SBSPSS/source/friend/friend.cpp
Charles d246c732a3
2001-04-27 19:20:49 +00:00

323 lines
6.4 KiB
C++

/*=========================================================================
friend.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#ifndef __FRIEND_FRIEND_H__
#include "friend\friend.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __VID_HEADER_
#include "system\vid.h"
#endif
#ifndef __GAME_CONVO_H__
#include "game\convo.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
#ifndef __FRIEND_FBBOY_H__
#include "friend\fbboy.h"
#endif
#ifndef __FRIEND_FGARY_H__
#include "friend\fgary.h"
#endif
#ifndef __FRIEND_FKRUSTY_H__
#include "friend\fkrusty.h"
#endif
#ifndef __FRIEND_FMMAN_H__
#include "friend\fmman.h"
#endif
#ifndef __FRIEND_FPATRICK_H__
#include "friend\fpatrick.h"
#endif
#ifndef __FRIEND_FSANDY_H__
#include "friend\fsandy.h"
#endif
#ifndef __FRIEND_FSQUID_H__
#include "friend\fsquid.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Friend NPCs
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CNpcFriend *CNpcFriend::Create(sThingActor *ThisActor)
{
CNpcFriend *friendNpc;
NPC_FRIEND_UNIT_TYPE friendType = CNpcFriend::getTypeFromMapEdit( ThisActor->Type );
switch( friendType )
{
case CNpcFriend::NPC_FRIEND_BARNACLE_BOY:
{
friendNpc = new ("barnacle boy") CNpcBarnacleBoyFriend;
break;
}
case CNpcFriend::NPC_FRIEND_GARY:
{
friendNpc = new ("gary") CNpcGaryFriend;
break;
}
case CNpcFriend::NPC_FRIEND_KRUSTY:
{
friendNpc = new ("krusty") CNpcKrustyFriend;
break;
}
case CNpcFriend::NPC_FRIEND_MERMAID_MAN:
{
friendNpc = new ("mermaid man") CNpcMermaidManFriend;
break;
}
case CNpcFriend::NPC_FRIEND_PATRICK:
{
friendNpc = new ("patrick") CNpcPatrickFriend;
break;
}
case CNpcFriend::NPC_FRIEND_SANDY_CHEEKS:
{
friendNpc = new ("sandy cheeks") CNpcSandyFriend;
break;
}
case CNpcFriend::NPC_FRIEND_SQUIDWARD:
{
friendNpc = new ("squidward") CNpcSquidwardFriend;
break;
}
default:
{
printf("UNKNOWN %i\n",friendType);
friendNpc = NULL;
ASSERT(0);
break;
}
}
ASSERT( friendNpc );
friendNpc->setType( friendType );
u16 *PntList=(u16*)MakePtr(ThisActor,sizeof(sThingActor));
u16 newXPos, newYPos;
newXPos = (u16) *PntList;
PntList++;
newYPos = (u16) *PntList;
PntList++;
DVECTOR startPos;
startPos.vx = newXPos << 4;
startPos.vy = newYPos << 4;
friendNpc->init( startPos );
return( friendNpc );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
CNpcFriend::NPC_FRIEND_UNIT_TYPE CNpcFriend::getTypeFromMapEdit( u16 newType )
{
return( mapEditConvertTable[newType - NPC_FRIEND_MAPEDIT_OFFSET] );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::init()
{
CNpcThing::init();
m_extension = EXTEND_RIGHT;
m_actorGfx = CActorPool::GetActor( (FileEquate) m_data[m_type].skelType );
m_animPlaying = true;
m_animNo = m_data[m_type].idleAnim;
m_frame = 0;
m_reversed = false;
DVECTOR ofs = getCollisionSize();
m_drawOffset.vx = 0;
m_drawOffset.vy = -( ofs.vy >> 1 );
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::init( DVECTOR initPos )
{
init();
Pos = initPos;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::shutdown()
{
//m_spriteBank->dump(); delete m_spriteBank;
delete m_actorGfx;
CNpcThing::shutdown();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::think(int _frames)
{
if ( _frames > 2 )
{
// make sure enemies don't go berserk if too many frames are dropped
_frames = 2;
}
CNpcThing::think(_frames);
if ( m_animPlaying )
{
s32 frameCount;
frameCount = m_actorGfx->getFrameCount( m_animNo );
s32 frameShift = ( _frames << 8 ) >> 1;
if ( ( frameCount << 8 ) - m_frame > frameShift )
{
m_frame += frameShift;
}
else
{
m_frame = ( frameCount - 1 ) << 8;
m_animPlaying = false;
}
}
s32 fallSpeed = 3;
s8 yMovement = fallSpeed * _frames;
s8 groundHeight;
// check vertical collision
groundHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, yMovement + 16 );
if ( groundHeight <= 0 )
{
// make sure we are on the ground, not below it
Pos.vy += groundHeight;
}
else
{
// above ground
if ( groundHeight < yMovement )
{
// colliding with ground
Pos.vy += groundHeight;
}
else
{
Pos.vy += yMovement;
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::render()
{
CNpcThing::render();
// Render
DVECTOR renderPos;
DVECTOR offset = CLevel::getCameraPos();
renderPos.vx = Pos.vx - offset.vx;
renderPos.vy = Pos.vy - offset.vy;
if ( renderPos.vx >= 0 && renderPos.vx <= VidGetScrW() )
{
if ( renderPos.vy >= 0 && renderPos.vy <= VidGetScrH() )
{
m_actorGfx->Render(renderPos,m_animNo,(m_frame>>8),m_reversed);
sBBox boundingBox = m_actorGfx->GetBBox();
setCollisionSize( ( boundingBox.XMax - boundingBox.XMin ), ( boundingBox.YMax - boundingBox.YMin ) );
setCollisionCentreOffset( ( boundingBox.XMax + boundingBox.XMin ) >> 1, ( boundingBox.YMax + boundingBox.YMin ) >> 1 );
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcFriend::processEvent( GAME_EVENT evt, CThing *sourceThing )
{
switch( evt )
{
case USER_REQUEST_TALK_EVENT:
{
if ( m_data[this->m_type].canTalk )
{
DVECTOR sourcePos;
s32 xDiffSqr, yDiffSqr;
// check talk distance
sourcePos = sourceThing->getPos();
xDiffSqr = this->Pos.vx - sourcePos.vx;
xDiffSqr *= xDiffSqr;
yDiffSqr = this->Pos.vy - sourcePos.vy;
yDiffSqr *= yDiffSqr;
if ( xDiffSqr + yDiffSqr < 10000 )
{
if( !CConversation::isActive() )
{
CConversation::trigger( SCRIPTS_SPEECHTEST_DAT );
}
}
}
break;
}
default:
// ignore
break;
}
}