/*========================================================================= player.cpp Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ /*---------------------------------------------------------------------- Includes -------- */ #include "player\player.h" #ifndef __ANIM_HEADER__ #include "gfx\anim.h" #endif #ifndef __PAD_PADS_H__ #include "pad\pads.h" #endif #ifndef __GAME_GAMESLOT_H__ #include "game\gameslot.h" #endif #ifndef __GAME_GAME_H__ #include "game\game.h" #endif // to be removed #include "gfx\tpage.h" /* Std Lib ------- */ /* Data ---- */ #ifndef __ANIM_PLAYER_ANIM_HEADER__ #include #endif /*---------------------------------------------------------------------- Tyepdefs && Defines ------------------- */ /*---------------------------------------------------------------------- Structure defintions -------------------- */ /*---------------------------------------------------------------------- Function Prototypes ------------------- */ /*---------------------------------------------------------------------- Vars ---- */ /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::init() { CThing::init(); sActor3dHdr *Hdr=m_skel.Load(ACTORS_SPONGEBOB_A3D); m_skel.Init(Hdr); TPLoadTex(ACTORS_SPONGEBOB_TEX); m_skel.setAnimDatabase(CAnimDB::GetPlayerAnimBank()); m_animNo=0; m_animFrame=0; m_currentMode=PLAYER_MODE_BASICUNARMED; setState(STATE_IDLE); m_moveVel.vx=0; m_moveVel.vy=0; setFacing(FACING_RIGHT); m_lives=CGameSlotManager::getSlotData().m_lives; m_invincibleFrameCount=INVIBCIBLE_FRAMES__START; #ifdef __USER_paul__ Pos.vx=23*16; Pos.vy=23*16; #else Pos.vx=10; Pos.vy=10; #endif m_cameraOffsetTarget.vx=0; m_cameraOffsetTarget.vy=0; m_cameraOffset.vx=0; m_cameraOffset.vy=0; m_lastPadInput=m_padInput=0; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::shutdown() { CThing::shutdown(); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ //DVECTOR ofs={-240,-134}; // nearly -256,-128 ;) DVECTOR ofs={0,0}; //temporary int psize=0; int newmode=-1; void CPlayer::think(int _frames) { int i; CThing::think(_frames); if(newmode!=-1) { setMode((PLAYER_MODE)newmode); newmode=-1; } #ifndef __USER_paul__ int padInput=PadGetHeld(0); int move=7*_frames; if(padInput&PAD_UP) Pos.vy-=move; if(padInput&PAD_DOWN) Pos.vy+=move; if(padInput&PAD_LEFT) Pos.vx-=move; if(padInput&PAD_RIGHT) Pos.vx+=move; m_invincibleFrameCount=0; if ( padInput & PAD_UP ) // not sure where you want to put this, Paul (Charles) { GameScene.sendEvent( USER_REQUEST_TALK_EVENT, this ); } #else if(_frames>=3)_frames=2; for(i=0;i<_frames;i++) { // Think updatePadInput(); m_currentStateClass->think(this); // Horizontal movement Pos.vx+=m_moveVel.vx>>VELOCITY_SHIFT; if(Pos.vx<350) { if(m_currentState==STATE_RUN) { setState(STATE_IDLE); // setAnimNo(ANIM_PLAYER_ANIM_RUNSTOP); } Pos.vx=350; m_moveVel.vx=0; } // Vertical movement Pos.vy+=m_moveVel.vy>>VELOCITY_SHIFT; if(isOnSolidGround()) { if(m_moveVel.vy) { // Was falling.. so we've just hit the ground if(m_currentState==STATE_BUTTFALL) { setState(STATE_BUTTLAND); } else if(m_currentState==STATE_FALLFAR) { setState(STATE_IDLE); } else if(m_moveVel.vx) { setState(STATE_RUN); // setAnimNo(ANIM_PLAYER_ANIM_RUNJUMPEND); } else { setState(STATE_IDLE); setAnimNo(ANIM_PLAYER_ANIM_JUMPEND); } m_moveVel.vy=0; m_fallFrames=0; } } else { if(m_currentState!=STATE_JUMP&&m_currentState!