311 lines
6.9 KiB
C++
311 lines
6.9 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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/* 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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// 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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m_netting=false;
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m_netState=NET_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 netCatchPos={0,-80};
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DVECTOR netCatchSize={30,30};
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DVECTOR netLaunchPos={-10,-70};
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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_netting)
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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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// Start to net?
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if(!m_netting&&getPadInputDown()&PI_ACTION&&canSwingNetFromThisState())
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{
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m_netFrame=0;
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m_netting=true;
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}
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// Netting?
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if(m_netting)
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{
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switch(m_netState)
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{
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case NET_STATE__EMPTY:
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{
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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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playerPos=m_player->getPos();
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playerFacing=m_player->getFacing();
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netRect.x1=playerPos.vx+(netCatchPos.vx*playerFacing)-(netCatchSize.vx/2);
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netRect.y1=playerPos.vy+netCatchPos.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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#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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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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((CNpcEnemy*)thing)->caughtWithNet();
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m_netState=NET_STATE__JUST_CAUGHT_SOMETHING;
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thing=NULL;
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m_netSin=0;
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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__FULL:
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if(m_netFrame==0)
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{
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// Launch projectile at halfway through the swing..
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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+(1024*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 = new( "user projectile" ) CPlayerProjectile;
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projectile->init( launchPos,
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fireHeading,
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CPlayerProjectile::PLAYER_PROJECTILE_DUMBFIRE,
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CPlayerProjectile::PLAYER_PROJECTILE_FINITE_LIFE,
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5*60);
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projectile->setLayerCollision( m_player->getLayerCollision() );
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m_netState=NET_STATE__JUST_LAUNCHED_SOMETHING;
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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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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_netting=false;
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if(m_netState==NET_STATE__JUST_CAUGHT_SOMETHING)
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{
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m_netState=NET_STATE__FULL;
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}
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else if(m_netState==NET_STATE__JUST_LAUNCHED_SOMETHING)
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{
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m_netState=NET_STATE__EMPTY;
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}
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}
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}
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if(m_netState==NET_STATE__FULL)
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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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sb=m_player->getSpriteBank();
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fh=sb->getFrameHeader(FRM__NET);
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if(m_netState==NET_STATE__FULL)
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{
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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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sb->printFT4Scaled(fh,CPlayer::POWERUPUI_ICONX-(fh->W/2),CPlayer::POWERUPUI_ICONY-(fh->H/2),0,0,CPlayer::POWERUPUI_OT,size);
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}
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else
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{
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sb->printFT4(fh,CPlayer::POWERUPUI_ICONX-(fh->W/2),CPlayer::POWERUPUI_ICONY-(fh->H/2),0,0,CPlayer::POWERUPUI_OT);
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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::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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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_DUCK:
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case STATE_SOAKUP:
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case STATE_GETUP:
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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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