/*========================================================================= pmodes.cpp Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ /*---------------------------------------------------------------------- Includes -------- */ #include "player\pmodes.h" #ifndef __PLAYER_PLAYER_H__ #include "player\player.h" #endif #ifndef __PLAYER_PSTATES_H__ #include "player\pstates.h" #endif #ifndef __LAYER_COLLISION_H__ #include "level\layercollision.h" #endif #ifndef __PAD_VIBE_H__ #include "pad\vibe.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_PSSWAL_H__ #include "player\psswal.h" #endif #ifndef __PLAYER_PSFLOAT_H__ #include "player\psfloat.h" #endif #ifndef __PLATFORM_PLATFORM_H__ #include "platform\platform.h" #endif #ifndef __PLAYER_PSDANCE_H__ #include "player\psdance.h" #endif #ifndef __GAME_GAME_H__ #include "game/game.h" #endif #ifndef __FX_FX_H__ #include "fx\fx.h" #endif /* Std Lib ------- */ /* Data ---- */ #ifndef __ANIM_SPONGEBOB_HEADER__ #include #endif /*---------------------------------------------------------------------- Tyepdefs && Defines ------------------- */ /*---------------------------------------------------------------------- Structure defintions -------------------- */ /*---------------------------------------------------------------------- Function Prototypes ------------------- */ /*---------------------------------------------------------------------- Vars ---- */ static CPlayerState *s_stateTable[]= { &s_stateUnarmedIdle, // STATE_IDLE &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 &s_stateDance, // STATE_CELEBRATE &s_stateSwallow, // STATE_SWALLOW }; static PlayerMetrics s_playerMetrics= { { DEFAULT_PLAYER_JUMP_VELOCITY, // PM__JUMP_VELOCITY DEFAULT_PLAYER_MAX_JUMP_FRAMES, // PM__MAX_JUMP_FRAMES DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES, // PM__MAX_SAFE_FALL_FRAMES DEFAULT_PLAYER_MAX_RUN_VELOCITY, // PM__MAX_RUN_VELOCITY DEFAULT_PLAYER_RUN_SPEEDUP, // PM__RUN_SPEEDUP DEFAULT_PLAYER_RUN_REVERSESLOWDOWN, // PM__RUN_REVERSESLOWDOWN DEFAULT_PLAYER_RUN_SLOWDOWN, // PM__RUN_SLOWDOWN DEFAULT_PLAYER_PLAYER_GRAVITY, // PM__GRAVITY DEFAULT_PLAYER_TERMINAL_VELOCITY, // PM__TERMINAL_VELOCITY DEFAULT_BUTT_FALL_VELOCITY, // PM__BUTT_FALL_VELOCITY DEFAULT_HITREACT_XVELOCITY, // PM__HITREACT_XVELOCITY DEFAULT_HITREACT_YVELOCITY, // PM__HITREACT_YVELOCITY DEFAULT_HITREACT_FRAMES, // PM__HITREACT_FRAMES } }; int checkx=8; int checky=15; int checkycanmove=16; int checkdist=16; /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayerMode::getPadInputHeld() {return m_player->getPadInputHeld();} int CPlayerMode::getPadInputDown() {return m_player->getPadInputDown();} /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ extern int checkx; int CPlayerMode::getHeightFromGound() { int height[2]; DVECTOR const &pos=getPlayerPos(); height[0]=m_player->getHeightFromGround(pos.vx-checkx,pos.vy); height[1]=m_player->getHeightFromGround(pos.vx+checkx,pos.vy); return height[0]inSoakUpState();} /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ DVECTOR const &CPlayerMode::getPlayerPos() {return m_player->getPlayerPos();} void CPlayerMode::setPlayerPos(DVECTOR *_pos) {m_player->setPlayerPos(_pos);} /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerMode::respawn() {m_player->respawn();} /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBase::enter() { m_fallFrames=0; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBase::think() { getStateTable()[m_currentState]->think(this); thinkVerticalMovement(); thinkHorizontalMovement(); // Teeter