436 lines
11 KiB
C++
436 lines
11 KiB
C++
/*=========================================================================
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pmcoral.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\pmcoral.h"
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#ifndef __GFX_SPRBANK_H__
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#include "gfx\sprbank.h"
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#endif
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#ifndef __PAD_VIBE_H__
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#include "pad\vibe.h"
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#endif
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// States
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#ifndef __PLAYER__PSLOOK_H__
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#include "player\pslook.h"
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#endif
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#ifndef __PLAYER__PSJUMP_H__
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#include "player\psjump.h"
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#endif
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#ifndef __PLAYER__PSJMPBCK_H__
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#include "player\psjmpbck.h"
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#endif
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#ifndef __PLAYER__PSRUN_H__
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#include "player\psrun.h"
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#endif
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#ifndef __PLAYER__PSFALL_H__
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#include "player\psfall.h"
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#endif
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#ifndef __PLAYER__PSHITGND_H__
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#include "player\pshitgnd.h"
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#endif
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#ifndef __PLAYER__PSIDLE_H__
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#include "player\psidle.h"
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#endif
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#ifndef __PLAYER__PSDUCK_H__
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#include "player\psduck.h"
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#endif
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#ifndef __PLAYER__PSSPRING_H__
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#include "player\psspring.h"
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#endif
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#ifndef __ENEMY_NPC_H__
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#include "enemy\npc.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 __PROJECTL_PRNPCSPR_H__
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#include "projectl\prnpcspr.h"
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#endif
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#ifndef __GFX_FONT_H__
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#include "gfx\font.h"
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#endif
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#ifndef __MATHTABLE_HEADER__
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#include "utils\mathtab.h"
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#endif
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#ifndef __PLAYER_PSDANCE_H__
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#include "player\psdance.h"
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#endif
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#ifndef __PLAYER_PSSWAL_H__
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#include "player\psswal.h"
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#endif
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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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#ifndef __SPR_SPRITES_H__
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#include <sprites.h>
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#endif
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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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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static CPlayerState *s_stateTable[]=
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{
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&s_stateWeaponIdle, // STATE_IDLE
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&s_stateWeaponIdle, // STATE_IDLETEETER
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&s_stateJump, // STATE_JUMP
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&s_stateSpring, // STATE_SPRINGUP
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&s_stateWalk, // STATE_RUN
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&s_stateFall, // STATE_FALL
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&s_stateFallFar, // STATE_FALLFAR
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&s_stateHitGround, // STATE_HITGROUND
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NULL, // STATE_BUTTBOUNCE
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NULL, // STATE_BUTTFALL
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NULL, // STATE_BUTTLAND
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NULL, // STATE_BUTTBOUNCEUP
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NULL, // STATE_SOAKUP
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&s_stateGetUp, // STATE_GETUP
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&s_stateLookDown, // STATE_LOOKDOWN
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&s_stateLookDownRelax, // STATE_LOOKDOWNRELAX
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&s_stateLookUp, // STATE_LOOKUP
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&s_stateLookUpRelax, // STATE_LOOKUPRELAX
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&s_stateJumpBack, // STATE_JUMPBACK
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NULL, // STATE_CART
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NULL, // STATE_FLOAT
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&s_stateDance, // STATE_CELEBRATE
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&s_stateSwallow, // STATE_SWALLOW
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};
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static PlayerMetrics s_playerMetrics=
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{ {
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DEFAULT_PLAYER_JUMP_VELOCITY, // PM__JUMP_VELOCITY
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DEFAULT_PLAYER_MAX_JUMP_FRAMES, // PM__MAX_JUMP_FRAMES
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DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES, // PM__MAX_SAFE_FALL_FRAMES
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DEFAULT_PLAYER_MAX_RUN_VELOCITY, // PM__MAX_RUN_VELOCITY
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DEFAULT_PLAYER_RUN_SPEEDUP/3, // PM__RUN_SPEEDUP
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DEFAULT_PLAYER_RUN_REVERSESLOWDOWN/3, // PM__RUN_REVERSESLOWDOWN
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DEFAULT_PLAYER_RUN_SLOWDOWN/3, // PM__RUN_SLOWDOWN
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DEFAULT_PLAYER_PLAYER_GRAVITY, // PM__GRAVITY
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DEFAULT_PLAYER_TERMINAL_VELOCITY, // PM__TERMINAL_VELOCITY
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DEFAULT_BUTT_FALL_VELOCITY, // PM__BUTT_FALL_VELOCITY
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DEFAULT_HITREACT_XVELOCITY, // PM__HITREACT_XVELOCITY
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DEFAULT_HITREACT_YVELOCITY, // PM__HITREACT_YVELOCITY
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DEFAULT_HITREACT_FRAMES, // PM__HITREACT_FRAMES
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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 CPlayerModeCoralBlower::enter()
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{
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CPlayerModeBase::enter();
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m_blowerState=BLOWER_STATE__EMPTY;
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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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DVECTOR blowerCatchPos={-110,-20};
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DVECTOR blowerCatchSize={180,150};
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DVECTOR blowerSuckUpPoint={-20,-20};
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DVECTOR blowerLaunchPoint={-20,-20};
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void CPlayerModeCoralBlower::think()
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{
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CPlayerModeBase::think();
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switch(m_blowerState)
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{
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case BLOWER_STATE__EMPTY:
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if(getPadInputDown()&PI_CATCH&&getState()==STATE_IDLE)
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{
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m_blowerState=BLOWER_STATE__SUCKING;
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m_enemy=NULL;
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}
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break;
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case BLOWER_STATE__SUCKING:
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if(!(getPadInputHeld()&PI_CATCH&&getState()==STATE_IDLE))
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{
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m_blowerState=BLOWER_STATE__EMPTY;
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}
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else if(m_enemy==NULL)
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{
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// Search for an enemy..
