1258 lines
27 KiB
C++
1258 lines
27 KiB
C++
/*=========================================================================
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player.cpp
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Author: PKG
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Created:
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Project: Spongebob
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Purpose:
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Copyright (c) 2001 Climax Development Ltd
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===========================================================================*/
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/*----------------------------------------------------------------------
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Includes
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-------- */
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#include "player\player.h"
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#ifndef __ANIM_HEADER__
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#include "gfx\anim.h"
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#endif
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#ifndef __PAD_PADS_H__
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#include "pad\pads.h"
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#endif
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#ifndef __GAME_GAMESLOT_H__
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#include "game\gameslot.h"
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#endif
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#ifndef __GAME_GAME_H__
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#include "game\game.h"
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#endif
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#ifndef __LAYER_COLLISION_H__
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#include "level\collision.h"
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#endif
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// to be removed
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#include "gfx\tpage.h"
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/* Std Lib
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------- */
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/* Data
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---- */
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#ifndef __ANIM_SPONGEBOB_HEADER__
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#include <ACTOR_SPONGEBOB_ANIM.h>
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#endif
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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//#define _RECORD_DEMO_MODE_
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#ifdef __USER_paul__
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#define _STATE_DEBUG_
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#endif
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#define SLIPSPEED 10 // Speed that player slips on icy surfaces
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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// Two dice. One says 'Re' on every face, the other says 'boot',
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// 'install', 'try', 'tire', 'sume' and 'number'
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/*----------------------------------------------------------------------
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Function Prototypes
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------------------- */
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/*----------------------------------------------------------------------
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Vars
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---- */
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#ifdef _RECORD_DEMO_MODE_
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#include "player\demoplay.h"
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#define MAX_DEMO_SIZE 512 // So max size of a demo is 1k
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#define MAX_DEMO_TIME_IN_FRAMES 30*60 // Recorded demo will last 30 seconds
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static CDemoPlayer::demoPlayerControl s_demoControls[MAX_DEMO_SIZE]={{PI_NONE,0}};
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static int s_demoSize=0;
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static int s_demoFrameCount=0;
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static void writeDemoControls()
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{
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char filename[32];
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int fh;
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int fc=MAX_DEMO_TIME_IN_FRAMES;
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sprintf(filename,"demo____.dmo");
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fh=PCcreat((char *)filename,0);
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ASSERT(fh!=-1);
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PCwrite(fh,(char*)&fc,sizeof(fc)); // frame count
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PCwrite(fh,(char*)&s_demoSize,sizeof(s_demoSize)); // demo size
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for(int i=0;i<s_demoSize;i++)
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PCwrite(fh,(char*)&s_demoControls[i],sizeof(CDemoPlayer::demoPlayerControl)); // control data
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PCclose(fh);
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SYSTEM_DBGMSG("Written demo file %s with %d frames",filename,s_demoSize);
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}
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#endif
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#ifdef _STATE_DEBUG_
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static const char *s_stateText[NUM_STATES]=
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{
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"IDLE",
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"IDLETEETER",
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"JUMP",
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"RUN",
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"FALL",
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"FALLFAR",
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"BUTTBOUNCE",
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"BUTTFALL",
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"BUTTLAND",
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"ATTACK",
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"RUNATTACK",
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"AIRATTACK",
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"DUCK",
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"SOAKUP",
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"GETUP",
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"DEAD",
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};
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static const char *s_modeText[NUM_PLAYERMODES]=
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{
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"BASICUNARMED",
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"FULLUNARMED",
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"SQUEAKYBOOTS",
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"BALLOON",
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"NET",
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"CORALBLOWER",
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};
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#include "gfx\font.h"
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FontBank s_debugFont;