if on an edge if(canTeeter()&&isOnEdge()) { setState(STATE_IDLETEETER); } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayerModeBase::canDoLookAround() { int ret=false; switch(getState()) { case STATE_IDLE: case STATE_IDLETEETER: case STATE_SOAKUP: case STATE_LOOKDOWN: case STATE_LOOKUP: ret=true; break; case STATE_JUMP: case STATE_SPRINGUP: case STATE_RUN: case STATE_FALL: case STATE_FALLFAR: case STATE_HITGROUND: case STATE_BUTTBOUNCE: case STATE_BUTTFALL: case STATE_BUTTLAND: case STATE_BUTTBOUNCEUP: case STATE_GETUP: case STATE_LOOKDOWNRELAX: case STATE_LOOKUPRELAX: case STATE_JUMPBACK: break; } return ret; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ ATTACK_STATE CPlayerModeBase::getAttackState() { ATTACK_STATE ret=ATTACK_STATE__NONE; switch(getState()) { case STATE_BUTTFALL: case STATE_BUTTLAND: case STATE_BUTTBOUNCEUP: ret=ATTACK_STATE__BUTT_BOUNCE; break; case STATE_IDLE: case STATE_IDLETEETER: case STATE_JUMP: case STATE_SPRINGUP: case STATE_RUN: case STATE_FALL: case STATE_FALLFAR: case STATE_BUTTBOUNCE: case STATE_SOAKUP: case STATE_GETUP: case STATE_LOOKDOWN: case STATE_LOOKDOWNRELAX: case STATE_LOOKUP: case STATE_LOOKUPRELAX: case STATE_JUMPBACK: break; } return ret; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBase::thinkVerticalMovement() { if(m_player->moveVertical(m_player->getMoveVelocity()->vy>>VELOCITY_SHIFT)) { if(m_currentState!=STATE_CELEBRATE) playerHasHitGround(); DVECTOR const &pos=m_player->getPlayerPos(); if(m_player->getHeightFromGround(pos.vx,pos.vy,5)==0&& (CGameScene::getCollision()->getCollisionBlock(pos.vx,pos.vy)&COLLISION_TYPE_MASK)==COLLISION_TYPE_FLAG_SOAKUP) { // Hit water - Make a splash! DVECTOR pos; CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_SPLASH_INTO_WATER); pos=getPlayerPos(); pos.vy-=40; CFX::Create(CFX::FX_TYPE_SPLASH_WATER,pos); if(!m_player->getIsHelmetSoFullThatIDontNeedToSoakUp()) { // Not got full water levels - Go into soakup mode setState(STATE_SOAKUP); } } } else if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&& // Hmm.. (pkg) m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&& m_currentState!=STATE_JUMP&&m_currentState!=STATE_SPRINGUP&& m_currentState!=STATE_JUMPBACK&&m_currentState!=STATE_BUTTBOUNCEUP&& m_currentState!=STATE_FLOAT&&m_currentState!=STATE_CELEBRATE) { DVECTOR const &pos=m_player->getPlayerPos(); if(m_player->getHeightFromGround(pos.vx,pos.vy,1)!=0&& m_player->getHeightFromGround(pos.vx-checkx,pos.vy,1)!=0&& m_player->getHeightFromGround(pos.vx+checkx,pos.vy,1)!=0 ) { // Was floating in the air.. fall! setState(STATE_FALL); } } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBase::thinkHorizontalMovement() { DVECTOR moveVel; moveVel=*m_player->getMoveVelocity(); if(m_player->moveHorizontal(moveVel.vx>>VELOCITY_SHIFT)) { // If running then go to idle, otherwise leave in same state if(m_currentState==STATE_RUN) { setState(STATE_IDLE); } moveVel.vx=0; setMoveVelocity(&moveVel); } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBase::playerHasHitGround() { DVECTOR moveVel; moveVel=*m_player->getMoveVelocity(); moveVel.vy=0; m_fallFrames=0; m_player->setLockoutPlatform( NULL ); if(m_currentState==STATE_BUTTFALL) { // Landed from a butt bounce setState(STATE_BUTTLAND); } else if(m_currentState==STATE_FALLFAR) { // Landed from a painfully long fall // This no longer hurts as per THQs request.. setState(STATE_HITGROUND); #ifdef __USER_paul__ m_player->takeDamage(DAMAGE__FALL,REACT__NO_REACTION); #else CPadVibrationManager::setVibration(0,CPadVibrationManager::VIBE_SHORT); #endif moveVel.vx=0; CGameScene::setCameraShake(0,8); } else if(moveVel.vx) { // Landed from a jump with x movement setState(STATE_RUN); } else { // Landed from a jump with no x movement setState(STATE_IDLE); setAnimNo(ANIM_SPONGEBOB_JUMPEND); } setMoveVelocity(&moveVel); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ const struct PlayerMetrics *CPlayerModeBase::getPlayerMetrics() { return &s_playerMetrics; } /*---------------------------------------------------------------------- Function: Purpose: Sets player state. NB: When you re-enter a state due to changing modes ( ie: when picking up a weapon ) then strange things can happen :/ Params: Returns: ---------------------------------------------------------------------- */ int CPlayerModeBase::setState(int _state) { int ret=false; if(m_currentState==STATE_CELEBRATE&&_state!=STATE_IDLE) { ret=true; } else { CPlayerState *nextState; nextState=getStateTable()[_state]; if(nextState) { m_player->resetPlayerCollisionSizeToBase(); m_currentStateClass=nextState; m_currentStateClass->enter(this); m_currentState=(PLAYER_STATE)_state; ret=true; } } return ret; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayerModeBase::getFacing() {return m_player->getFacing();} void CPlayerModeBase::setFacing(int _facing) {m_player->setFacing(_facing);} int CPlayerModeBase::getAnimNo() {return m_player->getAnimNo();} void CPlayerModeBase::setAnimNo(int _animNo) {m_player->setAnimNo(_animNo);setAnimFrame(0);} int CPlayerModeBase::getAnimFrame() {return m_player->getAnimFrame();} int CPlayerModeBase::getAnimFrameCount() {return m_player->getAnimFrameCount();} void CPlayerModeBase::setAnimFrame(int _animFrame) {m_player->setAnimFrame(_animFrame);} /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayerModeBase::advanceAnimFrameAndCheckForEndOfAnim() { int animFrame,frameCount; int looped; animFrame=getAnimFrame()+1; frameCount=getAnimFrameCount(); looped=false; if(animFrame>=frameCount) { looped=true; animFrame=0; } setAnimFrame(animFrame); return looped; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ DVECTOR CPlayerModeBase::getMoveVelocity() {return *m_player->getMoveVelocity();} void CPlayerModeBase::zeroMoveVelocity() {DVECTOR v={0,0};setMoveVelocity(&v);} void CPlayerModeBase::setMoveVelocity(DVECTOR *_moveVel) {m_player->setMoveVelocity(_moveVel);} /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: FACING_LEFT if left half of player is hanging, FACING_RIGHT if right half of player is hanging or 0 if no part of the player is hanging ---------------------------------------------------------------------- */ int csize=5; int cheight=15; int CPlayerModeBase::isOnEdge() { CLayerCollision *collision=CGameScene::getCollision(); int ret; DVECTOR const &pos=m_player->getPlayerPos(); ret=0; if(m_player->getHeightFromGround(pos.vx-csize,pos.vy,cheight+1)>cheight) { ret=FACING_LEFT; } else if(m_player->getHeightFromGround(pos.vx+csize,pos.vy,cheight+1)>cheight) { ret=FACING_RIGHT; } return ret; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayerModeBase::canMoveLeft() { DVECTOR const &pos=m_player->getPlayerPos(); return m_player->getHeightFromGround(pos.vx-checkx-1,pos.vy,checkdist)>-checkycanmove?true:false; } int CPlayerModeBase::canMoveRight() { DVECTOR const &pos=m_player->getPlayerPos(); return