/*========================================================================= psidle.cpp Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ /*---------------------------------------------------------------------- Includes -------- */ #include "player\psidle.h" #ifndef __PLAYER_PMODES_H__ #include "player\pmodes.h" #endif #ifndef __UTILS_HEADER__ #include "utils\utils.h" #endif /* Std Lib ------- */ /* Data ---- */ #ifndef __ANIM_SPONGEBOB_HEADER__ #include #endif /*---------------------------------------------------------------------- Tyepdefs && Defines ------------------- */ /*---------------------------------------------------------------------- Structure defintions -------------------- */ /*---------------------------------------------------------------------- Function Prototypes ------------------- */ /*---------------------------------------------------------------------- Vars ---- */ CPlayerStateUnarmedIdle s_stateUnarmedIdle; CPlayerStateTeeterIdle s_stateTeeterIdle; CPlayerStateNoAnimIdle s_stateNoAnimIdle; CPlayerStateWeaponIdle s_stateWeaponIdle; CPlayerStateNetIdle s_stateNetIdle; /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateBaseIdle::thinkControl(CPlayerModeBase *_playerMode) { int controlDown,controlHeld; controlDown=_playerMode->getPadInputDown(); controlHeld=_playerMode->getPadInputHeld(); _playerMode->slowdown(); if(controlDown&PI_JUMP) { _playerMode->setState(STATE_JUMP); } else if(controlHeld&PI_LEFT) { CPlayer *player = _playerMode->getPlayer(); player->setMoveLeftRight( player->getMoveLeftRight() - 1 ); if(_playerMode->canMoveLeft()) _playerMode->setState(STATE_RUN); } else if(controlHeld&PI_RIGHT) { CPlayer *player = _playerMode->getPlayer(); player->setMoveLeftRight( player->getMoveLeftRight() + 1 ); if(_playerMode->canMoveRight()) _playerMode->setState(STATE_RUN); } else if(controlHeld&PI_DOWN&&_playerMode->canDoLookAround()) { _playerMode->setState(STATE_LOOKDOWN); } else if(controlHeld&PI_UP&&_playerMode->canDoLookAround()) { _playerMode->setState(STATE_LOOKUP); } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateTeeterIdle::enter(CPlayerModeBase *_playerMode) { int edgeType,dir; int anim; edgeType=_playerMode->isOnEdge(); dir=_playerMode->getFacing(); if(edgeType==FACING_LEFT) { anim=dir==FACING_LEFT?ANIM_SPONGEBOB_TEETERFRONT:ANIM_SPONGEBOB_TEETERBACK; } else { anim=dir==FACING_RIGHT?ANIM_SPONGEBOB_TEETERFRONT:ANIM_SPONGEBOB_TEETERBACK; } _playerMode->setAnimNo(anim); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateTeeterIdle::think(CPlayerModeBase *_playerMode) { _playerMode->advanceAnimFrameAndCheckForEndOfAnim(); thinkControl(_playerMode); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateNoAnimIdle::enter(CPlayerModeBase *_playerMode) { _playerMode->setAnimNo(ANIM_SPONGEBOB_IDLEBREATH); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateNoAnimIdle::think(CPlayerModeBase *_playerMode) { if(_playerMode->advanceAnimFrameAndCheckForEndOfAnim()) { _playerMode->setAnimNo(ANIM_SPONGEBOB_IDLEBREATH); } thinkControl(_playerMode); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateIdle::enter(CPlayerModeBase *_playerMode) { m_idleTime=0; m_currentIdleAnim=0; m_animState=ANIMSTATE_END; setNextIdleAnim(_playerMode); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateIdle::think(CPlayerModeBase *_playerMode) { if(_playerMode->advanceAnimFrameAndCheckForEndOfAnim()) { setNextIdleAnim(_playerMode); } thinkControl(_playerMode); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateIdle::setNextIdleAnim(CPlayerModeBase *_playerMode) { IdleAnims *anims; int finished=false; anims=getIdleAnimsDb(m_currentIdleAnim); switch(m_animState) { case ANIMSTATE_START: m_animState=ANIMSTATE_LOOP; _playerMode->setAnimNo(anims->m_loopFrame); break; case ANIMSTATE_LOOP: if(--m_loopCount<=0) { if(anims->m_endFrame==-1) { finished=true; } else { m_animState=ANIMSTATE_END; _playerMode->setAnimNo(anims->m_endFrame); } } else { _playerMode->setAnimNo(anims->m_loopFrame); } break; case ANIMSTATE_END: finished=true; break; } if(finished) { int animNo; if(m_idleTime<2) { // Run the default idle anim a number of times before // starting to do weird things.. m_currentIdleAnim=0; } else { // Alternate random idle anims with the default one if(m_currentIdleAnim==0&&getNumIdleAnims()>1) { m_currentIdleAnim=getRndRange(getNumIdleAnims()-1)+1; } else { m_currentIdleAnim=0; } } // Start playing the anim anims=getIdleAnimsDb(m_currentIdleAnim); 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; _playerMode->setAnimNo(animNo); m_idleTime++; } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ static IdleAnims s_unarmedIdleAnims[]= { // start frame loop frame end frame loop count { -1, ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_IDLEBLINK, 4*60 }, // default { -1, ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_IDLEBLINK, 5*60 }, { -1, ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_IDLEBLINK, 2*60 }, { -1, ANIM_SPONGEBOB_IDLEFACEUPSIDEDOWN, -1, 1 }, { -1, ANIM_SPONGEBOB_IDLEBANDAID, -1, 1 }, { -1, ANIM_SPONGEBOB_IDLEMATURE, -1, 1 }, { -1, ANIM_SPONGEBOB_IDLEMOUSTACHE, -1, 1 }, { -1, ANIM_SPONGEBOB_IDLENOFACE, -1, 1 }, { -1, ANIM_SPONGEBOB_IDLEZORRO, -1, 1 }, }; static int s_numUnarmedIdleAnims=sizeof(s_unarmedIdleAnims)/sizeof(IdleAnims); IdleAnims *CPlayerStateUnarmedIdle::getIdleAnimsDb(int _animNo) { ASSERT(_animNo