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#endif
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int s_health;
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int s_screenPos;
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DVECTOR m_cameraScrollPos={0,600};
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int MAP3D_CENTRE_X=170;
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int MAP3D_CENTRE_Y=500;
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int MAP3D_BLOCKSTEPSIZE=315;
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int MAP2D_CENTRE_X=-256;
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int MAP2D_CENTRE_Y=-136;
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int MAP2D_BLOCKSTEPSIZE=16;
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int CAMERA_SCROLLLIMIT=8; // SB is this many tiles off centre at most
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int CAMERA_SCROLLTHRESHOLD=6; // If SB moves when more than this many tiles off-centre, the camera will *always* scroll
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int CAMERA_STARTMOVETHRESHOLD=20; // If SB moves faster than this then the camera starts scrolling
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int CAMERA_STOPMOVETHRESHOLD=10; // If SB moves slower than this then the camera stops scrolling
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int CAMERA_SCROLLSPEED=60; // Speed of the scroll ( 60=1 tile scrolled every 4 and a bit frames )
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int angg=900;
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayer::init()
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{
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CPlayerThing::init();
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m_layerCollision=NULL;
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sActorHdr *Hdr=m_skel.Load(ACTORS_SPONGEBOB_A3D);
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m_skel.Init(Hdr);
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TPLoadTex(ACTORS_ACTOR_SPONGEBOB_TEX);
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m_skel.setAnimDatabase(CAnimDB::Load(ACTORS_SPONGEBOB_ABK));
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// Temporary default respawn pos... should realy be set with setRespawnPos() from the level (pkg)
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m_respawnPos.vx=23*16;
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m_respawnPos.vy=10*16;
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m_animNo=0;
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m_animFrame=0;
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m_currentMode=PLAYER_MODE_BASICUNARMED;
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setFacing(FACING_RIGHT);
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respawn();
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m_lives=CGameSlotManager::getSlotData().m_lives;
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m_cameraOffset.vx=0;
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m_cameraOffset.vy=0;
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m_cameraScrollDir=0;
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m_lastPadInput=m_padInput=PI_NONE;
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s_screenPos=128;
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m_skel.setAng(512);
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//m_skel.setAngInc(678);
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#ifdef _STATE_DEBUG_
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s_debugFont.initialise(&standardFont);
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s_debugFont.setJustification(FontBank::JUST_LEFT);
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#endif
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setCollisionSize(25,50);
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setCollisionCentreOffset(0,-25);
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayer::shutdown()
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{
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#ifdef _STATE_DEBUG_
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s_debugFont.dump();
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#endif
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CPlayerThing::shutdown();
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int newmode=-1;
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#ifdef _STATE_DEBUG_
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char posBuf[100];
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#endif
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void CPlayer::think(int _frames)
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{
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int i;
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CPlayerThing::think(_frames);
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m_skel.setAng(angg);
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if(PadGetHeld(0)&PAD_L1&&PadGetHeld(0)&PAD_L2)
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{
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respawn();
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}
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if(newmode!=-1)
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{
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setMode((PLAYER_MODE)newmode);
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newmode=-1;
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}
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for(i=0;i<_frames;i++)
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{
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// Think
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updatePadInput();
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m_currentStateClass->think(this);
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thinkVerticalMovement();
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thinkHorizontalMovement();
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#ifdef _STATE_DEBUG_
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sprintf(posBuf,"%03d (%02d) ,%03d (%02d) = dfg:%+02d",Pos.vx,Pos.vx&0x0f,Pos.vy,Pos.vy&0x0f,m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy));
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#endif
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if(Pos.vx<64)Pos.vx=64;
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else if(Pos.vx>m_mapEdge.vx-64)Pos.vx=m_mapEdge.vx-64;
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if(Pos.vy<64)Pos.vy=64;
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else if(Pos.vy>m_mapEdge.vy-64)Pos.vy=m_mapEdge.vy-64;
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// Flashing..
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if(m_invincibleFrameCount)
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{
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m_invincibleFrameCount--;
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}
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// Teeter if on an edge
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if(m_currentState==STATE_IDLE&&isOnEdge())
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{
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setState(STATE_IDLETEETER);
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}
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// Look around
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int pad=getPadInputHeld();
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if(PadGetDown(0)&PAD_CIRCLE)
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{
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m_skel.blink();
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}
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// Camera scroll..
