SBSPSS/source/player/player.cpp
2001-01-22 15:03:14 +00:00

394 lines
7.0 KiB
C++

/*=========================================================================
player.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\player.h"
#ifndef __ANIM_HEADER__
#include "gfx\anim.h"
#endif
#ifndef __PAD_PADS_H__
#include "pad\pads.h"
#endif
// to be removed
#include "gfx\tpage.h"
/* Std Lib
------- */
/* Data
---- */
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
int JUMP_VELOCITY=8;
int MAX_JUMP_FRAMES=10;
int MAX_SAFE_FALL_FRAMES=20;
int GRAVITY_VALUE=4;
int TERMINAL_VELOCITY=8;
int MAX_RUN_VELOCITY=8;
int RUN_SPEEDUP=4;
int RUN_REVERSESLOWDOWN=2;
int RUN_SLOWDOWN=1;
int PSHIFT=2;
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
#include "player\pstates.h"
#include "player\psjump.h"
#include "player\psrun.h"
#include "player\psfall.h"
CPlayerStateIdle testStateIdle;
CPlayerStateJump testStateJump;
CPlayerStateRun testStateRun;
CPlayerStateFall testStateFall;
CPlayerStateFallFar testStateFallFar;
void CPlayer::init()
{
CThing::init();
sActor3dHdr *Hdr=m_skel.Load(ACTORS_SPONGEBOB_A3D);
m_skel.Init(Hdr);
TPLoadTex(ACTORS_SPONGEBOB_TEX);
m_skel.setAnimDatabase(CAnimDB::GetPlayerAnimBank());
m_animNo=0;
m_animFrame=0;
setState(STATE_IDLE);
m_moveVel.vx=0;
m_moveVel.vy=0;
setFacing(FACING_RIGHT);
Pos.vx=50;
Pos.vy=400;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::shutdown()
{
CThing::shutdown();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::think(int _frames)
{
CThing::think(_frames);
#ifndef __USER_paul__
int padInput=PadGetHeld(0);
int move=7*_frames;
if(padInput&PAD_UP) Pos.vy-=move;
if(padInput&PAD_DOWN) Pos.vy+=move;
if(padInput&PAD_LEFT) Pos.vx-=move;
if(padInput&PAD_RIGHT) Pos.vx+=move;
#else
if(_frames>=3)_frames=2;
for(int i=0;i<_frames;i++)
{
// Think
m_currentState->think(this);
Pos.vx+=m_moveVel.vx>>PSHIFT;
Pos.vy+=m_moveVel.vy>>PSHIFT;
// Ground collision
if(m_moveVel.vy&&isOnSolidGround())
{
if(m_moveVel.vx)
{
setState(STATE_RUN);
}
else
{
setState(STATE_IDLE);
}
m_moveVel.vy=0;
}
}
#endif
if(Pos.vx<0)Pos.vx=0;
if(Pos.vy<0)Pos.vy=0;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int panim=-1;
void CPlayer::render()
{
CThing::render();
// Render
m_skel.setFrame(m_animFrame);
if(panim!=-1)
m_skel.setAnimNo(panim);
else
m_skel.setAnimNo(m_animNo);
m_skel.Animate(this);
m_skel.Render(this);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int metrics[CPlayer::NUM_PLAYER_METRICS]=
{
8, // PM__JUMP_VELOCITY
10, // PM__MAX_JUMP_FRAMES
20, // PM__MAX_SAFE_FALL_FRAMES
4, // PM__GRAVITY_VALUE
8, // PM__TERMINAL_VELOCITY
8, // PM__MAX_RUN_VELOCITY
4, // PM__RUN_SPEEDUP
2, // PM__RUN_REVERSESLOWDOWN
1, // PM__RUN_SLOWDOWN
2, // PM__PSHIFT
};
int CPlayer::getPlayerMetric(PLAYER_METRIC _metric)
{
return metrics[_metric];
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
CPlayerState *CPlayer::s_states[NUM_STATES]=
{
&testStateIdle, // STATE_IDLE
&testStateJump, // STATE_JUMP
&testStateRun, // STATE_RUN
&testStateFall, // STATE_FALL
&testStateFallFar, // STATE_FALLFAR
};
void CPlayer::setState(PLAYER_STATE _state)
{
PAUL_DBGMSG("set state %d",_state);
m_currentState=s_states[_state];
m_currentState->enter(this);
m_state=_state;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getFacing()
{
return m_facing;
}
void CPlayer::setFacing(int _facing)
{
if(m_facing!=_facing)
{
switch(_facing)
{
case FACING_LEFT:
m_facing=FACING_LEFT;
m_skel.setAng(512);
break;
case FACING_RIGHT:
m_facing=FACING_RIGHT;
m_skel.setAng(3096+512);
break;
default:
ASSERT(0);
break;
}
}
}
int CPlayer::getAnimFrame()
{
return m_animFrame;
}
void CPlayer::setAnimFrame(int _animFrame)
{
m_animFrame=_animFrame;
}
int CPlayer::getAnimFrameCount()
{
return m_skel.getFrameCount();
}
int CPlayer::getAnimNo()
{
return m_animNo;
}
void CPlayer::setAnimNo(int _animNo)
{
m_animNo=_animNo;
m_animFrame=0;
}
DVECTOR CPlayer::getMoveVelocity()
{
return m_moveVel;
}
void CPlayer::setMoveVelocity(DVECTOR *_moveVel)
{
m_moveVel=*_moveVel;
}
int CPlayer::getPadInput()
{
return PadGetHeld(0);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::isOnSolidGround()
{
return Pos.vy>400;
}
void CPlayer::moveLeft()
{
setFacing(FACING_LEFT);
if(m_moveVel.vx<=0)
{
m_moveVel.vx-=RUN_SPEEDUP;
if(m_moveVel.vx<-MAX_RUN_VELOCITY<<PSHIFT)
{
m_moveVel.vx=-MAX_RUN_VELOCITY<<PSHIFT;
// setFacing(FACING_LEFT);
}
}
else
{
m_moveVel.vx-=RUN_REVERSESLOWDOWN;
// if(m_moveVel.vx<=0)
// {
// setFacing(FACING_LEFT);
// }
}
}
void CPlayer::moveRight()
{
setFacing(FACING_RIGHT);
if(m_moveVel.vx>=0)
{
m_moveVel.vx+=RUN_SPEEDUP;
if(m_moveVel.vx>MAX_RUN_VELOCITY<<PSHIFT)
{
m_moveVel.vx=MAX_RUN_VELOCITY<<PSHIFT;
// setFacing(FACING_RIGHT);
}
}
else
{
m_moveVel.vx+=RUN_REVERSESLOWDOWN;
// if(m_moveVel.vx>=0)
// {
// setFacing(FACING_RIGHT);
// }
}
}
void CPlayer::slowdown()
{
if(m_moveVel.vx<0)
{
m_moveVel.vx+=RUN_SLOWDOWN;
if(m_moveVel.vx>0)m_moveVel.vx=0;
}
else if(m_moveVel.vx>0)
{
m_moveVel.vx-=RUN_SLOWDOWN;
if(m_moveVel.vx<0)m_moveVel.vx=0;
}
}
void CPlayer::jump()
{
}
void CPlayer::fall()
{
}
/*===========================================================================
end */