SBSPSS/source/player/psidle.cpp
2001-08-14 18:57:15 +00:00

378 lines
9.3 KiB
C++

/*=========================================================================
psidle.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\psidle.h"
#ifndef __PLAYER_PMODES_H__
#include "player\pmodes.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
/* Std Lib
------- */
/* Data
---- */
#ifndef __ANIM_SPONGEBOB_HEADER__
#include <ACTOR_SPONGEBOB_ANIM.h>
#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
CPlayerStateUnarmedIdle s_stateUnarmedIdle;
CPlayerStateTeeterIdle s_stateTeeterIdle;
CPlayerStateNoAnimIdle s_stateNoAnimIdle;
CPlayerStateWeaponIdle s_stateWeaponIdle;
CPlayerStateNetIdle s_stateNetIdle;
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateBaseIdle::thinkControl(CPlayerModeBase *_playerMode)
{
int controlDown,controlHeld;
controlDown=_playerMode->getPadInputDown();
controlHeld=_playerMode->getPadInputHeld();
_playerMode->slowdown();
if(controlDown&PI_JUMP)
{
_playerMode->setState(STATE_JUMP);
}
else if(controlHeld&PI_LEFT)
{
CPlayer *player = _playerMode->getPlayer();
player->setMoveLeftRight( player->getMoveLeftRight() - 1 );
if(_playerMode->canMoveLeft())
_playerMode->setState(STATE_RUN);
}
else if(controlHeld&PI_RIGHT)
{
CPlayer *player = _playerMode->getPlayer();
player->setMoveLeftRight( player->getMoveLeftRight() + 1 );
if(_playerMode->canMoveRight())
_playerMode->setState(STATE_RUN);
}
else if(controlHeld&PI_DOWN&&_playerMode->canDoLookAround())
{
_playerMode->setState(STATE_LOOKDOWN);
}
else if(controlHeld&PI_UP&&_playerMode->canDoLookAround())
{
_playerMode->setState(STATE_LOOKUP);
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateTeeterIdle::enter(CPlayerModeBase *_playerMode)
{
int edgeType,dir;
int anim;
edgeType=_playerMode->isOnEdge();
dir=_playerMode->getFacing();
if(edgeType==FACING_LEFT)
{
anim=dir==FACING_LEFT?ANIM_SPONGEBOB_TEETERFRONT:ANIM_SPONGEBOB_TEETERBACK;
}
else
{
anim=dir==FACING_RIGHT?ANIM_SPONGEBOB_TEETERFRONT:ANIM_SPONGEBOB_TEETERBACK;
}
_playerMode->setAnimNo(anim);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateTeeterIdle::think(CPlayerModeBase *_playerMode)
{
_playerMode->advanceAnimFrameAndCheckForEndOfAnim();
thinkControl(_playerMode);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateNoAnimIdle::enter(CPlayerModeBase *_playerMode)
{
_playerMode->setAnimNo(ANIM_SPONGEBOB_IDLEBREATH);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateNoAnimIdle::think(CPlayerModeBase *_playerMode)
{
if(_playerMode->advanceAnimFrameAndCheckForEndOfAnim())
{
_playerMode->setAnimNo(ANIM_SPONGEBOB_IDLEBREATH);
}
thinkControl(_playerMode);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateIdle::enter(CPlayerModeBase *_playerMode)
{
m_idleTime=0;
m_currentIdleAnim=0;
m_animState=ANIMSTATE_END;
setNextIdleAnim(_playerMode);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateIdle::think(CPlayerModeBase *_playerMode)
{
if(_playerMode->advanceAnimFrameAndCheckForEndOfAnim())
{
setNextIdleAnim(_playerMode);
}
thinkControl(_playerMode);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateIdle::setNextIdleAnim(CPlayerModeBase *_playerMode)
{
IdleAnims *anims;
int finished=false;
anims=getIdleAnimsDb(m_currentIdleAnim);
switch(m_animState)
{
case ANIMSTATE_START:
m_animState=ANIMSTATE_LOOP;
_playerMode->setAnimNo(anims->m_loopFrame);
break;
case ANIMSTATE_LOOP:
if(--m_loopCount<=0)
{
if(anims->m_endFrame==-1)
{
finished=true;
}
else
{
m_animState=ANIMSTATE_END;
_playerMode->setAnimNo(anims->m_endFrame);
}
}
else
{
_playerMode->setAnimNo(anims->m_loopFrame);
}
break;
case ANIMSTATE_END:
finished=true;
break;
}
if(finished)
{
int animNo;
if(m_idleTime<2)
{
// Run the default idle anim a number of times before
// starting to do weird things..