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if(m_cameraScrollDir==-1)
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{
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if(m_cameraScrollPos.vx>-CAMERA_SCROLLLIMIT<<8)
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{
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m_cameraScrollPos.vx-=CAMERA_SCROLLSPEED;
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if(m_cameraScrollPos.vx<-CAMERA_SCROLLLIMIT<<8)
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{
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m_cameraScrollPos.vx=-CAMERA_SCROLLLIMIT<<8;
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m_cameraScrollDir=0;
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}
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}
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}
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else if(m_cameraScrollDir==+1)
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{
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if(m_cameraScrollPos.vx<(CAMERA_SCROLLLIMIT<<8))
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{
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m_cameraScrollPos.vx+=CAMERA_SCROLLSPEED;
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if(m_cameraScrollPos.vx>CAMERA_SCROLLLIMIT<<8)
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{
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m_cameraScrollPos.vx=CAMERA_SCROLLLIMIT<<8;
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m_cameraScrollDir=0;
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}
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}
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}
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s_modes[m_currentMode].m_modeControl->think(this);
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}
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// Move the camera offset
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m_playerScreenPos.vx=MAP3D_CENTRE_X+((MAP3D_BLOCKSTEPSIZE*m_cameraScrollPos.vx)>>8);
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m_playerScreenPos.vy=MAP3D_CENTRE_Y+((MAP3D_BLOCKSTEPSIZE*m_cameraScrollPos.vy)>>8);
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m_cameraOffset.vx=MAP2D_CENTRE_X+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vx))>>8);
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m_cameraOffset.vy=MAP2D_CENTRE_Y+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vy))>>8);
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m_cameraPos.vx=Pos.vx+m_cameraOffset.vx;
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m_cameraPos.vy=Pos.vy+m_cameraOffset.vy;
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// Limit camera scroll to the edges of the map
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if(m_cameraPos.vx<0)
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{
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m_playerScreenPos.vx+=m_cameraPos.vx*MAP3D_BLOCKSTEPSIZE/MAP2D_BLOCKSTEPSIZE;
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m_cameraPos.vx=0;
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m_cameraScrollDir=0;
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}
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else if(m_cameraPos.vx>m_mapCameraEdges.vx)
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{
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m_playerScreenPos.vx-=(m_mapCameraEdges.vx-m_cameraPos.vx)*MAP3D_BLOCKSTEPSIZE/MAP2D_BLOCKSTEPSIZE;
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m_cameraPos.vx=m_mapCameraEdges.vx;
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m_cameraScrollDir=0;
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}
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if(m_cameraPos.vy<0)
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{
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m_playerScreenPos.vy+=m_cameraPos.vy*MAP3D_BLOCKSTEPSIZE/MAP2D_BLOCKSTEPSIZE;
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m_cameraPos.vy=0;
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m_cameraScrollDir=0;
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}
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else if(m_cameraPos.vy>m_mapCameraEdges.vy)
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{
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m_playerScreenPos.vy-=(m_mapCameraEdges.vy-m_cameraPos.vy)*MAP3D_BLOCKSTEPSIZE/MAP2D_BLOCKSTEPSIZE;
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m_cameraPos.vy=m_mapCameraEdges.vy;
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m_cameraScrollDir=0;
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayer::thinkVerticalMovement()
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{
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int colHeight;
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colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,1);
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if(colHeight>=0)
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{
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// Above or on the ground
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// Are we falling?
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if(m_moveVel.vy>0)
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{
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// Yes.. Check to see if we're about to hit/go through the ground
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colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy+(m_moveVel.vy>>VELOCITY_SHIFT),PLAYER_TERMINAL_VELOCITY+1);
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if(colHeight<=0)
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{
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// Just hit the ground
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// Stick at ground level
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Pos.vy+=(m_moveVel.vy>>VELOCITY_SHIFT)+colHeight;
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m_moveVel.vy=0;
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m_fallFrames=0;
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if(m_currentMode!=PLAYER_MODE_BALLOON)
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{
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if(m_currentState==STATE_BUTTFALL)
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{
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// Landed from a butt bounce
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setState(STATE_BUTTLAND);
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}
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else if(m_currentState==STATE_FALLFAR)
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{
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// Landed from a painfully long fall
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setState(STATE_IDLE);
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takeDamage(DAMAGE__FALL);
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m_moveVel.vx=0;
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CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_LAND_AFTER_FALL);
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}
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else if(m_moveVel.vx)
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{
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// Landed from a jump with x movement
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setState(STATE_RUN);
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}
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else
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{
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// Landed from a jump with no x movement
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setState(STATE_IDLE);
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setAnimNo(ANIM_SPONGEBOB_JUMPEND);
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}
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}
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}
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}
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else if(colHeight)
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{
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if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&&
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m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&&
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m_currentState!=STATE_JUMP)
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{
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// Was floating in the air.. fall!
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setState(STATE_FALL);
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}
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}
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}
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else
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{
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/*
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// Below ground
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// Perhaps we should be falling?
