455 lines
10 KiB
C++
455 lines
10 KiB
C++
/*=========================================================================
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pmnet.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\pmnet.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 __ENEMY_NPC_H__
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#include "enemy\npc.h"
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#endif
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#ifndef __PROJECTL_PROJECTL_H__
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#include "projectl\projectl.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 __UTILS_HEADER__
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#include "utils\utils.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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// States
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#ifndef __PLAYER__PSBUTT_H__
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#include "player\psbutt.h"
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#endif
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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 __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_stateNetIdle, // STATE_IDLE
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&s_stateTeeterIdle, // STATE_IDLETEETER
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&s_stateJump, // STATE_JUMP
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&s_stateSpring, // STATE_SPRINGUP
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&s_stateRun, // 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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&s_stateButtBounce, // STATE_BUTTBOUNCE
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&s_stateButtBounceFall, // STATE_BUTTFALL
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&s_stateButtBounceLand, // STATE_BUTTLAND
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&s_stateButtBounceUp, // STATE_BUTTBOUNCEUP
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&s_stateSoakUp, // 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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// Net pulse
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int npspeed=150;
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int npsize=40;
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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 CPlayerModeNet::enter()
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{
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CPlayerModeBase::enter();
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m_netState=NET_STATE__INERT;
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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 netCatchPos[17]= // Oh.. why not, eh?
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{
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{ 64-42, -128+102 },
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{ 64-15, -128+86 },
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{ 64-42, -128+33 },
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{ 64-42, -128+33 },
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{ 64-42, -128+33 },
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{ 64-80, -128+35 },
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{ 64-80, -128+35 },
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{ 64-95, -128+64 },
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{ 64-95, -128+64 },
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{ 64-114, -128+110 },
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{ 64-114, -128+110 },
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{ 64-114, -128+110 },
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{ 64-95, -128+64 },
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{ 64-80, -128+35 },
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{ 64-42, -128+33 },
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{ 64-15, -128+86 },
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{ 64-42, -128+102 },
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};
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DVECTOR netCatchSize={50,30};
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DVECTOR netLaunchPos={-15,-90};
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void CPlayerModeNet::think()
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{
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// If we're netting then restore the 'real' anim number/frame before
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// doing the think so that the rest of the code doesn't know what
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// is going on ;)
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if(m_netState!=NET_STATE__INERT)
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{
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setAnimNo(m_savedAnimNo);
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setAnimFrame(m_savedAnimFrame);
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}
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CPlayerModeBase::think();
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// Netting?
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switch(m_netState)
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{
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case NET_STATE__INERT:
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{
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int padDown;
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padDown=getPadInputDown();
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if(padDown&(PI_CATCH|PI_FIRE)&&canSwingNetFromThisState())
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{
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if(padDown&PI_CATCH&&!m_player->isJellyFishAmmoFull())
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{
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m_netState=NET_STATE__CATCHING;
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}
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else if(padDown&PI_FIRE&&m_player->getJellyFishAmmo())
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{
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m_netState=NET_STATE__LAUNCHING;
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}
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m_netFrame=0;
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}
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}
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break;
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case NET_STATE__CATCHING:
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{
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DVECTOR catchPos;
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DVECTOR playerPos;
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int playerFacing;
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CRECT netRect;
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CThing *thing;
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ASSERT(m_netFrame<(int)(sizeof(netCatchPos)/sizeof(DVECTOR)));
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catchPos=netCatchPos[m_netFrame];
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playerPos=m_player->getPos();
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playerFacing=m_player->getFacing();
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netRect.x1=playerPos.vx+(catchPos.vx*playerFacing)-(netCatchSize.vx/2);
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netRect.y1=playerPos.vy+catchPos.vy-(netCatchSize.vy/2);
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netRect.x2=netRect.x1+netCatchSize.vx;
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netRect.y2=netRect.y1+netCatchSize.vy;
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/*
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#ifdef __USER_paul__
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{
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CRECT area=netRect;
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DVECTOR 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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*/
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thing=CThingManager::checkCollisionAreaAgainstThings(&netRect,CThing::TYPE_ENEMY,false);
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while(thing)
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{
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if(((CNpcEnemy*)thing)->canBeCaughtByNet())
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{
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m_netState=NET_STATE__JUST_CAUGHT_SOMETHING;
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if(m_player->getJellyFishAmmo()==0)
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{
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m_netSin=0;
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}
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m_player->giveJellyFishAmmo(((CNpcEnemy*)thing)->getRGB());
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((CNpcEnemy*)thing)->caughtWithNet();
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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(&netRect,CThing::TYPE_ENEMY,true);
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}
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}
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}
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break;
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case NET_STATE__JUST_CAUGHT_SOMETHING:
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break;
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case NET_STATE__LAUNCHING:
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// Launch projectile at halfway through the swing..
