SBSPSS/source/player/psbutt.cpp
2001-07-23 19:26:37 +00:00

275 lines
5.8 KiB
C++

/*=========================================================================
psbutt.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\psbutt.h"
#ifndef __PAD_VIBE_H__
#include "pad\vibe.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __PLAYER_PMODES_H__
#include "player\pmodes.h"
#endif
#ifndef __GAME_GAMEBUBS_H__
#include "game\gamebubs.h"
#endif
#ifndef __LEVEL_LEVEL_H__
#include "level\level.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
/* Std Lib
------- */
/* Data
---- */
#ifndef __ANIM_SPONGEBOB_HEADER__
#include <ACTOR_SPONGEBOB_ANIM.h>
#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
CPlayerStateButtBounce s_stateButtBounce;
CPlayerStateButtBounceFall s_stateButtBounceFall;
CPlayerStateButtBounceLand s_stateButtBounceLand;
CPlayerStateButtBounceUp s_stateButtBounceUp;
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateButtBounce::enter(CPlayerModeBase *_playerMode)
{
DVECTOR move;
_playerMode->setAnimNo(ANIM_SPONGEBOB_BUTTBOUNCESTART);
move=_playerMode->getMoveVelocity();
move.vy=0;
_playerMode->setMoveVelocity(&move);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateButtBounce::think(CPlayerModeBase *_playerMode)
{
int controlHeld;
controlHeld=_playerMode->getPadInputHeld();
if(controlHeld&PI_LEFT)
{
_playerMode->moveLeft();
}
else if(controlHeld&PI_RIGHT)
{
_playerMode->moveRight();
}
else
{
_playerMode->slowdown();
}
if(_playerMode->advanceAnimFrameAndCheckForEndOfAnim())
{
_playerMode->setState(STATE_BUTTFALL);
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateButtBounceFall::enter(CPlayerModeBase *_playerMode)
{
_playerMode->setAnimNo(ANIM_SPONGEBOB_BUTTBOUNCEEND);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateButtBounceFall::think(CPlayerModeBase *_playerMode)
{
int controlHeld;
controlHeld=_playerMode->getPadInputHeld();
if(controlHeld&PI_LEFT)
{
_playerMode->moveLeft();
}
else if(controlHeld&PI_RIGHT)
{
_playerMode->moveRight();
}
else
{
_playerMode->slowdown();
}
_playerMode->buttFall();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateButtBounceLand::enter(CPlayerModeBase *_playerMode)
{
m_bounceOffFloor=false;
if(_playerMode->getIsInWater())
{
DVECTOR const &pos=_playerMode->getPlayerPos();
if((CGameScene::getCollision()->getCollisionBlock(pos.vx,pos.vy)&COLLISION_TYPE_MASK)==COLLISION_TYPE_FLAG_DESTRUCTABLE_WALL)
{
CLevel &level=GameScene.GetLevel();
level.destroyMapArea(pos);
m_bounceOffFloor=true;
}
}
if(!m_bounceOffFloor)
{
CPadVibrationManager::setVibration(0,CPadVibrationManager::VIBE_SHORT);
CGameScene::setCameraShake(0,8);
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateButtBounceLand::think(CPlayerModeBase *_playerMode)
{
if(m_bounceOffFloor)
{
_playerMode->setState(STATE_BUTTBOUNCEUP);
}
if(_playerMode->advanceAnimFrameAndCheckForEndOfAnim())
{
_playerMode->setState(STATE_IDLE);
}
_playerMode->zeroMoveVelocity();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateButtBounceUp::enter(CPlayerModeBase *_playerMode)
{
if(_playerMode->getIsInWater())
{
DVECTOR const &pos=_playerMode->getPlayerPos();
CGameBubicleFactory::spawnBubicles(pos.vx-20,pos.vy,40,10,CGameBubicleFactory::TYPE_MEDIUM);
CPadVibrationManager::setVibration(0,CPadVibrationManager::VIBE_MEDIUM);
CGameScene::setCameraShake(0,8);
}
_playerMode->setAnimNo(ANIM_SPONGEBOB_BUTTBOUNCEEND);
m_bounceFrames=0;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int bounceUpFrames=5;
void CPlayerStateButtBounceUp::think(CPlayerModeBase *_playerMode)
{
int controlHeld;
controlHeld=_playerMode->getPadInputHeld();
if(controlHeld&PI_LEFT)
{
_playerMode->moveLeft();
}
else if(controlHeld&PI_RIGHT)
{
_playerMode->moveRight();
}
else
{
_playerMode->slowdown();
}
if(m_bounceFrames<=bounceUpFrames)
{
m_bounceFrames++;
_playerMode->jump();
}
else
{
_playerMode->setState(STATE_FALL);
}
}
/*===========================================================================
end */