This commit is contained in:
parent
7989cdebf4
commit
9511d71b37
5 changed files with 264 additions and 237 deletions
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@ -200,7 +200,8 @@ game_src := convo \
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game \
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gamebubs \
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gameslot \
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pause
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pause \
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healthman
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gfx_src := prim \
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tpage \
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@ -91,6 +91,10 @@
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#include "game\gameslot.h"
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#endif
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#ifndef __GAME_HEALTH_MANAGER_H__
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#include "game\healthman.h"
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#endif
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#include "gfx\actor.h"
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@ -101,6 +105,8 @@ int RenderZ=378;//256; Increased to make depth less, and SB more visible
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FontBank *CGameScene::s_genericFont;
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SpriteBank *CGameScene::s_GlobalSpritebank;
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CLayerCollision *CGameScene::s_GlobalCollision;
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CHealthManager *CGameScene::m_HealthManager;
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MATRIX CGameScene::CamMtx;
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/*****************************************************************************/
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@ -197,6 +203,9 @@ void CGameScene::init()
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m_pauseMenu=new ("Pause Menu") CPauseMenu();
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m_pauseMenu->init();
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m_HealthManager= new ("Health Manager") CHealthManager();
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m_HealthManager->init();
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s_readyToExit=false;
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s_restartLevel=false;
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@ -230,6 +239,8 @@ void CGameScene::shutdown()
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m_pauseMenu->shutdown(); delete m_pauseMenu;
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m_scalableFont->dump(); delete m_scalableFont;
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s_genericFont->dump(); delete s_genericFont;
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m_HealthManager->shutdown();delete m_HealthManager;
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}
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/*****************************************************************************/
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@ -258,6 +269,8 @@ void CGameScene::render()
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SetTransMatrix(&CamMtx);
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Level.render();
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m_HealthManager->render();
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CActorPool::CleanUpCache();
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}
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@ -383,6 +396,8 @@ void CGameScene::think(int _frames)
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CBubicleFactory::setMapOffset(&camPos);
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Level.setCameraCentre(camPos);
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Level.think(_frames);
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m_HealthManager->think(_frames);
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m_HealthManager->checkPlayerCol(getPlayer());
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#ifdef __VERSION_DEBUG__
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if(PadGetDown(0)&PAD_R2)
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@ -483,6 +498,14 @@ void CGameScene::initLevel()
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}
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/*****************************************************************************/
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int DropAmount=69;
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int DropVel=1;
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void CGameScene::dropHealth(DVECTOR &Pos,int Amount,int Vel)
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{
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m_HealthManager->drop(Pos,DropAmount,DropVel);
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}
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/*****************************************************************************/
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void CGameScene::shutdownLevel()
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{
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@ -17,6 +17,7 @@ class FontBank;
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class SpriteBank;
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class CPlayer;
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class CLayerCollision;
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class CHealthManager;
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class CGameScene : public CScene
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{
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public:
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@ -59,6 +60,7 @@ static ACTOR_TYPE getActorType( int actorNum ) {return actorType[actorNum];}
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static void setBossHasBeenKilled() {s_bossHasBeenKilled=true;}
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static int getBossHasBeenKilled() {return s_bossHasBeenKilled;}
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static void dropHealth(DVECTOR &Pos,int Amount,int Vel);
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protected:
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void initLevel();
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@ -69,6 +71,7 @@ protected:
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CLevel Level;
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class CPauseMenu *m_pauseMenu;
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class CPlayer *m_player;
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static CHealthManager *m_HealthManager;
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static FontBank *s_genericFont;
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class ScalableFontBank *m_scalableFont;
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static MATRIX CamMtx;
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@ -1,187 +1,204 @@
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/*=========================================================================
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/******************************/
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/*** Health throw out stuff ***/
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/******************************/
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gamebubs.cpp
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#include "system\global.h"
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#include "mem\memory.h"
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#include "gfx\sprbank.h"
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#include "utils\utils.h"
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#include "gfx\prim.h"
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//#include "gfx\actor.h"
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#include "game\game.h"
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#include "player\player.h"
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#include "gfx\otpos.h"
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#include "game\healthman.h"
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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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#include <sprites.h>
