SBSPSS/source/player/pmodes.cpp
2001-04-06 16:38:04 +00:00

682 lines
16 KiB
C++

/*=========================================================================
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
// States
#ifndef __PLAYER__PSJUMP_H__
#include "player\psjump.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
/* Std Lib
------- */
/* Data
---- */
#ifndef __ANIM_SPONGEBOB_HEADER__
#include <ACTOR_SPONGEBOB_ANIM.h>
#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_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_stateDuck, // STATE_DUCK
&s_stateSoakUp, // STATE_SOAKUP
&s_stateGetUp, // STATE_GETUP
};
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
} };
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayerMode::getPadInputHeld() {return m_player->getPadInputHeld();}
int CPlayerMode::getPadInputDown() {return m_player->getPadInputDown();}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
DVECTOR 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;
setState(STATE_IDLE);
m_moveVelocity.vx=m_moveVelocity.vy=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:
---------------------------------------------------------------------- */
void CPlayerModeBase::render()
{
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayerModeBase::isInAttackState()
{
int ret=false;
switch(getState())
{
case STATE_BUTTFALL:
case STATE_BUTTLAND:
ret=true;
break;
case STATE_IDLE:
case STATE_IDLETEETER:
case STATE_JUMP:
case STATE_RUN:
case STATE_FALL:
case STATE_FALLFAR:
case STATE_BUTTBOUNCE:
case STATE_DUCK:
case STATE_SOAKUP:
case STATE_GETUP:
break;
}
return ret;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerModeBase::thinkVerticalMovement()
{
CLayerCollision *collision;
DVECTOR pos;
int colHeight;
collision=m_player->getLayerCollision();
pos=m_player->getPlayerPos();
colHeight=m_player->getHeightFromGround(pos.vx,pos.vy,1);
if(colHeight>=0)
{
// Above or on the ground
// Are we falling?
if(m_moveVelocity.vy>0)
{
// Yes.. Check to see if we're about to hit/go through the ground
colHeight=m_player->getHeightFromGround(pos.vx,pos.vy+(m_moveVelocity.vy>>VELOCITY_SHIFT),getPlayerMetrics()->m_metric[PM__TERMINAL_VELOCITY]+1);
if(colHeight<=0)
{
// Just hit the ground
// Stick at ground level
pos.vy+=(m_moveVelocity.vy>>VELOCITY_SHIFT)+colHeight;
playerHasHitGround();
}
}
else if(colHeight)
{
if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&&
m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&&
m_currentState!=STATE_JUMP)
{
// Was floating in the air.. fall!
setState(STATE_FALL);
}
}
}
else
{
if((m_player->getLayerCollision()->getCollisionBlock(pos.vx,pos.vy+(m_moveVelocity.vy>>VELOCITY_SHIFT))&COLLISION_TYPE_MASK)==(6<<COLLISION_TYPE_FLAG_SHIFT))
{
// Hit an impassable block
pos.vy=(pos.vy&0xfff0)+16;
m_moveVelocity.vy=0;
}
else if ( m_player->isOnPlatform() && m_moveVelocity.vy >= 0 )
{
pos.vy += colHeight;
playerHasHitGround();
}
}
pos.vy+=m_moveVelocity.vy>>VELOCITY_SHIFT;
m_player->setPlayerPos(&pos);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerModeBase::thinkHorizontalMovement()
{
if(m_moveVelocity.vx)
{
CLayerCollision *collision;
DVECTOR pos;
int colHeight;
collision=m_player->getLayerCollision();
pos=m_player->getPlayerPos();
colHeight=m_player->getHeightFromGround(pos.vx,pos.vy,5);
if(colHeight==0)
{
// Ok.. we're on the ground. What happens if we move left/right
colHeight=m_player->getHeightFromGround(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy);
if(colHeight<-8)
{
// Big step up. Stop at the edge of the obstruction
int dir,vx,cx,i;
if(m_moveVelocity.vx<0)
{
dir=-1;
vx=-m_moveVelocity.vx>>VELOCITY_SHIFT;
}
else
{
dir=+1;
vx=m_moveVelocity.vx>>VELOCITY_SHIFT;
}
cx=pos.vx;
for(i=0;i<vx;i++)
{
if(m_player->getHeightFromGround(cx,pos.vy)<-8)
{
break;
}
cx+=dir;
}
if(i)
pos.vx=cx-dir;
// If running then go to idle, otherwise leave in same state
if(m_currentState==STATE_RUN)
{
setState(STATE_IDLE);
}
m_moveVelocity.vx=0;
// Get the height at this new position and then try the step-up code below.
