SBSPSS/source/player/psidle.cpp

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/*=========================================================================
psidle.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\psidle.h"
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __PAD_PADS_H__
#include "pad\pads.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
/* Std Lib
------- */
/* Data
---- */
#ifndef __ANIM_PLAYER_ANIM_HEADER__
#include <player_anim.h>
#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateIdle::enter(CPlayer *_player)
{
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m_idleTime=0;
m_currentIdleAnim=0;
m_animState=ANIMSTATE_END;
setNextIdleAnim(_player);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateIdle::think(CPlayer *_player)
{
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int controlDown,controlHeld;
controlDown=getPadInputDown(_player);
controlHeld=getPadInputHeld(_player);
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if(advanceAnimFrameAndCheckForEndOfAnim(_player))
{
setNextIdleAnim(_player);
}
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if(controlDown&CPadConfig::getButton(CPadConfig::PAD_CFG_JUMP))
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{
setState(_player,STATE_JUMP);
}
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else if(controlHeld&(CPadConfig::getButton(CPadConfig::PAD_CFG_LEFT)|CPadConfig::getButton(CPadConfig::PAD_CFG_RIGHT)))
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{
setState(_player,STATE_RUN);
}
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else if(controlHeld&CPadConfig::getButton(CPadConfig::PAD_CFG_ACTION))
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{
setState(_player,STATE_ATTACK);
}
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else if(controlHeld&CPadConfig::getButton(CPadConfig::PAD_CFG_DOWN))
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{
setState(_player,STATE_DUCK);
}
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateIdle::setNextIdleAnim(CPlayer *_player)
{
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;
setAnimNo(_player,anims->m_loopFrame);
break;
case ANIMSTATE_LOOP:
if(--m_loopCount<=0)
{
if(anims->m_endFrame==-1)
{
finished=true;
}
else
{
m_animState=ANIMSTATE_END;
setAnimNo(_player,anims->m_endFrame);
}
}
else
{
setAnimNo(_player,anims->m_loopFrame);
}
break;
case ANIMSTATE_END:
finished=true;
break;
}
if(finished)
{
int animNo;
if(m_idleTime<5)
{
m_currentIdleAnim=0; // First anim in list is the default idle
}
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else
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{
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if(getNumIdleAnims()>1)
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{
// Randomly choose the next anim to run
int lastAnim;
lastAnim=m_currentIdleAnim;
do
{
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m_currentIdleAnim=getRndRange(getNumIdleAnims());
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}while(m_currentIdleAnim==lastAnim);
}
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;
setAnimNo(_player,animNo);
m_idleTime++;
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}
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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_PLAYER_ANIM_IDLEBREATHE, -1, 4 },
{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 10 },
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{ ANIM_PLAYER_ANIM_RUNSTART, ANIM_PLAYER_ANIM_IDLEHOOLA, ANIM_PLAYER_ANIM_RUNSTOP, 3 },
{ ANIM_PLAYER_ANIM_RUNSTART, ANIM_PLAYER_ANIM_IDLEWIGGLEARM, ANIM_PLAYER_ANIM_RUNSTOP, 3 },
{ -1, ANIM_PLAYER_ANIM_IDLELOOK, -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:
---------------------------------------------------------------------- */
static IdleAnims s_coralBlowerIdleAnims[]=
{
// start frame loop frame end frame loop count
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{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 4 },
{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 10 },
{ -1, ANIM_PLAYER_ANIM_IDLELOOK, -1, 1 },
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};
static int s_numCoralBlowerIdleAnims=sizeof(s_coralBlowerIdleAnims)/sizeof(IdleAnims);
IdleAnims *CPlayerStateCoralBlowerIdle::getIdleAnimsDb(int _animNo)
{
ASSERT(_animNo<getNumIdleAnims());
return &s_coralBlowerIdleAnims[_animNo];
}
int CPlayerStateCoralBlowerIdle::getNumIdleAnims()
{
return s_numCoralBlowerIdleAnims;
}
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/*===========================================================================
end */