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// DVECTOR playerPos;
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int playerFacing;
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CRECT suckRect;
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CThing *thing;
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DVECTOR const &playerPos=m_player->getPos();
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playerFacing=m_player->getFacing();
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suckRect.x1=playerPos.vx+(blowerCatchPos.vx*playerFacing)-(blowerCatchSize.vx/2);
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suckRect.y1=playerPos.vy+blowerCatchPos.vy-(blowerCatchSize.vy/2);
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suckRect.x2=suckRect.x1+blowerCatchSize.vx;
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suckRect.y2=suckRect.y1+blowerCatchSize.vy;
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#ifdef __USER_paul__
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{
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CRECT area=suckRect;
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DVECTOR const &ofs=CLevel::getCameraPos();
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area.x1-=ofs.vx;
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area.y1-=ofs.vy;
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area.x2-=ofs.vx;
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area.y2-=ofs.vy;
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DrawLine(area.x1,area.y1,area.x2,area.y1,255,255,255,0);
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DrawLine(area.x2,area.y1,area.x2,area.y2,255,255,255,0);
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DrawLine(area.x2,area.y2,area.x1,area.y2,255,255,255,0);
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DrawLine(area.x1,area.y2,area.x1,area.y1,255,255,255,0);
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}
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#endif
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thing=CThingManager::checkCollisionAreaAgainstThings(&suckRect,CThing::TYPE_ENEMY,false);
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while(thing)
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{
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if(((CNpcEnemy*)thing)->canBeSuckedUp())
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{
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m_enemy=(CNpcEnemy*)thing;
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thing=NULL;
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}
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else
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{
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thing=CThingManager::checkCollisionAreaAgainstThings(&suckRect,CThing::TYPE_ENEMY,true);
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}
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}
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CPadVibrationManager::setVibration(0,CPadVibrationManager::VIBE_CORAL_BLOWER_SUCK);
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}
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else
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{
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// Got an enemy.. suck him up
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if(m_enemy->suckUp(getSuckUpPoint(),1))
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{
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m_enemyFrame = m_enemy->getFrame();
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m_blowerState=BLOWER_STATE__FULL;
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}
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CPadVibrationManager::setVibration(0,CPadVibrationManager::VIBE_CORAL_BLOWER_SUCK);
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}
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setState(STATE_IDLE); // Re-enter idle state - stops idle anims happening :/
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break;
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case BLOWER_STATE__FULL:
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if(getPadInputDown()&PI_FIRE&&getState()==STATE_IDLE)
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{
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m_blowerState=BLOWER_STATE__AIMING;
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m_launchHeading=0;
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}
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break;
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case BLOWER_STATE__AIMING:
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if(getState()!=STATE_IDLE)
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{
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m_blowerState=BLOWER_STATE__FULL;
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}
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else if(!(getPadInputHeld()&PI_FIRE))
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{
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// Fire!