// Without this, there are problems when you run up a slope and hit a wall at the same time
colHeight=m_player->getHeightFromGround(pos.vx,pos.vy);
}
if(colHeight&&colHeight>=-8&&colHeight<=8)
{
// Small step up/down. Follow the contour of the level
pos.vy+=colHeight;
}
}
else
{
// In the air
if((m_player->getLayerCollision()->getCollisionBlock(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy)&COLLISION_TYPE_MASK)==(6<<COLLISION_TYPE_FLAG_SHIFT))
{
// Hit an impassable block
pos.vx&=0xfff0;
if(m_moveVelocity.vx>0)
{
pos.vx+=15;
}
m_moveVelocity.vx=0;
}
else if(colHeight>=0) // Lets you jump through platforms from below
{
colHeight=m_player->getHeightFromGround(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy,5);
if(colHeight<0)
{
// Stop at the edge of the obstruction
int dir,vx,cx,i;
if(m_moveVelocity.vx<0)
{
dir=-1;
vx=m_moveVelocity.vx>>VELOCITY_SHIFT;
}
else
{
dir=+1;
vx=m_moveVelocity.vx>>VELOCITY_SHIFT;
}
cx=pos.vx;
for(i=0;i<vx;i++)
{
if(m_player->getHeightFromGround(cx,pos.vy)<0)
{
break;
}
cx+=dir;
}
if(i)
pos.vx=cx-dir;
m_moveVelocity.vx=0;
}
}
}
pos.vx+=m_moveVelocity.vx>>VELOCITY_SHIFT;
m_player->setPlayerPos(&pos);
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerModeBase::playerHasHitGround()
{
// Grrr!
m_moveVelocity.vy=0;
m_fallFrames=0;
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
setState(STATE_HITGROUND);
m_player->takeDamage(DAMAGE__FALL);
m_moveVelocity.vx=0;
CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_LAND_AFTER_FALL);
}
else if(m_moveVelocity.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);
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
const struct PlayerMetrics *CPlayerModeBase::getPlayerMetrics()
{
return &s_playerMetrics;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayerModeBase::setState(int _state)
{
CPlayerState *nextState;
int ret=false;
nextState=getStateTable()[_state];
if(nextState)
{
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_moveVelocity;}
void CPlayerModeBase::zeroMoveVelocity() {m_moveVelocity.vx=m_moveVelocity.vy=0;}
void CPlayerModeBase::setMoveVelocity(DVECTOR *_moveVel) {m_moveVelocity=*_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;
DVECTOR pos;
int ret;
collision=m_player->getLayerCollision();
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 pos;
pos=m_player->getPlayerPos();
return m_player->getHeightFromGround(pos.vx-1,pos.vy,16)>-8?true:false;
}
int CPlayerModeBase::canMoveRight()
{
DVECTOR pos;
pos=m_player->getPlayerPos();
return m_player->getHeightFromGround(pos.vx+1,pos.vy,16)>-8?true:false;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerModeBase::moveLeft()
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
setFacing(FACING_LEFT);
if(m_moveVelocity.vx<=0)
{
m_moveVelocity.vx-=metrics->m_metric[PM__RUN_SPEEDUP];
if(m_moveVelocity.vx<-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
{
m_moveVelocity.vx=-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
}
}
else
{
m_moveVelocity.vx-=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
}
}
void CPlayerModeBase::moveRight()
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
setFacing(FACING_RIGHT);
if(m_moveVelocity.vx>=0)
{
m_moveVelocity.vx+=metrics->m_metric[PM__RUN_SPEEDUP];
if(m_moveVelocity.vx>metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
{
m_moveVelocity.vx=metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
}
}
else
{
m_moveVelocity.vx+=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
}
}
int CPlayerModeBase::slowdown()
{
const PlayerMetrics *metrics;
int ret=false;
metrics=getPlayerMetrics();
if(m_moveVelocity.vx<0)
{
m_moveVelocity.vx+=metrics->m_metric[PM__RUN_SLOWDOWN];
if(m_moveVelocity.vx>=0)
{
m_moveVelocity.vx=0;
ret=true;
}
}
else if(m_moveVelocity.vx>0)
{
m_moveVelocity.vx-=metrics->m_metric[PM__RUN_SLOWDOWN];
if(m_moveVelocity.vx<=0)
{
m_moveVelocity.vx=0;
ret=true;
}
}
else
{
// Hmm.. was already stopped(?)
// This should probly be considered a bug.. (pkg)
ret=true;
}
return ret;
}
void CPlayerModeBase::jump()
{
m_moveVelocity.vy=-getPlayerMetrics()->m_metric[PM__JUMP_VELOCITY]<<VELOCITY_SHIFT;
}
void CPlayerModeBase::fall()
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
m_moveVelocity.vy+=getPlayerMetrics()->m_metric[PM__GRAVITY];
if(m_moveVelocity.vy>=metrics->m_metric[PM__TERMINAL_VELOCITY]<<VELOCITY_SHIFT)
{
m_moveVelocity.vy=metrics->m_metric[PM__TERMINAL_VELOCITY]<<VELOCITY_SHIFT;
if(!canFallForever()&&m_currentState!=STATE_FALLFAR)
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
m_fallFrames++;
if(m_fallFrames>metrics->m_metric[PM__MAX_SAFE_FALL_FRAMES])
{
setState(STATE_FALLFAR);
}
}
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
CPlayerState **CPlayerModeBase::getStateTable()
{
return s_stateTable;
}
/*===========================================================================
end */