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5 changed files with 264 additions and 237 deletions
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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;
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ItemList[i].Sprite.y0 = (ItemList[i].ScrPos.vy - CamPos.vy)-32;
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addPrim(ThisOT,&ItemList[i].Sprite);
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}
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}
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}
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