/*========================================================================= pmjelly.cpp Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ /*---------------------------------------------------------------------- Includes -------- */ #include "player\pmjelly.h" #ifndef __GFX_SPRBANK_H__ #include "gfx\sprbank.h" #endif #ifndef __UTILS_HEADER__ #include "utils\utils.h" #endif #ifndef __PROJECTL_PROJECTL_H__ #include "projectl\projectl.h" #endif #ifndef __GFX_FONT_H__ #include "gfx\font.h" #endif #include "game/game.h" /* Std Lib ------- */ /* Data ---- */ #ifndef __ANIM_SPONGEBOB_HEADER__ #include #endif #ifndef __SPR_SPRITES_H__ #include #endif /*---------------------------------------------------------------------- Tyepdefs && Defines ------------------- */ /*---------------------------------------------------------------------- Structure defintions -------------------- */ /*---------------------------------------------------------------------- Function Prototypes ------------------- */ /*---------------------------------------------------------------------- Vars ---- */ /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeJellyLauncher::enter() { CPlayerModeBase::enter(); m_firingState=FIRING_STATE__NONE; m_player->giveJellyAmmo(); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ DVECTOR jellyLaunchPos={-20,-25}; void CPlayerModeJellyLauncher::think() { CPlayerModeBase::think(); // Start to fire? switch(m_firingState) { case FIRING_STATE__NONE: if(getPadInputDown()&PI_FIRE&&m_player->getJellyAmmo()&&canFireFromThisState()) { m_firingFrame=0; m_firingTime=0; m_firingState=FIRING_STATE__POWERINGUP; } break; case FIRING_STATE__POWERINGUP: if(getPadInputHeld()&PI_FIRE) { int fc,frame; if(m_firingTimesetAnimNo(ANIM_SPONGEBOB_FIRESTART); fc=m_player->getAnimFrameCount(); if(m_firingTime>=fc) { frame=fc; } else { frame=m_firingTime; } m_player->setAnimFrame(frame); } else { m_firingState=FIRING_STATE__FIRING; m_player->setAnimNo(ANIM_SPONGEBOB_FIREEND); launchProjectile(); } break; case FIRING_STATE__FIRING: m_player->setAnimFrame(m_firingFrame++); if(m_firingFrame>=m_player->getAnimFrameCount()) { // Finished recoil setState(STATE_IDLE); m_firingState=FIRING_STATE__NONE; } break; } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeJellyLauncher::renderModeUi() { SpriteBank *sb; sFrameHdr *fh; FontBank *fb; char buf[4]; sb=CGameScene::getSpriteBank(); fh=sb->getFrameHeader(FRM__LAUNCHER); switch(m_firingState) { case FIRING_STATE__NONE: case FIRING_STATE__FIRING: sb->printFT4(fh,CPlayer::POWERUPUI_ICONX,CPlayer::POWERUPUI_ICONY,0,0,CPlayer::POWERUPUI_OT); break; case FIRING_STATE__POWERINGUP: { int rotRange,scaleBase,scaleRange; int xs,ys,rot; rotRange=m_firingTime; scaleBase=4500+(m_firingTime*10); scaleRange=m_firingTime*2; rot=(getRndRange(rotRange*2)-rotRange)&4095; xs=scaleBase+getRndRange(scaleRange); ys=scaleBase+getRndRange(scaleRange); sb->printRotatedScaledSprite(fh,CPlayer::POWERUPUI_ICONX+(fh->W/2),CPlayer::POWERUPUI_ICONY+(fh->H/2),xs,ys,rot,CPlayer::POWERUPUI_OT); } break; } fb=m_player->getFontBank(); sprintf(buf,"x%d",m_player->getJellyAmmo()); fb->print(CPlayer::POWERUPUI_TEXTX,CPlayer::POWERUPUI_TEXTY,buf); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayerModeJellyLauncher::setState(int _state) { int allowChange; allowChange=true; if(m_firingState!=FIRING_STATE__NONE) { switch(_state) { case STATE_FALL: case STATE_JUMPBACK: // Break out of firing state! m_firingState=FIRING_STATE__NONE; break; case STATE_IDLE: case STATE_IDLETEETER: case STATE_JUMP: case STATE_SPRINGUP: case STATE_RUN: case STATE_FALLFAR: case STATE_BUTTBOUNCE: case STATE_BUTTFALL: case STATE_BUTTLAND: case STATE_BUTTBOUNCEUP: case STATE_SOAKUP: case STATE_GETUP: case STATE_LOOKDOWN: case STATE_LOOKDOWNRELAX: case STATE_LOOKUP: case STATE_LOOKUPRELAX: allowChange=false; break; } } if(allowChange) { return CPlayerModeBase::setState(_state); } else { return false; } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayerModeJellyLauncher::canFireFromThisState() { int ret=false; switch(getState()) { case STATE_IDLE: case STATE_IDLETEETER: ret=true; break; case STATE_JUMP: case STATE_SPRINGUP: case STATE_RUN: case STATE_FALL: case STATE_FALLFAR: case STATE_BUTTBOUNCE: case STATE_BUTTFALL: case STATE_BUTTLAND: case STATE_BUTTBOUNCEUP: 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 CPlayerModeJellyLauncher::launchProjectile() { int playerFacing; DVECTOR launchPos; int fireHeading; CPlayerProjectile *projectile; playerFacing=m_player->getFacing(); launchPos=getPlayerPos(); launchPos.vx+=playerFacing*jellyLaunchPos.vx; launchPos.vy+=jellyLaunchPos.vy; if(m_firingTime==TIMEOUT_FOR_BIG_SHOT&&m_player->getJellyAmmo()>=AMMO_AMOUNT_FOR_BIG_SHOT) { // Powered up, big shot int i; fireHeading=1024+(1024*playerFacing)-512; for(i=0;i<3;i++) { projectile=CPlayerProjectile::Create(); projectile->init(launchPos, fireHeading, CPlayerProjectile::PLAYER_PROJECTILE_DUMBFIRE, CPlayerProjectile::PLAYER_PROJECTILE_FINITE_LIFE, 5*60); projectile->setRGB( 255 + ( 128 << 8 ) + ( 255 << 16 ) ); fireHeading+=512; m_player->useOneJelly(); } } else { // Normal, small shot fireHeading=1024+(1024*m_player->getFacing()); projectile=CPlayerProjectile::Create(); projectile->init(launchPos, fireHeading, CPlayerProjectile::PLAYER_PROJECTILE_DUMBFIRE, CPlayerProjectile::PLAYER_PROJECTILE_FINITE_LIFE, 5*60); projectile->setRGB( 255 + ( 128 << 8 ) + ( 255 << 16 ) ); m_player->useOneJelly(); } } /*=========================================================================== end */