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if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&&
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m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&&
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m_currentState!=STATE_JUMP)
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{
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setState(STATE_FALL);
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}
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*/
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}
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Pos.vy+=m_moveVel.vy>>VELOCITY_SHIFT;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayer::thinkHorizontalMovement()
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{
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if(m_moveVel.vx)
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{
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int colHeight;
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colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,5);
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if(colHeight==0)
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{
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// Ok.. we're on the ground. What happens if we move left/right
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colHeight=m_layerCollision->getHeightFromGround(Pos.vx+(m_moveVel.vx>>VELOCITY_SHIFT),Pos.vy);
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if(colHeight<-8)
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{
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// Big step up. Stop at the edge of the obstruction
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int dir,vx,cx,i;
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if(m_moveVel.vx<0)
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{
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dir=-1;
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vx=-m_moveVel.vx>>VELOCITY_SHIFT;
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}
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else
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{
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dir=+1;
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vx=m_moveVel.vx>>VELOCITY_SHIFT;
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}
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cx=Pos.vx;
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for(i=0;i<vx;i++)
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{
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if(m_layerCollision->getHeightFromGround(cx,Pos.vy)<-8)
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{
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break;
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}
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cx+=dir;
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}
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Pos.vx=cx-dir;
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// If running then go to idle, otherwise leave in same state
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if(m_currentState==STATE_RUN)
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{
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setState(STATE_IDLE);
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}
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m_moveVel.vx=0;
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// Get the height at this new position and then try the step-up code below.
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// Without this, there are problems when you run up a slope and hit a wall at the same time
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colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy);
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}
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if(colHeight&&colHeight>=-8&&colHeight<=8)
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{
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// Small step up/down. Follow the contour of the level
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Pos.vy+=colHeight;
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}
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}
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else
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{
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// In the air
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// if(!(colHeight<0&&m_currentState==STATE_JUMP)) // Lets you jump through platforms from below
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if(colHeight>=0) // Lets you jump through platforms from below
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{
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colHeight=m_layerCollision->getHeightFromGround(Pos.vx+(m_moveVel.vx>>VELOCITY_SHIFT),Pos.vy,5);
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if(colHeight<0)
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{
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// Stop at the edge of the obstruction
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int dir,vx,cx,i;
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if(m_moveVel.vx<0)
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{
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dir=-1;
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vx=-m_moveVel.vx>>VELOCITY_SHIFT;
