SBSPSS/source/player/psidle.cpp

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2001-01-24 16:52:31 +01:00
/*=========================================================================
psidle.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\psidle.h"
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#ifndef __PLAYER_PMODES_H__
#include "player\pmodes.h"
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#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
/* Std Lib
------- */
/* Data
---- */
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#ifndef __ANIM_SPONGEBOB_HEADER__
#include <ACTOR_SPONGEBOB_ANIM.h>
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#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
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CPlayerStateUnarmedIdle s_stateUnarmedIdle;
CPlayerStateTeeterIdle s_stateTeeterIdle;
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CPlayerStateWeaponIdle s_stateWeaponIdle;
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerStateBaseIdle::thinkControl(CPlayerModeBase *_playerMode)
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{
int controlDown,controlHeld;
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controlDown=_playerMode->getPadInputDown();
controlHeld=_playerMode->getPadInputHeld();
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if(controlDown&PI_JUMP)
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{
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_playerMode->setState(STATE_JUMP);
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}
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else if(controlHeld&PI_LEFT)
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{
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if(_playerMode->canMoveLeft())
_playerMode->setState(STATE_RUN);
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}
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else if(controlHeld&PI_RIGHT)
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{
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if(_playerMode->canMoveRight())
_playerMode->setState(STATE_RUN);
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}
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else if(controlDown&PI_DOWN)
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{
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_playerMode->setState(STATE_DUCK);
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}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerStateTeeterIdle::enter(CPlayerModeBase *_playerMode)
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{
int edgeType,dir;
int anim;
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edgeType=_playerMode->isOnEdge();
dir=_playerMode->getFacing();
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if(edgeType==FACING_LEFT)
{
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anim=dir==FACING_LEFT?ANIM_SPONGEBOB_TEETERFRONT:ANIM_SPONGEBOB_TEETERBACK;
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}
else
{
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anim=dir==FACING_RIGHT?ANIM_SPONGEBOB_TEETERFRONT:ANIM_SPONGEBOB_TEETERBACK;
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}
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_playerMode->setAnimNo(anim);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerStateTeeterIdle::think(CPlayerModeBase *_playerMode)
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{
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_playerMode->advanceAnimFrameAndCheckForEndOfAnim();
thinkControl(_playerMode);
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}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerStateIdle::enter(CPlayerModeBase *_playerMode)
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{
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m_idleTime=0;
m_currentIdleAnim=0;
m_animState=ANIMSTATE_END;
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setNextIdleAnim(_playerMode);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerStateIdle::think(CPlayerModeBase *_playerMode)
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{
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if(_playerMode->advanceAnimFrameAndCheckForEndOfAnim())
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{
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setNextIdleAnim(_playerMode);
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}
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thinkControl(_playerMode);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerStateIdle::setNextIdleAnim(CPlayerModeBase *_playerMode)
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{
IdleAnims *anims;
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int finished=false;
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anims=getIdleAnimsDb(m_currentIdleAnim);
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switch(m_animState)
{
case ANIMSTATE_START:
m_animState=ANIMSTATE_LOOP;
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_playerMode->setAnimNo(anims->m_loopFrame);
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break;
case ANIMSTATE_LOOP:
if(--m_loopCount<=0)
{
if(anims->m_endFrame==-1)
{
finished=true;
}
else
{
m_animState=ANIMSTATE_END;
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_playerMode->setAnimNo(anims->m_endFrame);
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}
}
else
{
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_playerMode->setAnimNo(anims->m_loopFrame);
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}
break;
case ANIMSTATE_END:
finished=true;
break;
}
if(finished)
{
int animNo;
if(m_idleTime<5)
{
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// Run the default idle anim a number of times before
// starting to do weird things..
m_currentIdleAnim=0;
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}
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else
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{
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// Alternate random idle anims with the default one
if(m_currentIdleAnim==0&&getNumIdleAnims()>1)
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{
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m_currentIdleAnim=getRndRange(getNumIdleAnims());
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}
else
{
m_currentIdleAnim=0;
}
}
// Start playing the anim
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anims=getIdleAnimsDb(m_currentIdleAnim);
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if(anims->m_startFrame==-1)
{
// No start anim - go straight into loop
animNo=anims->m_loopFrame;
m_animState=ANIMSTATE_LOOP;
}
else
{
// Play start anim for this idle
animNo=anims->m_startFrame;
m_animState=ANIMSTATE_START;
}
m_loopCount=anims->m_loopCount;
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_playerMode->setAnimNo(animNo);
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m_idleTime++;
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}
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
static IdleAnims s_unarmedIdleAnims[]=
{
// start frame loop frame end frame loop count
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{ -1, ANIM_SPONGEBOB_IDLEBREATH, -1, 15 }, // default
{ -1, ANIM_SPONGEBOB_IDLEBREATH, -1, 20 },
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{ -1, ANIM_SPONGEBOB_IDLEWIND, -1, 1 },
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};
static int s_numUnarmedIdleAnims=sizeof(s_unarmedIdleAnims)/sizeof(IdleAnims);
IdleAnims *CPlayerStateUnarmedIdle::getIdleAnimsDb(int _animNo)
{
ASSERT(_animNo<getNumIdleAnims());
return &s_unarmedIdleAnims[_animNo];
}
int CPlayerStateUnarmedIdle::getNumIdleAnims()
{
return s_numUnarmedIdleAnims;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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static IdleAnims s_weaponIdleAnims[]=
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{
// start frame loop frame end frame loop count
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{ -1, ANIM_SPONGEBOB_IDLEBREATH, -1, 15 }, // default
{ -1, ANIM_SPONGEBOB_IDLEBREATH, -1, 20 },
{ -1, ANIM_SPONGEBOB_IDLEWEAPON, -1, 1 },
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};
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static int s_numWeaponIdleAnims=sizeof(s_weaponIdleAnims)/sizeof(IdleAnims);
IdleAnims *CPlayerStateWeaponIdle::getIdleAnimsDb(int _animNo)
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{
ASSERT(_animNo<getNumIdleAnims());
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return &s_weaponIdleAnims[_animNo];
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}
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int CPlayerStateWeaponIdle::getNumIdleAnims()
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{
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return s_numWeaponIdleAnims;
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}
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/*===========================================================================
end */