267 lines
5.9 KiB
C++
267 lines
5.9 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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#include "game/game.h"
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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_2 },
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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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m_pingFrame=0;
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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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}
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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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int quest_pingframes=50;
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int quest_pingwaitframes=100;
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int quest_pingsize=100;
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int quest_pingr=0;
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int quest_pingg=255;
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int quest_pingb=0;
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int quest_pingsegments=16;
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int quest_transmode=1;
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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 quest_pingsize;
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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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m_pingFrame+=_frames;
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if(m_pingFrame>(quest_pingframes+quest_pingwaitframes))
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{
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// Do sound too.. (pkg)
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m_pingFrame=0;
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose: LOTS to optimise here.. (pkg)
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CQuestItemPickup::renderPickup(DVECTOR *_pos)
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{
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SpriteBank *sprites;
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sFrameHdr *fh;
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int x,y;
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sprites=CGameScene::getSpriteBank();
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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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if(m_pingFrame<quest_pingframes)
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{
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int radius;
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int endr,endg,endb;
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int angle;
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DVECTOR p1,p2;
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int i;
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POLY_G3 *g3;
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POLY_FT3 *ft3;
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x=_pos->vx;
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y=_pos->vy;
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radius=(quest_pingsize*m_pingFrame)/quest_pingframes;
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endr=(quest_pingr*(quest_pingframes-m_pingFrame))/quest_pingframes;
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endg=(quest_pingg*(quest_pingframes-m_pingFrame))/quest_pingframes;
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endb=(quest_pingb*(quest_pingframes-m_pingFrame))/quest_pingframes;
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p1.vx=x;
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p1.vy=y+radius;
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for(i=0;i<quest_pingsegments;i++)
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{
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angle=(4095*(i+1))/quest_pingsegments;
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p2.vx=x+((msin(angle)*radius)>>12);
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p2.vy=y+((mcos(angle)*radius)>>12);
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g3=GetPrimG3();
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setXY3(g3,x,y,p1.vx,p1.vy,p2.vx,p2.vy);
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setRGB0(g3,0,0,0);
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setRGB1(g3,endr,endg,endb);
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setRGB2(g3,endr,endg,endb);
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setShadeTex(g3,0);
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setSemiTrans(g3,1);
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AddPrimToList(g3,OTPOS__PICKUP_POS+1);
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p1=p2;
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}
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// Trans
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ft3=GetPrimFT3();
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setShadeTex(ft3,1);
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setSemiTrans(ft3,1);
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ft3->tpage=(quest_transmode<<5);
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setXY3(ft3,512,512,512,512,512,512);
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AddPrimToList(ft3,OTPOS__PICKUP_POS+1);
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}
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}
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/*===========================================================================
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end */
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