m_player->getHeightFromGround(pos.vx+checkx+1,pos.vy,checkdist)>-checkycanmove?true:false; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBase::setPlayerCollisionSize(int _x,int _y,int _w,int _h) { m_player->setPlayerCollisionSize(_x,_y,_w,_h); } void CPlayerModeBase::getPlayerCollisionSize(int *_x,int *_y,int *_w,int *_h) { m_player->getPlayerCollisionSize(_x,_y,_w,_h); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBase::moveLeft() { const PlayerMetrics *metrics; DVECTOR moveVel; metrics=getPlayerMetrics(); moveVel=*m_player->getMoveVelocity(); setFacing(FACING_LEFT); if(moveVel.vx<=0) { moveVel.vx-=metrics->m_metric[PM__RUN_SPEEDUP]; if(moveVel.vx<-metrics->m_metric[PM__MAX_RUN_VELOCITY]<m_metric[PM__MAX_RUN_VELOCITY]<m_metric[PM__RUN_REVERSESLOWDOWN]; } setMoveVelocity(&moveVel); m_player->moveLeft(); } void CPlayerModeBase::moveRight() { const PlayerMetrics *metrics; DVECTOR moveVel; metrics=getPlayerMetrics(); moveVel=*m_player->getMoveVelocity(); setFacing(FACING_RIGHT); if(moveVel.vx>=0) { moveVel.vx+=metrics->m_metric[PM__RUN_SPEEDUP]; if(moveVel.vx>metrics->m_metric[PM__MAX_RUN_VELOCITY]<m_metric[PM__MAX_RUN_VELOCITY]<m_metric[PM__RUN_REVERSESLOWDOWN]; } setMoveVelocity(&moveVel); m_player->moveRight(); } int CPlayerModeBase::slowdown() { const PlayerMetrics *metrics; DVECTOR moveVel; int ret=false; metrics=getPlayerMetrics(); moveVel=*m_player->getMoveVelocity(); if(moveVel.vx<0) { moveVel.vx+=metrics->m_metric[PM__RUN_SLOWDOWN]; if(moveVel.vx>=0) { moveVel.vx=0; ret=true; } } else if(moveVel.vx>0) { moveVel.vx-=metrics->m_metric[PM__RUN_SLOWDOWN]; if(moveVel.vx<=0) { moveVel.vx=0; ret=true; } } else { // Hmm.. was already stopped(?) // This should probly be considered a bug.. (pkg) ret=true; } setMoveVelocity(&moveVel); return ret; } void CPlayerModeBase::jump() { DVECTOR moveVel; moveVel=*m_player->getMoveVelocity(); moveVel.vy=-getPlayerMetrics()->m_metric[PM__JUMP_VELOCITY]<getMoveVelocity(); // moveVel.vy=-getPlayerMetrics()->m_metric[PM__JUMP_VELOCITY]<m_metric[PM__JUMP_VELOCITY]<m_metric[PM__JUMP_VELOCITY]<getMoveVelocity(); moveVel.vy=-getPlayerMetrics()->m_metric[PM__HITREACT_YVELOCITY]<m_metric[PM__HITREACT_XVELOCITY]<0) { moveVel.vx=xvel; } setMoveVelocity(&moveVel); } void CPlayerModeBase::fall() { const PlayerMetrics *metrics; DVECTOR moveVel; metrics=getPlayerMetrics(); moveVel=*m_player->getMoveVelocity(); moveVel.vy+=getPlayerMetrics()->m_metric[PM__GRAVITY]; if(moveVel.vy>=metrics->m_metric[PM__TERMINAL_VELOCITY]<m_metric[PM__TERMINAL_VELOCITY]<metrics->m_metric[PM__MAX_SAFE_FALL_FRAMES]) { setState(STATE_FALLFAR); } } } setMoveVelocity(&moveVel); m_player->fall(); } // whatever.. void CPlayerModeBase::fallToDance() { const PlayerMetrics *metrics; DVECTOR moveVel; metrics=getPlayerMetrics(); moveVel=*m_player->getMoveVelocity(); moveVel.vy+=getPlayerMetrics()->m_metric[PM__GRAVITY]; if(moveVel.vy>=metrics->m_metric[PM__TERMINAL_VELOCITY]<m_metric[PM__TERMINAL_VELOCITY]<fall(); } int buttfallspeed=9; void CPlayerModeBase::buttFall() { const PlayerMetrics *metrics; DVECTOR moveVel; metrics=getPlayerMetrics(); moveVel=*m_player->getMoveVelocity(); // moveVel.vy=metrics->m_metric[PM__BUTT_FALL_VELOCITY]<<(VELOCITY_SHIFT+1); moveVel.vy=metrics->m_metric[buttfallspeed]<buttFall(); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ CPlayerState **CPlayerModeBase::getStateTable() { return s_stateTable; } /*=========================================================================== end */