203 lines
4.5 KiB
C++
203 lines
4.5 KiB
C++
/*=========================================================================
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pbubmix.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\pbubmix.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 __PLAYER_PLAYER_H__
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#include "player\player.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 __GFX_OTPOS_H__
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#include "gfx\otpos.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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/*----------------------------------------------------------------------
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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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/*----------------------------------------------------------------------
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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 CBubbleMixturePickup::init()
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{
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sFrameHdr *fh;
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CBaseRespawningPickup::init();
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m_sin=0;
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fh=CGameScene::getSpriteBank()->getFrameHeader(FRM__BUBBLEMIXTURE);
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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 CBubbleMixturePickup::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(FRM__BUBBLEMIXTURE);
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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 CBubbleMixturePickup::collect(class CPlayer *_player)
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{
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_player->giveBubbleAmmo();
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CBaseRespawningPickup::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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int CBubbleMixturePickup::getRespawnTime()
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{
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return 60*10;
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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 bubmix_bobspeed=10;
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int bubmix_bobscale=3;
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void CBubbleMixturePickup::thinkPickup(int _frames)
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{
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m_sin=(m_sin+(_frames*bubmix_bobspeed))&4095;
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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 CBubbleMixturePickup::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(FRM__BUBBLEMIXTURE);
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x=_pos->vx-(fh->W/2);
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y=_pos->vy-(fh->H/2)+((msin(m_sin)*bubmix_bobscale)>>12);
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sprites->printFT4(fh,x,y,0,0,OTPOS__PICKUP_POS);
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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 CBubbleWandPickup::init()
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{
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CBaseWeaponSimplePickup::init();
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GameScene.getPlayer()->registerAddon(PLAYER_ADDON_BUBBLEWAND);
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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 CBubbleWandPickup::collect(class CPlayer *_player)
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{
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if(!getHasBeenCollected())
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{
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_player->giveBubbleAmmoFromWeapon();
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}
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_player->setMode(PLAYER_MODE_BUBBLE_MIXTURE);
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CBaseWeaponSimplePickup::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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int CBubbleWandPickup::getWeaponSpriteFrame()
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{
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return FRM__BUBBLEWAND;
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}
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/*===========================================================================
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end */
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