SBSPSS/source/platform/pbubble.cpp
Charles d6af89d74d
2001-08-21 15:08:11 +00:00

127 lines
3.1 KiB
C++

/*=========================================================================
pbubble.cpp
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __PLATFORM_PBUBBLE_H__
#include "platform\pbubble.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __SPR_SPRITES_H__
#include <sprites.h>
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcBubblePlatform::postInit()
{
setCollisionSize( 30, 30 );
setCollisionCentreOffset( 0, -15 );
calculateNonRotatedCollisionData();
setCollisionAngle( m_tiltAngle >> 8 );
m_pop = false;
m_scale = ONE;
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcBubblePlatform::shutdown()
{
if ( m_soundId != NOT_PLAYING )
{
CSoundMediator::stopAndUnlockSfx( (xmPlayingId) m_soundId );
}
CPlatformThing::shutdown();
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
void CNpcBubblePlatform::render()
{
SprFrame=0;
if ( m_isActive || m_pop )
{
CPlatformThing::render();
// Render
if (canRender())
{
DVECTOR &renderPos=getRenderPos();
if ( m_pop )
{
SprFrame = CGameScene::getSpriteBank()->printRotatedScaledSprite( FRM__BALLOONBURST, renderPos.vx, renderPos.vy - 16, 4096 << 1, 4096 << 1, 0, 12 );
setRGB0( SprFrame, 128, 128, 255 );
}
else
{
// Evil hard coded Offsets
POLY_FT4 *SprFrame = CGameScene::getSpriteBank()->printRotatedScaledSprite( FRM__BUBBLE_1, renderPos.vx, renderPos.vy - 16, m_scale, ONE, 0, 12 );
setRGB0( SprFrame, 128, 128, 255 );
SprFrame->u1++; SprFrame->u3++;
SprFrame->v2++; SprFrame->v3++;
}
}
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
int CNpcBubblePlatform::checkCollisionAgainst(CThing *_thisThing, int _frames)
{
switch(_thisThing->getThingType())
{
case TYPE_PLAYERPROJECTILE:
return( false );
default:
{
int collided = false;
if ( m_detectCollision && m_isActive && !isSetToShutdown() && !m_pop )
{
CRECT thisRect, thatRect;
thisRect = getCollisionArea();
thatRect = _thisThing->getCollisionArea();
DVECTOR const &thisPosDelta = getPosDelta();
int ThisAbsY=abs(thisPosDelta.vy)>>1;
thisRect.y1 -= ThisAbsY;
thisRect.y2 += ThisAbsY;
DVECTOR const &ThatPosDelta = _thisThing->getPosDelta();
int ThatAbsY=abs(ThatPosDelta.vy)>>1;
thatRect.y1 -= ThatAbsY;
thatRect.y2 += ThatAbsY;
if(((thisRect.x1>=thatRect.x1&&thisRect.x1<=thatRect.x2)||(thisRect.x2>=thatRect.x1&&thisRect.x2<=thatRect.x2)||(thisRect.x1<=thatRect.x1&&thisRect.x2>=thatRect.x2))&&
((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
{
collided = true;
}
}
return( collided );
}
}
}