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}
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else
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{
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dir=+1;
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vx=m_moveVel.vx>>VELOCITY_SHIFT;
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}
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cx=Pos.vx;
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for(i=0;i<vx;i++)
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{
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if(m_layerCollision->getHeightFromGround(cx,Pos.vy)<0)
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{
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break;
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}
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cx+=dir;
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}
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Pos.vx=cx-dir;
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m_moveVel.vx=0;
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}
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}
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}
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Pos.vx+=m_moveVel.vx>>VELOCITY_SHIFT;
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
int panim=-1;
|
|
#include "gfx\prim.h" // (pkg)
|
|
int healthx=100;
|
|
int healthy=27;
|
|
int healthw=10;
|
|
int healthh=10;
|
|
int healthg=2;
|
|
int livesx=162;
|
|
int livesy=28;
|
|
|
|
#ifdef __USER_paul__
|
|
int mouth=-1,eyes=-1;
|
|
#endif
|
|
void CPlayer::render()
|
|
{
|
|
CPlayerThing::render();
|
|
|
|
#ifdef _STATE_DEBUG_
|
|
s_debugFont.print(40,40,posBuf);
|
|
#endif
|
|
|
|
// Render
|
|
if(m_invincibleFrameCount==0||m_invincibleFrameCount&2)
|
|
{
|
|
#ifdef __USER_paul__
|
|
if(mouth!=-1)
|
|
{
|
|
m_skel.setMouthTex(mouth);
|
|
mouth=-1;
|
|
}
|
|
if(eyes!=-1)
|
|
{
|
|
m_skel.setEyeTex(eyes);
|
|
eyes=-1;
|
|
}
|
|
#endif
|
|
|
|
//int xval=(255-(MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vx>>8)));
|
|
//DrawLine(xval-7,0,xval-7,255,0,128,255,0);
|
|
//DrawLine(xval+7,0,xval+7,255,0,128,255,0);
|
|
|
|
m_skel.setPos(m_playerScreenPos);
|
|
if(panim!=-1)
|
|
m_skel.setAnimNo(panim);
|
|
else
|
|
m_skel.setAnimNo(m_animNo);
|
|
m_skel.setFrame(m_animFrame);
|
|
m_skel.Animate(this);
|
|
m_skel.Render(this);
|
|
}
|
|
|
|
|
|
#ifdef _STATE_DEBUG_
|
|
char buf[128];
|
|
sprintf(buf,"STATE: %s",s_stateText[m_currentState]);
|
|
s_debugFont.print(40,200,buf);
|
|
sprintf(buf,"MODE: %s",s_modeText[m_currentMode]);
|
|
s_debugFont.print(40,210,buf);
|
|
#endif
|
|
|
|
|
|
// Temporary health/lives thing
|
|
#ifdef __USER_paul__
|
|
int i,x;
|
|
x=healthx;
|
|
for(i=0;i<5;i++)
|
|
{
|
|
POLY_F4 *f4;
|
|
f4=GetPrimF4();
|
|
setXYWH(f4,x,healthy,healthw,healthh);
|
|
if(i<s_health)
|
|
{
|
|
setRGB0(f4,0,255,0);
|
|
}
|
|
else
|
|
{
|
|
setRGB0(f4,255,0,0);
|
|
}
|
|
setSemiTrans(f4,true);
|
|
AddPrimToList(f4,0);
|
|
|
|
f4=GetPrimF4();
|
|
setXYWH(f4,x+1,healthy+1,healthw,healthh);
|
|
setRGB0(f4,0,0,0);
|
|
setSemiTrans(f4,true);
|
|
AddPrimToList(f4,1);
|
|
|
|
x+=healthw+healthg;
|
|
}
|
|
char lifebuf[5];
|
|
sprintf(lifebuf,"x%d",m_lives);
|
|
s_debugFont.print(livesx,livesy,lifebuf);
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
DVECTOR CPlayer::getCameraPos()
|
|
{
|
|
return m_cameraPos;
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose: Pre-calcs the visible edges of the map ( ie: the hard limits
|
|
for the camera pos )
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::setMapSize(DVECTOR _mapSize)
|
|
{
|
|
m_mapCameraEdges.vx=(_mapSize.vx-34)*MAP2D_BLOCKSTEPSIZE; // Made up numbers! :) (pkg)
|
|
m_mapCameraEdges.vy=(_mapSize.vy-18)*MAP2D_BLOCKSTEPSIZE;
|
|
m_mapEdge.vx=_mapSize.vx*MAP2D_BLOCKSTEPSIZE;
|
|
m_mapEdge.vy=_mapSize.vy*MAP2D_BLOCKSTEPSIZE;
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::addHealth(int _health)
|
|
{
|
|
s_health+=_health;
|
|
if(s_health>MAX_HEALTH)
|
|
{
|
|
s_health=MAX_HEALTH;
|
|
}
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::addLife()
|
|
{
|
|
m_lives++;
|
|
if(m_lives>MAX_LIVES)
|
|
{
|
|
m_lives=MAX_LIVES;
|
|
}
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
const PlayerMetrics *CPlayer::getPlayerMetrics()
|
|
{
|
|
return &s_modes[m_currentMode].m_metrics;
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
int CPlayer::setState(PLAYER_STATE _state)
|
|
{
|
|
CPlayerState *nextState;
|
|
int ret=false;
|
|
|
|
nextState=s_modes[m_currentMode].m_states[_state];
|
|
if(nextState)
|
|
{
|
|
m_currentStateClass=nextState;
|
|
m_currentStateClass->enter(this);
|
|
m_currentState=_state;
|
|
ret=true;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::setMode(PLAYER_MODE _mode)
|
|
{
|
|
m_currentMode=_mode;
|
|
// Need to do something about this setState() for when the new mode doesn't have that state (pkg)
|
|
if(!setState(m_currentState))
|
|
{
|
|
m_moveVel.vx=0;
|
|
m_moveVel.vy=0;
|
|
setState(STATE_IDLE);
|
|
}
|
|
s_modes[m_currentMode].m_modeControl->enter(this);
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
int CPlayer::getFacing()
|
|
{
|
|
return m_facing;
|
|
}
|
|
void CPlayer::setFacing(int _facing)
|
|
{
|
|
if(m_facing!=_facing)
|
|
{
|
|
m_facing=_facing;
|
|
m_skel.setDir(_facing);
|
|
}
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
int CPlayer::getAnimFrame()
|
|
{
|
|
return m_animFrame;
|
|
}
|
|
void CPlayer::setAnimFrame(int _animFrame)
|
|
{
|
|
const AnimSfx *sfx;
|
|
|
|
m_animFrame=_animFrame;
|
|
|
|
// Are there any sfx for this frame?
