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4 changed files with 139 additions and 1 deletions
125
source/platform/pplayer.cpp
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125
source/platform/pplayer.cpp
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/*=========================================================================
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pplayer.cpp
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Author: CRB
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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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#ifndef __PLATFORM_PPLAYER_H__
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#include "platform\pplayer.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 __SPR_SPRITES_H__
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#include <sprites.h>
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#endif
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlayerBubblePlatform::postInit()
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{
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CNpcPlatform::postInit();
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m_pop = false;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlayerBubblePlatform::processLifetime( int _frames )
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{
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m_lifetime -= _frames;
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if ( m_pop )
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{
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if ( m_lifetime <= 0 )
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{
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setToShutdown();
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}
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}
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else
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{
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if ( m_lifetime <= 0 )
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{
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m_pop = true;
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m_lifetime = GameState::getOneSecondInFrames() >> 1;
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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void CNpcPlayerBubblePlatform::render()
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{
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if ( m_isActive )
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{
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CPlatformThing::render();
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// Render
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if (canRender())
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{
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DVECTOR &renderPos=getRenderPos();
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if ( m_pop )
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{
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CGameScene::getSpriteBank()->printRotatedScaledSprite( FRM__BALLOONBURST, renderPos.vx, renderPos.vy - 16, 4096 << 1, 4096 << 1, 0, 10 );
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}
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else
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{
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m_modelGfx->Render(renderPos);
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}
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}
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}
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
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int CNpcPlayerBubblePlatform::checkCollisionAgainst(CThing *_thisThing, int _frames)
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{
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switch(_thisThing->getThingType())
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{
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case TYPE_PLAYERPROJECTILE:
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return( false );
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default:
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{
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int collided = false;
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if ( m_detectCollision && m_isActive && !isSetToShutdown() && !m_pop )
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{
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CRECT thisRect, thatRect;
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thisRect = getCollisionArea();
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thatRect = _thisThing->getCollisionArea();
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DVECTOR posDelta = getPosDelta();
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thisRect.y1 -= abs( posDelta.vy ) >> 1;
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thisRect.y2 += abs( posDelta.vy ) >> 1;
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posDelta = _thisThing->getPosDelta();
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thatRect.y1 -= abs( posDelta.vy ) >> 1;
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thatRect.y2 += abs( posDelta.vy ) >> 1;
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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))&&
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((thisRect.y1>=thatRect.y1&&thisRect.y1<=thatRect.y2)||(thisRect.y2>=thatRect.y1&&thisRect.y2<=thatRect.y2)||(thisRect.y1<=thatRect.y1&&thisRect.y2>=thatRect.y2)))
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{
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collided = true;
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}
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}
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return( collided );
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}
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}
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}
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