SBSPSS/source/player/pmnet.cpp

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/*=========================================================================
pmnet.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\pmnet.h"
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#ifndef __GFX_SPRBANK_H__
#include "gfx\sprbank.h"
#endif
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#ifndef __ENEMY_NPC_H__
#include "enemy\npc.h"
#endif
#ifndef __PROJECTL_PROJECTL_H__
#include "projectl\projectl.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.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
---- */
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerModeNet::enter()
{
m_netting=false;
m_netState=NET_STATE__EMPTY;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int netstate;
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DVECTOR netLaunchPos={-10,-70};
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void CPlayerModeNet::think()
{
// If we're netting then restore the 'real' anim number/frame before
// doing the think so that the rest of the code doesn't know what
// is going on ;)
if(m_netting)
{
setAnimNo(m_savedAnimNo);
setAnimFrame(m_savedAnimFrame);
}
CPlayerModeBase::think();
// Start to net?
if(!m_netting&&getPadInputDown()&PI_ACTION&&canSwingNetFromThisState())
{
m_netFrame=0;
m_netting=true;
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}
// Netting?
if(m_netting)
{
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switch(m_netState)
{
case NET_STATE__EMPTY:
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{
DVECTOR playerPos;
int playerFacing;
CRECT netRect;
CThing *thing;
playerPos=m_player->getPos();
playerFacing=m_player->getFacing();
netRect.x1=playerPos.vx-20;
netRect.y1=playerPos.vy-20-40;
netRect.x2=playerPos.vx+20;
netRect.y2=playerPos.vy+20-40;
thing=CThingManager::checkCollisionAreaAgainstThings(&netRect,CThing::TYPE_ENEMY,false);
while(thing)
{
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if(((CNpcEnemy*)thing)->canBeCaughtByNet())
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{
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((CNpcEnemy*)thing)->caughtWithNet();
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m_netState=NET_STATE__JUST_CAUGHT_SOMETHING;
thing=NULL;
}
else
{
thing=CThingManager::checkCollisionAreaAgainstThings(&netRect,CThing::TYPE_ENEMY,true);
}
}
}
break;
case NET_STATE__JUST_CAUGHT_SOMETHING:
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break;
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case NET_STATE__FULL:
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if(m_netFrame==0)
{
// Launch projectile at halfway through the swing..
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CPlayerProjectile *projectile;
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int playerFacing;
int fireHeading;
DVECTOR launchPos;
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playerFacing=m_player->getFacing();
fireHeading=1024+(1024*playerFacing);
launchPos=m_player->getPos();
launchPos.vx+=netLaunchPos.vx*playerFacing;
launchPos.vy+=netLaunchPos.vy;
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projectile = new( "user projectile" ) CPlayerProjectile;
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projectile->init( launchPos,
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fireHeading,
CPlayerProjectile::PLAYER_PROJECTILE_DUMBFIRE,
CPlayerProjectile::PLAYER_PROJECTILE_FINITE_LIFE,
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5*60);
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projectile->setLayerCollision( m_player->getLayerCollision() );
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m_netState=NET_STATE__JUST_LAUNCHED_SOMETHING;
}
break;
case NET_STATE__JUST_LAUNCHED_SOMETHING:
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break;
}
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m_player->setAnimNo(ANIM_SPONGEBOB_SWIPE);
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m_player->setAnimFrame(m_netFrame);
m_netFrame++;
if(m_netFrame>=m_player->getAnimFrameCount())
{
m_player->setAnimNo(m_savedAnimNo);
m_player->setAnimFrame(m_savedAnimFrame);
m_netting=false;
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if(m_netState==NET_STATE__JUST_CAUGHT_SOMETHING)
{
m_netState=NET_STATE__FULL;
}
else if(m_netState==NET_STATE__JUST_LAUNCHED_SOMETHING)
{
m_netState=NET_STATE__EMPTY;
}
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}
}
netstate=m_netState;
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerModeNet::renderModeUi()
{
SpriteBank *sb;
sFrameHdr *fh;
sb=m_player->getSpriteBank();
fh=sb->getFrameHeader(FRM__NET);
if(m_netState==NET_STATE__FULL)
{
// Net has a jellyfish inside
sb->printFT4Scaled(fh,CPlayer::POWERUPUI_ICONX-(fh->W/2),CPlayer::POWERUPUI_ICONY-(fh->H/2),0,0,CPlayer::POWERUPUI_OT,256+128);
}
else
{
sb->printFT4(fh,CPlayer::POWERUPUI_ICONX-(fh->W/2),CPlayer::POWERUPUI_ICONY-(fh->H/2),0,0,CPlayer::POWERUPUI_OT);
}
}
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerModeNet::setAnimNo(int _animNo)
{
CPlayerModeBase::setAnimNo(_animNo);
m_savedAnimNo=_animNo;
}
void CPlayerModeNet::setAnimFrame(int _animFrame)
{
CPlayerModeBase::setAnimFrame(_animFrame);
m_savedAnimFrame=_animFrame;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayerModeNet::canSwingNetFromThisState()
{
int ret=false;
switch(getState())
{
case STATE_IDLE:
case STATE_IDLETEETER:
case STATE_JUMP:
case STATE_RUN:
case STATE_FALL:
ret=true;
break;
case STATE_FALLFAR:
case STATE_BUTTBOUNCE:
case STATE_BUTTFALL:
case STATE_BUTTLAND:
case STATE_DUCK:
case STATE_SOAKUP:
case STATE_GETUP:
break;
}
return ret;
}
/*===========================================================================
end */