|
|
sfx=&s_animSfx[m_animNo];
|
|
if(sfx->m_numAnimFrameSfx)
|
|
{
|
|
const AnimFrameSfx *frameSfx;
|
|
int i;
|
|
|
|
frameSfx=sfx->m_animFrameSfx;
|
|
for(i=0;i<sfx->m_numAnimFrameSfx;i++)
|
|
{
|
|
if(m_animFrame==frameSfx->m_frame)
|
|
{
|
|
CSoundMediator::SFXID sfxId=frameSfx->m_sfxId;
|
|
if(m_currentMode==PLAYER_MODE_SQUEAKYBOOTS)
|
|
{
|
|
// Ugh.. horrible way to change the sfx when wearing squeaky boots (pkg)
|
|
if(sfxId==CSoundMediator::SFX_SPONGEBOB_WALK_1)sfxId=CSoundMediator::SFX_SPONGEBOB_SQUEAKY_SHOES_1;
|
|
else if(sfxId==CSoundMediator::SFX_SPONGEBOB_WALK_2)sfxId=CSoundMediator::SFX_SPONGEBOB_SQUEAKY_SHOES_2;
|
|
}
|
|
CSoundMediator::playSfx(sfxId);
|
|
}
|
|
if(m_animFrame<frameSfx->m_frame)
|
|
{
|
|
break;
|
|
}
|
|
frameSfx++;
|
|
}
|
|
}
|
|
}
|
|
int CPlayer::getAnimFrameCount()
|
|
{
|
|
return m_skel.getFrameCount();
|
|
}
|
|
int CPlayer::getAnimNo()
|
|
{
|
|
return m_animNo;
|
|
}
|
|
void CPlayer::setAnimNo(int _animNo)
|
|
{
|
|
m_animNo=_animNo;
|
|
setAnimFrame(0);
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
DVECTOR CPlayer::getMoveVelocity()
|
|
{
|
|
return m_moveVel;
|
|
}
|
|
void CPlayer::setMoveVelocity(DVECTOR *_moveVel)
|
|
{
|
|
m_moveVel=*_moveVel;
|
|
}
|
|
DVECTOR CPlayer::getPlayerPos()
|
|
{
|
|
return Pos;
|
|
}
|
|
void CPlayer::setPlayerPos(DVECTOR *_pos)
|
|
{
|
|
Pos=*_pos;
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
PLAYERINPUT CPlayer::getPadInputHeld()
|
|
{
|
|
return m_padInput;
|
|
}
|
|
PLAYERINPUT CPlayer::getPadInputDown()
|
|
{
|
|
return m_padInputDown;
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
int CPlayer::isOnSlippySurface()
|
|
{
|
|
int ret=false;
|
|
|
|
if(m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,5)==0&&
|
|
m_layerCollision->getCollisionType(Pos.vx,Pos.vy)&COLLISION_TYPE_FLAG_SLIPPERY)
|
|
{
|
|
ret=true;
|
|
}
|
|
|
|
return ret;
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
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 CPlayer::isOnEdge()
|
|
{
|
|
int ret=0;
|
|
|
|
if(m_layerCollision->getHeightFromGround(Pos.vx-csize,Pos.vy,cheight+1)>cheight)
|
|
{
|
|
ret=FACING_LEFT;
|
|
}
|
|
else if(m_layerCollision->getHeightFromGround(Pos.vx+csize,Pos.vy,cheight+1)>cheight)
|
|
{
|
|
ret=FACING_RIGHT;
|
|
}
|
|
return ret;
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
int CPlayer::canMoveLeft()
|
|
{
|
|
return m_layerCollision->getHeightFromGround(Pos.vx-1,Pos.vy,16)>-8?true:false;
|
|
}
|
|
int CPlayer::canMoveRight()
|
|
{
|
|
return m_layerCollision->getHeightFromGround(Pos.vx+1,Pos.vy,16)>-8?true:false;
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::moveLeft()
|
|
{
|
|
const PlayerMetrics *metrics;
|
|
metrics=getPlayerMetrics();
|
|
|
|
setFacing(FACING_LEFT);
|
|
if(m_moveVel.vx<=0)
|
|
{
|
|
m_moveVel.vx-=metrics->m_metric[PM__RUN_SPEEDUP];
|
|
if(m_moveVel.vx<-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
|
|
{
|
|