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m_blowerState=BLOWER_STATE__EMPTY;
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DVECTOR launchPos=m_player->getPos();
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int facing=m_player->getFacing();
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int launchHeading;
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launchPos.vx+=blowerLaunchPoint.vx*facing;
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launchPos.vy+=blowerLaunchPoint.vy;
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launchHeading=(-((m_launchHeading+1024)*facing)-1024)&4095;
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CEnemyAsSpriteProjectile *projectile;
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projectile = CEnemyAsSpriteProjectile::Create();
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projectile->init( launchPos,
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launchHeading,//1024+(1024*facing),
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CPlayerProjectile::PLAYER_PROJECTILE_DUMBFIRE_CORAL,
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CPlayerProjectile::PLAYER_PROJECTILE_FINITE_LIFE,
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5*60);
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//CActorGfx *projectileGfx;
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//projectileGfx=CActorPool::GetActor((FileEquate)ACTORS_SHELL_SBK);
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//projectile->setGraphic( projectileGfx );
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projectile->setGraphic( m_enemyFrame );
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projectile->setHasRGB( false );
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CPadVibrationManager::setVibration(0,CPadVibrationManager::VIBE_MEDIUM);
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}
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else
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{
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int padDown;
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padDown=getPadInputDown();
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if(padDown&PI_UP)
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{
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m_launchHeading-=BLOWER_AIM_MOVE_AMOUNT;
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if(m_launchHeading<BLOWER_MINIMUM_AIM_ANGLE)m_launchHeading=BLOWER_MINIMUM_AIM_ANGLE;
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}
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else if(padDown&PI_DOWN)
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{
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m_launchHeading+=BLOWER_AIM_MOVE_AMOUNT;
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if(m_launchHeading>BLOWER_MAXIMUM_AIM_ANGLE)m_launchHeading=BLOWER_MAXIMUM_AIM_ANGLE;
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}
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}
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setState(STATE_IDLE); // Re-enter idle state - stops idle anims happening :/
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break;
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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 CPlayerModeCoralBlower::renderModeUi()
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{
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SpriteBank *sb;
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sFrameHdr *fh;
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// char buf[4];
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sb=CGameScene::getSpriteBank();
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fh=sb->getFrameHeader(FRM__SMALL_BLOWER);
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if(m_blowerState==BLOWER_STATE__FULL||m_blowerState==BLOWER_STATE__AIMING)
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{
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// Blower has a creature/object inside
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sb->printFT4Scaled(fh,CPlayer::POWERUPUI_ICONX,CPlayer::POWERUPUI_ICONY,0,0,CPlayer::POWERUPUI_OT,256+128);
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if(m_blowerState==BLOWER_STATE__AIMING)
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{
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// Draw aiming cursor
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int facing,heading;
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DVECTOR launchPos,targetPos;
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facing=m_player->getFacing();
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heading=((m_launchHeading+1024)*facing)&4095;
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DVECTOR const &screenOfs=CLevel::getCameraPos();
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launchPos=m_player->getPlayerPos();
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launchPos.vx+=(blowerLaunchPoint.vx*facing)-screenOfs.vx;
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launchPos.vy+=blowerLaunchPoint.vy-screenOfs.vy;
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targetPos.vx=launchPos.vx-((msin(heading)*BLOWER_TARGET_DISTANCE)>>12);
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targetPos.vy=launchPos.vy-((mcos(heading)*BLOWER_TARGET_DISTANCE)>>12);
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heading=((m_launchHeading+1024)*-facing+1024)&4095;
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sb->printRotatedScaledSprite(FRM__AIM_ARROW,targetPos.vx,targetPos.vy,8192,8192,heading,0);
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}
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}
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else
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{
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// Blower is empty
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sb->printFT4(fh,CPlayer::POWERUPUI_ICONX,CPlayer::POWERUPUI_ICONY,0,0,CPlayer::POWERUPUI_OT);
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}
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// sprintf(buf,"x%d",0);
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// m_player->getFontBank()->print(CPlayer::POWERUPUI_TEXTX,CPlayer::POWERUPUI_TEXTY,buf);
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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 CPlayerModeCoralBlower::canDoLookAround()
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{
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return m_blowerState!=BLOWER_STATE__AIMING;
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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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const struct PlayerMetrics *CPlayerModeCoralBlower::getPlayerMetrics()
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{
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return &s_playerMetrics;
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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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CPlayerState **CPlayerModeCoralBlower::getStateTable()
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{
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return s_stateTable;
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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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DVECTOR *CPlayerModeCoralBlower::getSuckUpPoint()
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{
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static DVECTOR suckUpPoint;
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suckUpPoint=getPlayerPos();
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suckUpPoint.vx+=blowerSuckUpPoint.vx*m_player->getFacing();
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suckUpPoint.vy+=blowerSuckUpPoint.vy;
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return &suckUpPoint;
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}
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/*===========================================================================
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end */
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