m_currentIdleAnim=0;
}
else
{
// Alternate random idle anims with the default one
if(m_currentIdleAnim==0&&getNumIdleAnims()>1)
{
m_currentIdleAnim=getRndRange(getNumIdleAnims()-1)+1;
}
else
{
m_currentIdleAnim=0;
}
}
// Start playing the anim
anims=getIdleAnimsDb(m_currentIdleAnim);
if(anims->m_startFrame==-1)
{
// No start anim - go straight into loop
animNo=anims->m_loopFrame;
m_animState=ANIMSTATE_LOOP;
}
else
{
// Play start anim for this idle
animNo=anims->m_startFrame;
m_animState=ANIMSTATE_START;
}
m_loopCount=anims->m_loopCount;
_playerMode->setAnimNo(animNo);
m_idleTime++;
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
static IdleAnims s_unarmedIdleAnims[]=
{
// start frame loop frame end frame loop count
{ -1, ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_IDLEBLINK, 4*60 }, // default
{ -1, ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_IDLEBLINK, 5*60 },
{ -1, ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_IDLEBLINK, 2*60 },
{ -1, ANIM_SPONGEBOB_IDLEFACEUPSIDEDOWN, -1, 1 },
{ -1, ANIM_SPONGEBOB_IDLEBANDAID, -1, 1 },
{ -1, ANIM_SPONGEBOB_IDLEMATURE, -1, 1 },
{ -1, ANIM_SPONGEBOB_IDLEMOUSTACHE, -1, 1 },
{ -1, ANIM_SPONGEBOB_IDLENOFACE, -1, 1 },
{ -1, ANIM_SPONGEBOB_IDLEZORRO, -1, 1 },
};
static int s_numUnarmedIdleAnims=sizeof(s_unarmedIdleAnims)/sizeof(IdleAnims);
IdleAnims *CPlayerStateUnarmedIdle::getIdleAnimsDb(int _animNo)
{
ASSERT(_animNo<getNumIdleAnims());
return &s_unarmedIdleAnims[_animNo];
}
int CPlayerStateUnarmedIdle::getNumIdleAnims()
{
return s_numUnarmedIdleAnims;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
static IdleAnims s_weaponIdleAnims[]=
{
// start frame loop frame end frame loop count
{ -1, ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_IDLEBLINK, 4*60 }, // default
{ -1, ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_IDLEBLINK, 5*60 },
{ -1, ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_IDLEBLINK, 2*60 },
{ -1, ANIM_SPONGEBOB_IDLEWEAPON, -1, 1 },
};
static int s_numWeaponIdleAnims=sizeof(s_weaponIdleAnims)/sizeof(IdleAnims);
IdleAnims *CPlayerStateWeaponIdle::getIdleAnimsDb(int _animNo)
{
ASSERT(_animNo<getNumIdleAnims());
return &s_weaponIdleAnims[_animNo];
}
int CPlayerStateWeaponIdle::getNumIdleAnims()
{
return s_numWeaponIdleAnims;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
static IdleAnims s_netIdleAnims[]=
{
// start frame loop frame end frame loop count
{ -1, ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_IDLEBLINK, 4*60 }, // default
{ -1, ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_IDLEBLINK, 5*60 },
{ -1, ANIM_SPONGEBOB_IDLEBREATH, ANIM_SPONGEBOB_IDLEBLINK, 2*60 },
{ -1, ANIM_SPONGEBOB_IDLEWEAPON, -1, 1 },
};
static int s_numNetIdleAnims=sizeof(s_netIdleAnims)/sizeof(IdleAnims);
IdleAnims *CPlayerStateNetIdle::getIdleAnimsDb(int _animNo)
{
ASSERT(_animNo<getNumIdleAnims());
return &s_netIdleAnims[_animNo];
}
int CPlayerStateNetIdle::getNumIdleAnims()
{
return s_numNetIdleAnims;
}
/*===========================================================================
end */