m_moveVel.vx=-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_moveVel.vx-=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
|
|
}
|
|
|
|
if(m_moveVel.vx<-CAMERA_STARTMOVETHRESHOLD||m_cameraScrollPos.vx<-CAMERA_SCROLLTHRESHOLD<<8)
|
|
{
|
|
m_cameraScrollDir=+1;
|
|
}
|
|
else if(m_moveVel.vx>-CAMERA_STOPMOVETHRESHOLD)
|
|
{
|
|
m_cameraScrollDir=0;
|
|
}
|
|
}
|
|
void CPlayer::moveRight()
|
|
{
|
|
const PlayerMetrics *metrics;
|
|
metrics=getPlayerMetrics();
|
|
|
|
setFacing(FACING_RIGHT);
|
|
if(m_moveVel.vx>=0)
|
|
{
|
|
m_moveVel.vx+=metrics->m_metric[PM__RUN_SPEEDUP];
|
|
if(m_moveVel.vx>metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
|
|
{
|
|
m_moveVel.vx=metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_moveVel.vx+=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
|
|
}
|
|
|
|
if(m_moveVel.vx>CAMERA_STARTMOVETHRESHOLD||m_cameraScrollPos.vx>CAMERA_SCROLLTHRESHOLD<<8)
|
|
{
|
|
m_cameraScrollDir=-1;
|
|
}
|
|
else if(m_moveVel.vx<CAMERA_STOPMOVETHRESHOLD)
|
|
{
|
|
m_cameraScrollDir=0;
|
|
}
|
|
}
|
|
void CPlayer::slowdown()
|
|
{
|
|
const PlayerMetrics *metrics;
|
|
int stopSpeed;
|
|
metrics=getPlayerMetrics();
|
|
if(isOnSlippySurface())
|
|
{
|
|
stopSpeed=SLIPSPEED;
|
|
}
|
|
else
|
|
{
|
|
stopSpeed=0;
|
|
}
|
|
|
|
if(m_moveVel.vx<0)
|
|
{
|
|
if(-stopSpeed<m_moveVel.vx)
|
|
{
|
|
stopSpeed=-m_moveVel.vx;
|
|
}
|
|
m_moveVel.vx+=metrics->m_metric[PM__RUN_SLOWDOWN];
|
|
if(m_moveVel.vx>-stopSpeed)
|
|
{
|
|
m_moveVel.vx=-stopSpeed;
|
|
if(m_currentState==STATE_RUN)
|
|
{
|
|
setState(STATE_IDLE);
|
|
}
|
|
}
|
|
}
|
|
else if(m_moveVel.vx>0)
|
|
{
|
|
if(stopSpeed>m_moveVel.vx)
|
|
{
|
|
stopSpeed=m_moveVel.vx;
|
|
}
|
|
m_moveVel.vx-=metrics->m_metric[PM__RUN_SLOWDOWN];
|
|
if(m_moveVel.vx<stopSpeed)
|
|
{
|
|
m_moveVel.vx=stopSpeed;
|
|
if(m_currentState==STATE_RUN)
|
|
{
|
|
setState(STATE_IDLE);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
void CPlayer::jump()
|
|
{
|
|
}
|
|
void CPlayer::fall()
|
|
{
|
|
const PlayerMetrics *metrics;
|
|
metrics=getPlayerMetrics();
|
|
m_moveVel.vy+=PLAYER_GRAVITY;
|
|
if(m_moveVel.vy>=PLAYER_TERMINAL_VELOCITY<<VELOCITY_SHIFT)
|
|
{
|
|
m_moveVel.vy=PLAYER_TERMINAL_VELOCITY<<VELOCITY_SHIFT;
|
|
m_fallFrames++;
|
|
if(m_currentState!=STATE_BUTTFALL)
|
|
{
|
|
if(m_fallFrames>metrics->m_metric[PM__MAX_SAFE_FALL_FRAMES])
|
|
{
|
|
setState(STATE_FALLFAR);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::respawn()
|
|
{
|
|
setState(STATE_IDLE);
|
|
|
|
// Strip any items that the player might be holding
|
|
if(m_currentMode!=PLAYER_MODE_BASICUNARMED)
|
|
{
|
|
setMode(PLAYER_MODE_FULLUNARMED);
|
|
}
|
|
else
|
|
{
|
|
setMode(PLAYER_MODE_BASICUNARMED);
|
|
}
|
|
|
|
s_health=MAX_HEALTH;
|
|
m_invincibleFrameCount=INVIBCIBLE_FRAMES__START;
|
|
Pos=m_respawnPos;
|
|
m_moveVel.vx=0;
|
|
m_moveVel.vy=0;
|
|
m_fallFrames=0;
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
#ifdef __VERSION_DEBUG__
|
|
int invincibleSponge=false; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode..
