
|
/*****************************************************************************/
|
|
void CHealthManager::render()
|
|
{
|
|
sItem *list=ItemList;
|
|
sOT *ThisOT=OtPtr+OTPOS__PICKUP_POS;
|
|
DVECTOR const &CamPos=CLevel::getCameraPos();
|
|
|
|
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;
|
|
}
|