SBSPSS/source/player/pmbubble.cpp

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/*=========================================================================
pmbubble.cpp
Author: PKG
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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
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\pmbubble.h"
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#ifndef __PLATFORM_PLATFORM_H__
#include "platform\platform.h"
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#endif
#ifndef __GFX_FONT_H__
#include "gfx\font.h"
#endif
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#ifndef __GAME_GAME_H__
#include "game/game.h"
#endif
// States
#ifndef __PLAYER__PSLOOK_H__
#include "player\pslook.h"
#endif
#ifndef __PLAYER__PSJUMP_H__
#include "player\psjump.h"
#endif
#ifndef __PLAYER__PSJMPBCK_H__
#include "player\psjmpbck.h"
#endif
#ifndef __PLAYER__PSRUN_H__
#include "player\psrun.h"
#endif
#ifndef __PLAYER__PSFALL_H__
#include "player\psfall.h"
#endif
#ifndef __PLAYER__PSHITGND_H__
#include "player\pshitgnd.h"
#endif
#ifndef __PLAYER__PSIDLE_H__
#include "player\psidle.h"
#endif
#ifndef __PLAYER__PSBUTT_H__
#include "player\psbutt.h"
#endif
#ifndef __PLAYER__PSDUCK_H__
#include "player\psduck.h"
#endif
#ifndef __PLAYER__PSSPRING_H__
#include "player\psspring.h"
#endif
#ifndef __PLAYER_PSCART_H__
#include "player\pscart.h"
#endif
#ifndef __PLAYER_PSFLOAT_H__
#include "player\psfloat.h"
#endif
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#ifndef __PLAYER_PSDANCE_H__
#include "player\psdance.h"
#endif
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#ifndef __PLAYER_PSSWAL_H__
#include "player\psswal.h"
#endif
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/* Std Lib
------- */
/* Data
---- */
#ifndef __ANIM_SPONGEBOB_HEADER__
#include <ACTOR_SPONGEBOB_ANIM.h>
#endif
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#ifndef __SPR_SPRITES_H__
#include <sprites.h>
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#endif
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/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
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static CPlayerState *s_stateTable[]=
{
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&s_stateWeaponIdle, // STATE_IDLE
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&s_stateTeeterIdle, // STATE_IDLETEETER
&s_stateJump, // STATE_JUMP
&s_stateSpring, // STATE_SPRINGUP
&s_stateRun, // STATE_RUN
&s_stateFall, // STATE_FALL
&s_stateFallFar, // STATE_FALLFAR
&s_stateHitGround, // STATE_HITGROUND
&s_stateButtBounce, // STATE_BUTTBOUNCE
&s_stateButtBounceFall, // STATE_BUTTFALL
&s_stateButtBounceLand, // STATE_BUTTLAND
&s_stateButtBounceUp, // STATE_BUTTBOUNCEUP
&s_stateSoakUp, // STATE_SOAKUP
&s_stateGetUp, // STATE_GETUP
&s_stateLookDown, // STATE_LOOKDOWN
&s_stateLookDownRelax, // STATE_LOOKDOWNRELAX
&s_stateLookUp, // STATE_LOOKUP
&s_stateLookUpRelax, // STATE_LOOKUPRELAX
&s_stateJumpBack, // STATE_JUMPBACK
&s_stateCart, // STATE_CART
&s_stateFloat, // STATE_FLOAT
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&s_stateDance, // STATE_CELEBRATE
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&s_stateSwallow, // STATE_SWALLOW
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};
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerModeBubbleMixture::enter()
{
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CPlayerModeBase::enter();
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m_blowing=false;
m_bubbleDelay=0;
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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DVECTOR buboff={-80,-10};
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int bubam;
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void CPlayerModeBubbleMixture::think()
{
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// If we're blowing then restore the 'real' anim number/frame before
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// doing the think so that the rest of the code doesn't know what
// is going on ;)
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if(m_blowing)
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{
setAnimNo(m_savedAnimNo);
setAnimFrame(m_savedAnimFrame);
}
CPlayerModeBase::think();
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if(m_bubbleDelay)
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{
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// Delay so that you can't blow all of your bubbles really quickly
m_bubbleDelay--;
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}
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else
{
// Start to blow?
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if(!m_blowing&&getPadInputDown()&PI_FIRE&&canBlowBubbleFromThisState()&&m_player->getBubbleAmmo())
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{
// Spawn the bubbly platform thingy..!
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CNpcPlatform *bubble;
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DVECTOR pos;
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bubble = CNpcPlatform::Create( CNpcPlatform::NPC_PLAYER_BUBBLE_PLATFORM );
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pos=m_player->getPos();
pos.vx+=buboff.vx*m_player->getFacing();
pos.vy+=buboff.vy;
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bubble->setGraphic( (u8) 0 );
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bubble->init(pos,4);
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bubble->postInit();
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// Start the blowing anim off
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m_blowFrame=0;
m_blowing=true;
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// One less bubble..
m_player->useOneBubble();
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}
}
// Blowing?
if(m_blowing)
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{
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m_player->setAnimNo(ANIM_SPONGEBOB_BLOWBUBBLE);
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m_player->setAnimFrame(m_blowFrame);
m_blowFrame++;
if(m_blowFrame>=m_player->getAnimFrameCount())
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{
m_player->setAnimNo(m_savedAnimNo);
m_player->setAnimFrame(m_savedAnimFrame);
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m_blowing=false;
m_bubbleDelay=BUBBLE_DELAY;
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}
}
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bubam=m_player->getBubbleAmmo();
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerModeBubbleMixture::setAnimNo(int _animNo)
{
CPlayerModeBase::setAnimNo(_animNo);
m_savedAnimNo=_animNo;
}
void CPlayerModeBubbleMixture::setAnimFrame(int _animFrame)
{
CPlayerModeBase::setAnimFrame(_animFrame);
m_savedAnimFrame=_animFrame;
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerModeBubbleMixture::renderModeUi()
{
SpriteBank *sb;
sFrameHdr *fh;
char buf[4];
FontBank *fb;
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sb=CGameScene::getSpriteBank();
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fh=sb->getFrameHeader(FRM__SMALL_BUBBLEWAND);
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sb->printFT4(fh,CPlayer::POWERUPUI_ICONX,CPlayer::POWERUPUI_ICONY,0,0,CPlayer::POWERUPUI_OT);
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fb=m_player->getFontBank();
sprintf(buf,"x%d",m_player->getBubbleAmmo());
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fb->print(CPlayer::POWERUPUI_TEXTX,CPlayer::POWERUPUI_TEXTY,buf);
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}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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int CPlayerModeBubbleMixture::canBlowBubbleFromThisState()
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{
int ret=false;
switch(getState())
{
case STATE_IDLE:
case STATE_IDLETEETER:
case STATE_JUMP:
case STATE_RUN:
case STATE_FALL:
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case STATE_SPRINGUP:
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ret=true;
break;
case STATE_FALLFAR:
case STATE_BUTTBOUNCE:
case STATE_BUTTFALL:
case STATE_BUTTLAND:
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case STATE_BUTTBOUNCEUP:
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case STATE_SOAKUP:
case STATE_GETUP:
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case STATE_LOOKDOWN:
case STATE_LOOKDOWNRELAX:
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case STATE_LOOKUP:
case STATE_LOOKUPRELAX:
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case STATE_JUMPBACK:
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break;
}
return ret;
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
CPlayerState **CPlayerModeBubbleMixture::getStateTable()
{
return s_stateTable;
}
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/*===========================================================================
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end */