=STATE_BUTTBOUNCE) { // Fall const PlayerMetrics *metrics; metrics=getPlayerMetrics(); m_moveVel.vy+=metrics->m_metric[PM__GRAVITY_VALUE]; if(m_moveVel.vy>=metrics->m_metric[PM__TERMINAL_VELOCITY]<m_metric[PM__TERMINAL_VELOCITY]<metrics->m_metric[PM__MAX_SAFE_FALL_FRAMES]) { setState(STATE_FALLFAR); } } } } // Flashing.. if(m_invincibleFrameCount) { m_invincibleFrameCount--; } } #endif // Move the camera offset m_cameraOffsetTarget=ofs; m_cameraOffset=ofs; /* for(i=0;i<_frames;i++) { int moveDelta; moveDelta=(m_cameraOffset.vx-m_cameraOffsetTarget.vx); if(moveDelta) { if(moveDelta<0) { moveDelta>>=2; if(moveDelta==0)moveDelta=1; } else if(moveDelta>0) { moveDelta>>=2; if(moveDelta==0)moveDelta=-1; } m_cameraOffset.vx+=moveDelta; } } */ if(Pos.vx<0)Pos.vx=0; if(Pos.vy<0)Pos.vy=0; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int panim=-1; SVECTOR ppos={0,1024,5000}; void CPlayer::render() { CThing::render(); // Render if(m_invincibleFrameCount==0||m_invincibleFrameCount&2) { m_skel.setPos(&ppos); if(panim!=-1) m_skel.setAnimNo(panim); else m_skel.setAnimNo(m_animNo); m_skel.setFrame(m_animFrame); m_skel.Animate(this); m_skel.Render(this); } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ DVECTOR CPlayer::getCameraPos() { DVECTOR cameraPos; cameraPos.vx=Pos.vx+m_cameraOffset.vx; cameraPos.vy=Pos.vy+m_cameraOffset.vy; return cameraPos; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ const PlayerMetrics *CPlayer::getPlayerMetrics() { return &s_modes[m_currentMode].m_metrics; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::setState(PLAYER_STATE _state) { CPlayerState *nextState; nextState=s_modes[m_currentMode].m_states[_state]; if(nextState) { m_currentStateClass=nextState; m_currentStateClass->enter(this); m_currentState=_state; } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::setMode(PLAYER_MODE _mode) { m_currentMode=_mode; setState(m_currentState); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayer::getFacing() { return m_facing; } void CPlayer::setFacing(int _facing) { if(m_facing!=_facing) { switch(_facing) { case FACING_LEFT: m_facing=FACING_LEFT; m_skel.setAng(512);//1024); break; case FACING_RIGHT: m_facing=FACING_RIGHT; m_skel.setAng(3096+512);//-1024); break; default: ASSERT(0); break; } } } int CPlayer::getAnimFrame() { return m_animFrame; } void CPlayer::setAnimFrame(int _animFrame) { m_animFrame=_animFrame; } int CPlayer::getAnimFrameCount() { return m_skel.getFrameCount(); } int CPlayer::getAnimNo() { return m_animNo; } void CPlayer::setAnimNo(int _animNo) { m_animNo=_animNo; m_animFrame=0; } DVECTOR CPlayer::getMoveVelocity() { return m_moveVel; } void CPlayer::setMoveVelocity(DVECTOR *_moveVel) { m_moveVel=*_moveVel; } DVECTOR CPlayer::getPlayerPos() { return Pos; } int CPlayer::getPadInputHeld() { return m_padInput; } int CPlayer::getPadInputDown() { return m_padInputDown; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayer::isOnSolidGround() { return Pos.vy>23*16;//16*15; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::moveLeft() { const PlayerMetrics *metrics; metrics=getPlayerMetrics(); setFacing(FACING_LEFT); if(m_moveVel.vx<=0) { m_moveVel.vx-=metrics->m_metric[PM__RUN_SPEEDUP]; if(m_moveVel.vx<-metrics->m_metric[PM__MAX_RUN_VELOCITY]<m_metric[PM__MAX_RUN_VELOCITY]<m_metric[PM__RUN_REVERSESLOWDOWN]; } } void CPlayer::moveRight() { const PlayerMetrics *metrics; metrics=getPlayerMetrics(); setFacing(FACING_RIGHT); if(m_moveVel.vx>=0) { m_moveVel.vx+=metrics->m_metric[PM__RUN_SPEEDUP]; if(m_moveVel.vx>metrics->m_metric[PM__MAX_RUN_VELOCITY]<m_metric[PM__MAX_RUN_VELOCITY]<m_metric[PM__RUN_REVERSESLOWDOWN]; } } void CPlayer::slowdown() { const PlayerMetrics *metrics; metrics=getPlayerMetrics(); if(m_moveVel.vx<0) { m_moveVel.vx+=metrics->m_metric[PM__RUN_SLOWDOWN]; if(m_moveVel.vx>0)m_moveVel.vx=0; } else if(m_moveVel.vx>0) { m_moveVel.vx-=metrics->m_metric[PM__RUN_SLOWDOWN]; if(m_moveVel.vx<0)m_moveVel.vx=0; } } void CPlayer::jump() { } void CPlayer::fall() { } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::updatePadInput() { m_lastPadInput=m_padInput; m_padInput=readPadInput(); m_padInputDown=m_padInput&(m_lastPadInput^-1); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayer::readPadInput() { return PadGetHeld(0); } /*=========================================================================== end */