449 lines
8.4 KiB
C++
449 lines
8.4 KiB
C++
/*=========================================================================
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player.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\player.h"
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#ifndef __ANIM_HEADER__
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#include "gfx\anim.h"
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#endif
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#ifndef __PAD_PADS_H__
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#include "pad\pads.h"
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#endif
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#ifndef __PLAYER__PSSTATES_H__
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#include "player\pstates.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__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__PSBUTT_H__
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#include "player\psbutt.h"
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#endif
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#ifndef __PLAYER__PSCHOP_H__
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#include "player\pschop.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 __GAME_GAMESLOT_H__
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#include "game\gameslot.h"
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#endif
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// to be removed
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#include "gfx\tpage.h"
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/* Std Lib
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------- */
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/* Data
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---- */
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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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CPlayerStateIdle stateIdle;
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CPlayerStateJump stateJump;
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CPlayerStateRun stateRun;
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CPlayerStateFall stateFall;
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CPlayerStateFallFar stateFallFar;
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CPlayerStateButtBounce stateButtBounce;
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CPlayerStateButtBounceFall stateButtBounceFall;
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CPlayerStateButtBounceLand stateButtBounceLand;
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CPlayerStateChop stateChop;
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CPlayerStateRunChop stateRunChop;
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CPlayerStateDuck stateDuck;
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CPlayerStateSoakUp stateSoackUp;
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CPlayerStateGetUp stateGetup;
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CPlayerState *CPlayer::s_states[NUM_STATES]=
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{
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&stateIdle, // STATE_IDLE
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&stateJump, // STATE_JUMP
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&stateRun, // STATE_RUN
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&stateFall, // STATE_FALL
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&stateFallFar, // STATE_FALLFAR
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&stateButtBounce, // STATE_BUTTBOUNCE
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&stateButtBounceFall, // STATE_BUTTFALL
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&stateButtBounceLand, // STATE_BUTTLAND
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&stateChop, // STATE_CHOP
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&stateRunChop, // STATE_RUNCHOP
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&stateDuck, // STATE_DUCK
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&stateSoackUp, // STATE_SOAKUP
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&stateGetup, // STATE_GETUP
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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 CPlayer::init()
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{
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CThing::init();
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sActor3dHdr *Hdr=m_skel.Load(ACTORS_SPONGEBOB_A3D);
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m_skel.Init(Hdr);
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TPLoadTex(ACTORS_SPONGEBOB_TEX);
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m_skel.setAnimDatabase(CAnimDB::GetPlayerAnimBank());
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m_animNo=0;
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m_animFrame=0;
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setState(STATE_IDLE);
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m_moveVel.vx=0;
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m_moveVel.vy=0;
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setFacing(FACING_RIGHT);
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m_lives=CGameSlotManager::getSlotData().m_lives;
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m_invincibleFrameCount=INVIBCIBLE_FRAMES__START;
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#ifdef __USER_paul__
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Pos.vx=50;
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Pos.vy=200;
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#else
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Pos.vx=10;
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Pos.vy=10;
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#endif
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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 CPlayer::shutdown()
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{
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CThing::shutdown();
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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 CPlayer::think(int _frames)
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{
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CThing::think(_frames);
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#ifndef __USER_paul__
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int padInput=PadGetHeld(0);
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int move=7*_frames;
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if(padInput&PAD_UP) Pos.vy-=move;
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if(padInput&PAD_DOWN) Pos.vy+=move;
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if(padInput&PAD_LEFT) Pos.vx-=move;
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if(padInput&PAD_RIGHT) Pos.vx+=move;
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#else
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if(_frames>=3)_frames=2;
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for(int i=0;i<_frames;i++)
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{
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// Think
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m_currentState->think(this);
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Pos.vx+=m_moveVel.vx>>VELOCITY_SHIFT;
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Pos.vy+=m_moveVel.vy>>VELOCITY_SHIFT;
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// Ground collision
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if(m_moveVel.vy&&isOnSolidGround())
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{
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if(m_state==STATE_BUTTFALL)
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{
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setState(STATE_BUTTLAND);
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}
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else if(m_state==STATE_FALLFAR)
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{
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setState(STATE_IDLE);
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}
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else if(m_moveVel.vx)
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{
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setState(STATE_RUN);
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}
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else
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{
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setState(STATE_IDLE);
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}
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m_moveVel.vy=0;
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}
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if(m_invincibleFrameCount)
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{
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m_invincibleFrameCount--;
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}
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}
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#endif
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if(Pos.vx<0)Pos.vx=0;
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if(Pos.vy<0)Pos.vy=0;
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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 panim=-1;
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int MASK=2;
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void CPlayer::render()
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{
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CThing::render();
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// Render
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if(m_invincibleFrameCount==0||
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m_invincibleFrameCount&MASK)
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{
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m_skel.setFrame(m_animFrame);
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if(panim!=-1)
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m_skel.setAnimNo(panim);
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else