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if(m_netFrame==4)
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{
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CPlayerProjectile *projectile;
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int playerFacing;
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int fireHeading;
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DVECTOR launchPos;
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playerFacing=m_player->getFacing();
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fireHeading=1024+(512*playerFacing);
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launchPos=m_player->getPos();
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launchPos.vx+=netLaunchPos.vx*playerFacing;
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launchPos.vy+=netLaunchPos.vy;
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projectile = CPlayerProjectile::Create();
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projectile->init( launchPos,
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fireHeading,
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CPlayerProjectile::PLAYER_PROJECTILE_BOUNCING,
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CPlayerProjectile::PLAYER_PROJECTILE_FINITE_LIFE,
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5*60);
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projectile->updateCollisionArea();
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projectile->setRGB(m_player->getColourOfNextJellyfishAmmo());
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m_netState=NET_STATE__JUST_LAUNCHED_SOMETHING;
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m_player->useOneJellyFishAmmo();
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}
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break;
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case NET_STATE__JUST_LAUNCHED_SOMETHING:
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break;
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}
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if(m_netState!=NET_STATE__INERT)
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{
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m_player->setAnimNo(ANIM_SPONGEBOB_SWIPE);
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m_player->setAnimFrame(m_netFrame);
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m_netFrame++;
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if(m_netFrame>=m_player->getAnimFrameCount())
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{
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m_player->setAnimNo(m_savedAnimNo);
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m_player->setAnimFrame(m_savedAnimFrame);
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m_netState=NET_STATE__INERT;
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}
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}
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if(m_player->getJellyFishAmmo())
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{
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m_netSin=(m_netSin+npspeed)&4095;
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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 CPlayerModeNet::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__NET);
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if(m_player->getJellyFishAmmo())
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{
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POLY_FT4 *ft4;
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// Net has a jellyfish inside
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int size=256+128+((msin(m_netSin)*npsize)>>12);
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u32 colour;
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sb->printFT4Scaled(fh,CPlayer::POWERUPUI_ICONX,CPlayer::POWERUPUI_ICONY,0,0,CPlayer::POWERUPUI_OT,size);
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ft4=sb->printFT4Scaled(FRM__NETBLOB,CPlayer::POWERUPUI_ICONX+17,CPlayer::POWERUPUI_ICONY,0,0,CPlayer::POWERUPUI_OT,size);
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setShadeTex(ft4,0);
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colour=m_player->getColourOfNextJellyfishAmmo();
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setRGB0(ft4,(colour)&0xff,(colour>>8)&0x0ff,(colour>>16)&0xff);
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}
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else
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{
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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",m_player->getJellyFishAmmo());
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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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void CPlayerModeNet::setAnimNo(int _animNo)
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{
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CPlayerModeBase::setAnimNo(_animNo);
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m_savedAnimNo=_animNo;
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}
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void CPlayerModeNet::setAnimFrame(int _animFrame)
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{
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CPlayerModeBase::setAnimFrame(_animFrame);
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m_savedAnimFrame=_animFrame;
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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 **CPlayerModeNet::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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int CPlayerModeNet::canSwingNetFromThisState()
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{
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int ret=false;
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switch(getState())
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{
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case STATE_IDLE:
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case STATE_IDLETEETER:
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case STATE_JUMP:
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case STATE_RUN:
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case STATE_FALL:
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ret=true;
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break;
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case STATE_SPRINGUP:
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case STATE_FALLFAR:
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case STATE_BUTTBOUNCE:
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case STATE_BUTTFALL:
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case STATE_BUTTLAND:
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case STATE_BUTTBOUNCEUP:
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case STATE_SOAKUP:
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case STATE_GETUP:
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case STATE_LOOKDOWN:
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case STATE_LOOKDOWNRELAX:
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case STATE_LOOKUP:
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case STATE_LOOKUPRELAX:
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case STATE_JUMPBACK:
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break;
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}
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return ret;
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}
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/*===========================================================================
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end */
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