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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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#include "game\gamebubs.h"
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/* Std Lib
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------- */
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/* Data
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---- */
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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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BubicleEmitterData CGameBubicleFactory::s_emitters[CGameBubicleFactory::NUM_TYPES]=
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CHealthManager::sItemTable CHealthManager::ItemTable[]=
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{
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// TYPE_SMALL
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{
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0,0,0,0, // m_x,m_y,m_w,m_h
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2,3, // m_birthRate,m_birthAmount
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5, // m_life
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true, // m_applyMapOffsets
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{ // m_bubicleBase
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10, // m_life
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0,0,0, // m_vx,m_vdx,m_vxmax
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-100,0,0, // m_vy,m_vdy,m_vymax
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5,3, // m_w,m_h
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0, // m_dvSizeChange
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0,0, // m_theta,m_vtheta
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0,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
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0, // m_ot
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{200,200,200} // m_colour
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},
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{ // m_bubicleRange
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50, // m_life
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0,0,0, // m_vx,m_vdx,m_vxmax
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50,0,0, // m_vy,m_vdy,m_vymax
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3,3, // m_w,m_h
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0, // m_dvSizeChange
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0,100, // m_theta,m_vtheta
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10,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
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0, // m_ot
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{0,0,0} // m_colour
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}
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},
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// TYPE_MEDIUM
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{
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0,0,0,0, // m_x,m_y,m_w,m_h
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2,10, // m_birthRate,m_birthAmount
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5, // m_life
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true, // m_applyMapOffsets
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{ // m_bubicleBase
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10, // m_life
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0,0,0, // m_vx,m_vdx,m_vxmax
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-100,0,0, // m_vy,m_vdy,m_vymax
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5,3, // m_w,m_h
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0, // m_dvSizeChange
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0,0, // m_theta,m_vtheta
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0,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
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0, // m_ot
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{200,200,200} // m_colour
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},
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{ // m_bubicleRange
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50, // m_life
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0,0,0, // m_vx,m_vdx,m_vxmax
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50,0,0, // m_vy,m_vdy,m_vymax
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3,3, // m_w,m_h
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0, // m_dvSizeChange
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0,100, // m_theta,m_vtheta
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10,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
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0, // m_ot
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{0,0,0} // m_colour
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}
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},
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// TYPE_LARGE
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{
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0,0,0,0, // m_x,m_y,m_w,m_h
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1,10, // m_birthRate,m_birthAmount
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15, // m_life
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true, // m_applyMapOffsets
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{ // m_bubicleBase
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10, // m_life
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0,0,0, // m_vx,m_vdx,m_vxmax
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-100,0,0, // m_vy,m_vdy,m_vymax
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5,3, // m_w,m_h
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0, // m_dvSizeChange
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0,0, // m_theta,m_vtheta
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0,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
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0, // m_ot
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{200,200,200} // m_colour
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},
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{ // m_bubicleRange
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50, // m_life
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0,0,0, // m_vx,m_vdx,m_vxmax
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50,0,0, // m_vy,m_vdy,m_vymax
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3,3, // m_w,m_h
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0, // m_dvSizeChange
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0,100, // m_theta,m_vtheta
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10,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
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0, // m_ot
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{0,0,0} // m_colour
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}
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},
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// TYPE_SPONGEBOBSOAKUP
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{
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0,0,0,0, // m_x,m_y,m_w,m_h
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1,1, // m_birthRate,m_birthAmount
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15, // m_life
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true, // m_applyMapOffsets
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{ // m_bubicleBase
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10, // m_life
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0,0,0, // m_vx,m_vdx,m_vxmax
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-100,0,0, // m_vy,m_vdy,m_vymax
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10,7, // m_w,m_h
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0, // m_dvSizeChange
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0,0, // m_theta,m_vtheta
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0,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
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0, // m_ot
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{200,200,200} // m_colour
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},
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{ // m_bubicleRange
