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C/C++ Source or Header  |  2000-09-12  |  4.9 KB  |  244 lines

  1. //-------------------------------------------------------------
  2. //
  3. // Class:    CPickup
  4. //
  5. // Author:    John M Phillips
  6. //
  7. // Started:    06/05/00
  8. //
  9. // Base:    CActor
  10. //
  11. // Derived:    None
  12. //
  13. //-------------------------------------------------------------
  14.  
  15. #include "game.h"
  16.  
  17. //-------------------------------------------------------------
  18.  
  19. bool CPickup::activate()
  20. {
  21.     if (!isActive())
  22.         m_timer.start();
  23.  
  24.     return CActor::activate();
  25. }
  26.  
  27. //-------------------------------------------------------------
  28.  
  29. bool CPickup::update(Controls *controls)
  30. {
  31.     animate(ANIMATE_LOOP);
  32.  
  33.     return true;
  34. }
  35.  
  36. //-------------------------------------------------------------
  37.  
  38. void CPickup::onLeavingScreen()
  39. {
  40.     kill();
  41. }
  42.  
  43. //-------------------------------------------------------------
  44.  
  45. void CClonePickup::collect()
  46. {
  47.     CShip *ship = m_scene->findShip();
  48.  
  49.     if (!ship)
  50.         return;
  51.  
  52.     m_scene->createLabel(getPosition(),"CLONE");
  53.  
  54.     if (getPosition().getX() <= ship->getPosition().getX())
  55.         ship->attachClone(-1);
  56.     else
  57.         ship->attachClone(1);
  58.  
  59.     CGameState::playSample(SAMPLE_PICKUP,getPosition().getX());
  60. }
  61.  
  62. //-------------------------------------------------------------
  63.  
  64. bool CClonePickup::update(Controls *controls)
  65. {
  66.     animate(ANIMATE_LOOP,0,CLONE_FRAMES);
  67.  
  68.     return true;
  69. }
  70.  
  71. //-------------------------------------------------------------
  72.  
  73. void CDivePickup::collect()
  74. {
  75.     CShip *ship = m_scene->findShip();
  76.  
  77.     if (!ship)
  78.         return;
  79.  
  80.     m_scene->createLabel(getPosition(),"DIVE");
  81.  
  82.     CPlayGameState::getPlayer()->diveBonus();
  83.  
  84.     CGameState::playSample(SAMPLE_BONUS,getPosition().getX());
  85. }
  86.  
  87. //-------------------------------------------------------------
  88.  
  89. void CHomingMissilePickup::collect()
  90. {
  91.     CShip *ship = m_scene->findShip();
  92.  
  93.     if (!ship)
  94.         return;
  95.  
  96.     m_scene->createLabel(getPosition(),"HOMING MISSILE");
  97.  
  98.     ship->addWeapon(HOMING_MISSILE_WEAPON);
  99.  
  100.     CGameState::playSample(SAMPLE_PICKUP,getPosition().getX());
  101. }
  102.  
  103. //-------------------------------------------------------------
  104.  
  105. void CCloakPickup::collect()
  106. {
  107.     CShip *ship = m_scene->findShip();
  108.  
  109.     if (!ship)
  110.         return;
  111.  
  112.     m_scene->createLabel(getPosition(),"CLOAK");
  113.  
  114.     ship->setCloak(CLOAK_TIME);
  115.  
  116.     CGameState::playSample(SAMPLE_PICKUP,getPosition().getX());
  117. }
  118.  
  119. //-------------------------------------------------------------
  120.  
  121. void CLaserPickup::collect()
  122. {
  123.     CShip *ship = m_scene->findShip();
  124.  
  125.     if (!ship)
  126.         return;
  127.  
  128.     m_scene->createLabel(getPosition(),"LASER");
  129.  
  130.     ship->addWeapon(LASER_WEAPON);
  131.  
  132.     CGameState::playSample(SAMPLE_PICKUP,getPosition().getX());
  133. }
  134.  
  135. //-------------------------------------------------------------
  136.  
  137. void CScorePickup::collect()
  138. {
  139.     CShip *ship = m_scene->findShip();
  140.  
  141.     if (!ship)
  142.         return;
  143.  
  144.     m_scene->createLabel(getPosition(),getActorInfo().m_kill_bonus);
  145.  
  146.     CPlayGameState::getPlayer()->scoreBonus(getActorInfo().m_kill_bonus);
  147.  
  148.     CGameState::playSample(SAMPLE_BONUS,getPosition().getX());
  149. }
  150.  
  151. //-------------------------------------------------------------
  152.  
  153. void CShieldPickup::collect()
  154. {
  155.     CShip *ship = m_scene->findShip();
  156.  
  157.     if (!ship)
  158.         return;
  159.  
  160.     m_scene->createLabel(getPosition(),"SHIELD UP");
  161.  
  162.     int max = ship->getActorInfo().m_initial_shield;
  163.     
  164.     int new_shield = ship->getShield() +  max / 2;
  165.  
  166.     if (new_shield > max)
  167.         new_shield = max;
  168.  
  169.     ship->setShield(new_shield);
  170.  
  171.     CGameState::playSample(SAMPLE_PICKUP,getPosition().getX());
  172. }
  173.  
  174. //-------------------------------------------------------------
  175.  
  176. void CSpeedPickup::collect()
  177. {
  178.     CShip *ship = m_scene->findShip();
  179.  
  180.     if (!ship)
  181.         return;
  182.  
  183.     switch (ship->getHandling()) {
  184.         case HANDLING_BAD:
  185.             ship->setHandling(HANDLING_NORMAL);
  186.             m_scene->createLabel(getPosition(),"SPEED UP");
  187.             break;
  188.         case HANDLING_NORMAL:
  189.             ship->setHandling(HANDLING_GOOD);
  190.             m_scene->createLabel(getPosition(),"SPEED UP");
  191.             break;
  192.         }
  193.  
  194.     CGameState::playSample(SAMPLE_PICKUP,getPosition().getX());
  195. }
  196.  
  197. //-------------------------------------------------------------
  198.  
  199. void CWeaponPickup::collect()
  200. {
  201.     CShip *ship = m_scene->findShip();
  202.  
  203.     if (!ship)
  204.         return;
  205.  
  206.     if (ship->upgradeWeapon())
  207.         m_scene->createLabel(getPosition(),"WEAPON UP");
  208.     else
  209.         m_scene->createLabel(getPosition(),"WEAPON FULL");
  210.  
  211.     CGameState::playSample(SAMPLE_PICKUP,getPosition().getX());
  212. }
  213.  
  214. //-------------------------------------------------------------
  215.  
  216. void CWingtipPickup::collect()
  217. {
  218.     CShip *ship = m_scene->findShip();
  219.  
  220.     if (!ship)
  221.         return;
  222.  
  223.     m_scene->createLabel(getPosition(),"WINGTIP");
  224.  
  225.     if (getPosition().getX() <= ship->getPosition().getX())
  226.         ship->attachWingtip(-1);
  227.     else
  228.         ship->attachWingtip(1);
  229.  
  230.     CGameState::playSample(SAMPLE_PICKUP,getPosition().getX());
  231. }
  232.  
  233. //-------------------------------------------------------------
  234.  
  235. bool CWingtipPickup::update(Controls *controls)
  236. {
  237.     animate(ANIMATE_LOOP,0,WINGTIP_FRAMES);
  238.  
  239.     return true;
  240. }
  241.  
  242. //-------------------------------------------------------------
  243.  
  244.