|
|
#endif
|
|
void CPlayer::takeDamage(DAMAGE_TYPE _damage)
|
|
{
|
|
// Don't take damage if still recovering from the last hit
|
|
if(!m_invincibleFrameCount)
|
|
{
|
|
int ouchThatHurt=true;
|
|
|
|
// Check if we are currently immune to this damage type
|
|
switch(_damage)
|
|
{
|
|
case DAMAGE__FALL:
|
|
case DAMAGE__LAVA:
|
|
case DAMAGE__HIT_ENEMY:
|
|
break;
|
|
|
|
case DAMAGE__ELECTROCUTION:
|
|
if(m_currentMode==PLAYER_MODE_SQUEAKYBOOTS)
|
|
{
|
|
ouchThatHurt=false;
|
|
}
|
|
break;
|
|
}
|
|
|
|
if(ouchThatHurt)
|
|
{
|
|
#ifdef __VERSION_DEBUG__
|
|
if(invincibleSponge){m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;return;}
|
|
#endif
|
|
if(s_health)
|
|
{
|
|
m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;
|
|
s_health--;
|
|
}
|
|
else
|
|
{
|
|
CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_DEFEATED_JINGLE);
|
|
setState(STATE_DEAD);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::updatePadInput()
|
|
{
|
|
m_lastPadInput=m_padInput;
|
|
m_padInput=readPadInput();
|
|
m_padInputDown=(PLAYERINPUT)(m_padInput&(m_lastPadInput^-1));
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
PLAYERINPUT CPlayer::readPadInput()
|
|
{
|
|
PLAYERINPUT input;
|
|
int pad;
|
|
|
|
input=PI_NONE;
|
|
pad=PadGetHeld(0);
|
|
|
|
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_UP))
|
|
{
|
|
input=(PLAYERINPUT)(input|PI_UP);
|
|
}
|
|
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_DOWN))
|
|
{
|
|
input=(PLAYERINPUT)(input|PI_DOWN);
|
|
}
|
|
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_LEFT))
|
|
{
|
|
input=(PLAYERINPUT)(input|PI_LEFT);
|
|
}
|
|
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_RIGHT))
|
|
{
|
|
input=(PLAYERINPUT)(input|PI_RIGHT);
|
|
}
|
|
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_JUMP))
|
|
{
|
|
input=(PLAYERINPUT)(input|PI_JUMP);
|
|
}
|
|
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_ACTION))
|
|
{
|
|
input=(PLAYERINPUT)(input|PI_ACTION);
|
|
}
|
|
|
|
|
|
#ifdef _RECORD_DEMO_MODE_
|
|
CDemoPlayer::demoPlayerControl *crnt;
|
|
PLAYERINPUT lastInput;
|
|
crnt=&s_demoControls[s_demoSize];
|
|
if(s_demoFrameCount==0)
|
|
{
|
|
crnt->m_inputValue=input;
|
|
}
|
|
lastInput=(PLAYERINPUT)crnt->m_inputValue;
|
|
if(crnt->m_length==255)
|
|
{
|
|
lastInput=(PLAYERINPUT)(input-1);
|
|
}
|
|
if(lastInput==input)
|
|
{
|
|
crnt->m_length++;
|
|
}
|
|
else
|
|
{
|
|
s_demoSize++;
|
|
ASSERT(s_demoSize<MAX_DEMO_SIZE);
|
|
crnt++;
|
|
crnt->m_inputValue=input;
|
|
crnt->m_length=1;
|
|
}
|
|
s_demoFrameCount++;
|
|
if(s_demoFrameCount==30*60)
|
|
{
|
|
writeDemoControls();
|
|
ASSERT(!"DEMO ENDED");
|
|
}
|
|
#endif
|
|
|
|
return input;
|
|
}
|
|
|
|
/*===========================================================================
|
|
end */
|