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50, // m_life
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0,0,0, // m_vx,m_vdx,m_vxmax
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50,0,0, // m_vy,m_vdy,m_vymax
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3,3, // m_w,m_h
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0, // m_dvSizeChange
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0,100, // m_theta,m_vtheta
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10,0,0, // m_wobbleWidth,m_vwobbleWidth,m_vdwobbleWidth
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0, // m_ot
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{0,0,0} // m_colour
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}
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},
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{5,256, 255,255,0},
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{1,256, 127,127,127},
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};
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const int CHealthManager::ItemTableSize=sizeof(CHealthManager::ItemTable)/sizeof(CHealthManager::sItemTable);
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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 CGameBubicleFactory::spawnBubicles(int _x,int _y,int _w,int _h,GAMEBUBICLETYPE _type)
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int HealthManGrav=128;
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int HealthManShift=9;
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int HealthManPickUpDelay=16;
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/*****************************************************************************/
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void CHealthManager::init()
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{
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BubicleEmitterData *emt;
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FrameHdr=CGameScene::getSpriteBank()->getFrameHeader(FRM__SPATULA);
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for (int i=0; i<ITEM_MAX; i++)
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{
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ItemList[i].Life=0;
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setTSprt(&ItemList[i].Sprite);
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setTSprtTPage(&ItemList[i].Sprite,FrameHdr->TPage);
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ItemList[i].Sprite.clut=FrameHdr->Clut;
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ItemList[i].Sprite.u0=FrameHdr->U;
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ItemList[i].Sprite.v0=FrameHdr->V;
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ItemList[i].Sprite.w=FrameHdr->W;
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ItemList[i].Sprite.h=FrameHdr->H;
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}
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emt=&s_emitters[_type];
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emt->m_x=_x;
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emt->m_y=_y;
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emt->m_w=_w;
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emt->m_h=_h;
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CBubicleFactory::spawnEmitter(emt);
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}
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/*****************************************************************************/
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void CHealthManager::shutdown()
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{
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}
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/*===========================================================================
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end */
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/*****************************************************************************/
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const int AngleS=2048+1024+512;
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void CHealthManager::drop(DVECTOR &Pos,int Amount,int Vel)
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{
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int Count=0;
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int Am=Amount;
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// Count em for Arc
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for (int i=0; i<ItemTableSize; i++)
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{
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sItemTable &T=ItemTable[i];
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while (Amount>=T.Count)
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{
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Amount-=T.Count;
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Count++;
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}
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}
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int Angle=AngleS;
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int AngleInc=1024/Count;
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// Split Em
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Amount=Am;
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for (int i=0; i<ItemTableSize; i++)
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{
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sItemTable &T=ItemTable[i];
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while (Amount>=T.Count)
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{
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Amount-=T.Count;
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addItem(Pos,i,Angle,Vel);
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Angle+=AngleInc;
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Angle&=4095;
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}
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}
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}
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/*****************************************************************************/
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void CHealthManager::addItem(DVECTOR &Pos,int TableIdx,int Angle,int Vel)
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{
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int Idx=0;
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while (ItemList[Idx].Life) Idx++;
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ASSERT(Idx<ITEM_MAX);
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ItemList[Idx].Life=ItemTable[TableIdx].Life;
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setRGB0(&ItemList[Idx].Sprite,ItemTable[TableIdx].R,ItemTable[TableIdx].G,ItemTable[TableIdx].B);
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ItemList[Idx].Pos.vx=Pos.vx<<HealthManShift;
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ItemList[Idx].Pos.vy=Pos.vy<<HealthManShift;
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ItemList[Idx].Vel.vx=-(msin(Angle)*Vel)>>1;
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ItemList[Idx].Vel.vy=-(mcos(Angle)*Vel);
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ItemList[Idx].Count=ItemTable[TableIdx].Count;
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}
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/*****************************************************************************/
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void CHealthManager::checkPlayerCol(CPlayer *Player)
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{
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CRECT const &PRect=Player->getCollisionArea();
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for (int i=0; i<ITEM_MAX; i++)
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{
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if (ItemList[i].Life && ItemList[i].Life<256-HealthManPickUpDelay)
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{
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if (PRect.x2<ItemList[i].ScrPos.vx || PRect.x1>ItemList[i].ScrPos.vx+16 ||
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PRect.y2<ItemList[i].ScrPos.vy || PRect.y1>ItemList[i].ScrPos.vy+32)
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{
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}
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else
