SBSPSS/source/player/pmbubble.cpp
2001-06-01 18:59:33 +00:00

223 lines
5.0 KiB
C++

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