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m_skel.setAnimNo(m_animNo);
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m_skel.Animate(this);
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m_skel.Render(this);
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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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PlayerMetrics s_normalPlayerMetrics=
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{
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{
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8, // PM__JUMP_VELOCITY
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10, // PM__MAX_JUMP_FRAMES
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20, // PM__MAX_SAFE_FALL_FRAMES
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4, // PM__GRAVITY_VALUE
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8, // PM__TERMINAL_VELOCITY
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8, // PM__MAX_RUN_VELOCITY
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4, // PM__RUN_SPEEDUP
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2, // PM__RUN_REVERSESLOWDOWN
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1, // PM__RUN_SLOWDOWN
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}
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};
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const PlayerMetrics *CPlayer::getPlayerMetrics()
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{
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return &s_normalPlayerMetrics;
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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 CPlayer::setState(PLAYER_STATE _state)
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{
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m_currentState=s_states[_state];
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m_currentState->enter(this);
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m_state=_state;
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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 CPlayer::getFacing()
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{
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return m_facing;
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}
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void CPlayer::setFacing(int _facing)
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{
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if(m_facing!=_facing)
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{
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switch(_facing)
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{
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case FACING_LEFT:
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m_facing=FACING_LEFT;
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m_skel.setAng(512);
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break;
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case FACING_RIGHT:
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m_facing=FACING_RIGHT;
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m_skel.setAng(3096+512);
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break;
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default:
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ASSERT(0);
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break;
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}
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}
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}
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int CPlayer::getAnimFrame()
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{
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return m_animFrame;
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}
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void CPlayer::setAnimFrame(int _animFrame)
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{
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m_animFrame=_animFrame;
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}
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int CPlayer::getAnimFrameCount()
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{
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return m_skel.getFrameCount();
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}
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int CPlayer::getAnimNo()
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{
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return m_animNo;
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}
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void CPlayer::setAnimNo(int _animNo)
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{
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m_animNo=_animNo;
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m_animFrame=0;
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}
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DVECTOR CPlayer::getMoveVelocity()
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{
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return m_moveVel;
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}
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void CPlayer::setMoveVelocity(DVECTOR *_moveVel)
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{
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m_moveVel=*_moveVel;
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}
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int CPlayer::getPadInput()
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{
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return PadGetHeld(0);
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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 CPlayer::isOnSolidGround()
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{
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return Pos.vy>400;
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}
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void CPlayer::moveLeft()
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{
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const PlayerMetrics *metrics;
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metrics=getPlayerMetrics();
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setFacing(FACING_LEFT);
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if(m_moveVel.vx<=0)
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{
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m_moveVel.vx-=metrics->m_metric[PM__RUN_SPEEDUP];
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if(m_moveVel.vx<-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
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{
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m_moveVel.vx=-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
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}
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}
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else
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{
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m_moveVel.vx-=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
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}
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}
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void CPlayer::moveRight()
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{
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const PlayerMetrics *metrics;
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metrics=getPlayerMetrics();
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setFacing(FACING_RIGHT);
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if(m_moveVel.vx>=0)
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{
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m_moveVel.vx+=metrics->m_metric[PM__RUN_SPEEDUP];
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if(m_moveVel.vx>metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
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{
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m_moveVel.vx=metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
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}
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}
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else
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{
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m_moveVel.vx+=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
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}
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}
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void CPlayer::slowdown()
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{
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const PlayerMetrics *metrics;
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metrics=getPlayerMetrics();
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if(m_moveVel.vx<0)
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{
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m_moveVel.vx+=metrics->m_metric[PM__RUN_SLOWDOWN];
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if(m_moveVel.vx>0)m_moveVel.vx=0;
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}
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else if(m_moveVel.vx>0)
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{
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m_moveVel.vx-=metrics->m_metric[PM__RUN_SLOWDOWN];
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if(m_moveVel.vx<0)m_moveVel.vx=0;
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}
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}
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void CPlayer::jump()
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{
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}
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void CPlayer::fall()
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{
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}
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/*===========================================================================
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end */
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