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{
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ItemList[i].Life=0;
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Player->addSpatula(ItemList[i].Count);
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}
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}
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}
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}
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/*****************************************************************************/
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/*** think *******************************************************************/
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/*****************************************************************************/
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void CHealthManager::think(int frames)
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{
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CLayerCollision *ColLayer=CGameScene::getCollision();
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for (int i=0; i<ITEM_MAX; i++)
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{
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for (int f=0; f<frames; f++)
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{
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if (ItemList[i].Life)
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{
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ItemList[i].Life--;
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ItemList[i].Pos.vx+=ItemList[i].Vel.vx;
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ItemList[i].Pos.vy+=ItemList[i].Vel.vy;
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ItemList[i].ScrPos.vx=ItemList[i].Pos.vx>>HealthManShift;
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ItemList[i].ScrPos.vy=ItemList[i].Pos.vy>>HealthManShift;
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ItemList[i].Vel.vy+=HealthManGrav;
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if (ItemList[i].Vel.vy>0)
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{ // Check ground collision
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int DistY = ColLayer->getHeightFromGround( ItemList[i].ScrPos.vx, ItemList[i].ScrPos.vy, 16 );
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if (DistY<=0)
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{
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ItemList[i].Vel.vy=-ItemList[i].Vel.vy>>1;
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ItemList[i].Vel.vx>>=1;
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// ItemList[i].Pos.vy-=DistY<<(HealthManShift-1);
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}
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}
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int XOfs;
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if (ItemList[i].Vel.vx>0)
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{
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XOfs=+16;
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}
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else
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{
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XOfs=-16;
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}
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// Check X collision
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int DistX = ColLayer->getHeightFromGround( ItemList[i].ScrPos.vx+XOfs, ItemList[i].ScrPos.vy, 32 );
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if (DistX<=0)
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{
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ItemList[i].Vel.vx=-ItemList[i].Vel.vx>>1;
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// ItemList[i].Pos.vy-=DistY<<(HealthManShift-1);
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}
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}
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}
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}
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}
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/*****************************************************************************/
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/*** render ******************************************************************/
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/*****************************************************************************/
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void CHealthManager::render()
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{
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sOT *ThisOT=OtPtr;//+OTPOS__PICKUP_POS;
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DVECTOR const &CamPos=CLevel::getCameraPos();
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for (int i=0; i<ITEM_MAX; i++)
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{
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if (ItemList[i].Life)
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{
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// Calc render pos (dont worry about clipping yet)
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ItemList[i].Sprite.x0 = ItemList[i].ScrPos.vx - CamPos.vx;
|
||||
ItemList[i].Sprite.y0 = (ItemList[i].ScrPos.vy - CamPos.vy)-32;
|
||||
|
||||
addPrim(ThisOT,&ItemList[i].Sprite);
|
||||
}
|
||||
}
|
||||
|
||||
}
|
||||
|
|
|
@ -1,71 +1,54 @@
|
|||
/*=========================================================================
|
||||
/******************************/
|
||||
/*** Health throw out stuff ***/
|
||||
/******************************/
|
||||
|
||||
gamebubs.h
|
||||
#ifndef __GAME_HEALTH_MANAGER_H__
|
||||
#define __GAME_HEALTH_MANAGER_H__
|
||||
|
||||
Author: PKG
|
||||
Created:
|
||||
Project: Spongebob
|
||||
Purpose:
|
||||
|
||||
Copyright (c) 2001 Climax Development Ltd
|
||||
|
||||
===========================================================================*/
|
||||
|
||||
#ifndef __GAME_GAMEBUBS_H__
|
||||
#define __GAME_GAMEBUBS_H__
|
||||
|
||||
/*----------------------------------------------------------------------
|
||||
Includes
|
||||
-------- */
|
||||
|
||||
#ifndef __GFX_BUBICLES_H__
|
||||
#include "gfx\bubicles.h"
|
||||
#endif
|
||||
|
||||
|
||||
/* Std Lib
|
||||
------- */
|
||||
|
||||
/*----------------------------------------------------------------------
|
||||
Tyepdefs && Defines
|
||||
------------------- */
|
||||
|
||||
/*----------------------------------------------------------------------
|
||||
Structure defintions
|
||||
-------------------- */
|
||||
|
||||
class CGameBubicleFactory
|
||||
/*****************************************************************************/
|
||||
class CPlayer;
|
||||
class CHealthManager
|
||||
{
|
||||
public:
|
||||
typedef enum
|
||||
{
|
||||
TYPE_SMALL,
|
||||
TYPE_MEDIUM,
|
||||
TYPE_LARGE,
|
||||
TYPE_SPONGEBOBSOAKUP,
|
||||
enum
|
||||
{
|
||||
ITEM_MAX = 160,
|
||||
};
|
||||
|
||||
NUM_TYPES
|
||||
}GAMEBUBICLETYPE;
|
||||
struct sItemTable
|
||||
{
|
||||
u16 Count;
|
||||
u16 Life;
|
||||
u8 R,G,B;
|
||||
};
|
||||
|
||||
static void spawnBubicles(int _x,int _y,int _w,int _h,GAMEBUBICLETYPE _type);
|
||||
struct sItem
|
||||
{
|
||||
VECTOR Pos;
|
||||
VECTOR Vel;
|
||||
DVECTOR ScrPos;
|
||||
u16 Life;
|
||||
u16 Count;
|
||||
TSPRT Sprite;
|
||||
};
|
||||
|
||||
private:
|
||||
static struct BubicleEmitterData s_emitters[NUM_TYPES];
|
||||
void init();
|
||||
void shutdown();
|
||||
|
||||
void drop(DVECTOR &Pos,int Amount,int Vel);
|
||||
|
||||
void checkPlayerCol(CPlayer *Thing);
|
||||
void think(int frames);
|
||||
void render();
|
||||
|
||||
protected:
|
||||
void addItem(DVECTOR &Pos,int TableIdx,int Angle,int Vel);
|
||||
|
||||
sItem ItemList[ITEM_MAX];
|
||||
sFrameHdr *FrameHdr;
|
||||
|
||||
static sItemTable ItemTable[];
|
||||
static const int ItemTableSize;
|
||||
};
|
||||
|
||||
|
||||
/*----------------------------------------------------------------------
|
||||
Globals
|
||||
------- */
|
||||
|
||||
/*----------------------------------------------------------------------
|
||||
Functions
|
||||
--------- */
|
||||
|
||||
/*---------------------------------------------------------------------- */
|
||||
|
||||
#endif /* __GAME_GAMEBUBS_H__ */
|
||||
|
||||
/*===========================================================================
|
||||
end */
|
||||
#endif
|
||||
|
|
Loading…
Add table
Reference in a new issue