/*========================================================================= pmbubble.cpp Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ /*---------------------------------------------------------------------- Includes -------- */ #include "player\pmbubble.h" #ifndef __PLATFORM_PLATFORM_H__ #include "platform\platform.h" #endif #ifndef __GFX_FONT_H__ #include "gfx\font.h" #endif #ifndef __GAME_GAME_H__ #include "game/game.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_PSFLOAT_H__ #include "player\psfloat.h" #endif #ifndef __PLAYER_PSDANCE_H__ #include "player\psdance.h" #endif #ifndef __PLAYER_PSSWAL_H__ #include "player\psswal.h" #endif /* Std Lib ------- */ /* Data ---- */ #ifndef __ANIM_SPONGEBOB_HEADER__ #include #endif #ifndef __SPR_SPRITES_H__ #include #endif /*---------------------------------------------------------------------- Tyepdefs && Defines ------------------- */ /*---------------------------------------------------------------------- Structure defintions -------------------- */ /*---------------------------------------------------------------------- Function Prototypes ------------------- */ /*---------------------------------------------------------------------- Vars ---- */ static CPlayerState *s_stateTable[]= { &s_stateWeaponIdle, // 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 }; /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBubbleMixture::enter() { CPlayerModeBase::enter(); m_blowing=false; m_bubbleDelay=0; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ DVECTOR buboff={-80,-10}; int bubam; void CPlayerModeBubbleMixture::think() { // If we're blowing then restore the 'real' anim number/frame before // doing the think so that the rest of the code doesn't know what // is going on ;) if(m_blowing) { setAnimNo(m_savedAnimNo); setAnimFrame(m_savedAnimFrame); } CPlayerModeBase::think(); if(m_bubbleDelay) { // Delay so that you can't blow all of your bubbles really quickly m_bubbleDelay--; } else { // Start to blow? if(!m_blowing&&getPadInputDown()&PI_FIRE&&canBlowBubbleFromThisState()&&m_player->getBubbleAmmo()) { // Spawn the bubbly platform thingy..! CNpcPlatform *bubble; DVECTOR pos; bubble = CNpcPlatform::Create( CNpcPlatform::NPC_PLAYER_BUBBLE_PLATFORM ); pos=m_player->getPos(); pos.vx+=buboff.vx*m_player->getFacing(); pos.vy+=buboff.vy; bubble->setGraphic( (u8) 0 ); bubble->init(pos,4); bubble->postInit(); // Start the blowing anim off m_blowFrame=0; m_blowing=true; // One less bubble.. m_player->useOneBubble(); } } // Blowing? if(m_blowing) { m_player->setAnimNo(ANIM_SPONGEBOB_BLOWBUBBLE); m_player->setAnimFrame(m_blowFrame); m_blowFrame++; if(m_blowFrame>=m_player->getAnimFrameCount()) { m_player->setAnimNo(m_savedAnimNo); m_player->setAnimFrame(m_savedAnimFrame); m_blowing=false; m_bubbleDelay=BUBBLE_DELAY; } } bubam=m_player->getBubbleAmmo(); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBubbleMixture::setAnimNo(int _animNo) { CPlayerModeBase::setAnimNo(_animNo); m_savedAnimNo=_animNo; } void CPlayerModeBubbleMixture::setAnimFrame(int _animFrame) { CPlayerModeBase::setAnimFrame(_animFrame); m_savedAnimFrame=_animFrame; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBubbleMixture::renderModeUi() { SpriteBank *sb; sFrameHdr *fh; char buf[4]; FontBank *fb; sb=CGameScene::getSpriteBank(); fh=sb->getFrameHeader(FRM__SMALL_BUBBLEWAND); sb->printFT4(fh,CPlayer::POWERUPUI_ICONX,CPlayer::POWERUPUI_ICONY,0,0,CPlayer::POWERUPUI_OT); fb=m_player->getFontBank(); sprintf(buf,"x%d",m_player->getBubbleAmmo()); fb->print(CPlayer::POWERUPUI_TEXTX,CPlayer::POWERUPUI_TEXTY,buf); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayerModeBubbleMixture::canBlowBubbleFromThisState() { int ret=false; switch(getState()) { case STATE_IDLE: case STATE_IDLETEETER: case STATE_JUMP: case STATE_RUN: case STATE_FALL: ret=true; break; case STATE_SPRINGUP: 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: ---------------------------------------------------------------------- */ CPlayerState **CPlayerModeBubbleMixture::getStateTable() { return s_stateTable; } /*=========================================================================== end */