SBSPSS/source/player/psidle.cpp
2001-02-09 21:41:55 +00:00

316 lines
7.0 KiB
C++

/*=========================================================================
psidle.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\psidle.h"
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __PAD_PADS_H__
#include "pad\pads.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
/* Std Lib
------- */
/* Data
---- */
#ifndef __ANIM_PLAYER_ANIM_HEADER__
#include <player_anim.h>
#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateBaseIdle::thinkControl(CPlayer *_player)
{
int controlDown,controlHeld;
controlDown=getPadInputDown(_player);
controlHeld=getPadInputHeld(_player);
if(controlDown&PI_JUMP)
{
setState(_player,STATE_JUMP);
}
else if(controlHeld&PI_LEFT)
{
if(canMoveLeft(_player))
setState(_player,STATE_RUN);
}
else if(controlHeld&PI_RIGHT)
{
if(canMoveRight(_player))
setState(_player,STATE_RUN);
}
else if(controlDown&PI_ACTION)
{
setState(_player,STATE_ATTACK);
}
else if(controlHeld&PI_DOWN)
{
setState(_player,STATE_DUCK);
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateTeeterIdle::enter(CPlayer *_player)
{
int edgeType,dir;
int anim;
edgeType=isOnEdge(_player);
dir=getFacing(_player);
if(edgeType==FACING_LEFT)
{
anim=dir==FACING_LEFT?ANIM_PLAYER_ANIM_TEETERFRONT:ANIM_PLAYER_ANIM_TEETERBACK;
}
else
{
anim=dir==FACING_RIGHT?ANIM_PLAYER_ANIM_TEETERFRONT:ANIM_PLAYER_ANIM_TEETERBACK;
}
setAnimNo(_player,anim);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateTeeterIdle::think(CPlayer *_player)
{
advanceAnimFrameAndCheckForEndOfAnim(_player);
thinkControl(_player);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateIdle::enter(CPlayer *_player)
{
m_idleTime=0;
m_currentIdleAnim=0;
m_animState=ANIMSTATE_END;
setNextIdleAnim(_player);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateIdle::think(CPlayer *_player)
{
thinkControl(_player);
if(advanceAnimFrameAndCheckForEndOfAnim(_player))
{
setNextIdleAnim(_player);
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateIdle::setNextIdleAnim(CPlayer *_player)
{
IdleAnims *anims;
int finished=false;
anims=getIdleAnimsDb(m_currentIdleAnim);
switch(m_animState)
{
case ANIMSTATE_START:
m_animState=ANIMSTATE_LOOP;
setAnimNo(_player,anims->m_loopFrame);
break;
case ANIMSTATE_LOOP:
if(--m_loopCount<=0)
{
if(anims->m_endFrame==-1)
{
finished=true;
}
else
{
m_animState=ANIMSTATE_END;
setAnimNo(_player,anims->m_endFrame);
}
}
else
{
setAnimNo(_player,anims->m_loopFrame);
}
break;
case ANIMSTATE_END:
finished=true;
break;
}
if(finished)
{
int animNo;
if(m_idleTime<5)
{
// 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());
}
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;
setAnimNo(_player,animNo);
m_idleTime++;
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
static IdleAnims s_unarmedIdleAnims[]=
{
// start frame loop frame end frame loop count
{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 4 }, // default
{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 10 },
{ ANIM_PLAYER_ANIM_FACEFRONT, ANIM_PLAYER_ANIM_IDLEHOOLA, ANIM_PLAYER_ANIM_FACEBACK, 5 },
{ ANIM_PLAYER_ANIM_FACEFRONT, ANIM_PLAYER_ANIM_IDLEWIGGLEARM, ANIM_PLAYER_ANIM_FACEBACK, 5 },
{ -1, ANIM_PLAYER_ANIM_IDLELOOK, -1, 1 },
{ -1, ANIM_PLAYER_ANIM_IDLEWIND, -1, 1 },
};
//idlekick
//idlescratch
//? - idlesleep* - wakeup
//idlestretch
//idlewind
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_coralBlowerIdleAnims[]=
{
// start frame loop frame end frame loop count
{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 4 }, // default
{ -1, ANIM_PLAYER_ANIM_IDLEBREATHE, -1, 10 },
{ -1, ANIM_PLAYER_ANIM_IDLELOOK, -1, 1 },
};
static int s_numCoralBlowerIdleAnims=sizeof(s_coralBlowerIdleAnims)/sizeof(IdleAnims);
IdleAnims *CPlayerStateCoralBlowerIdle::getIdleAnimsDb(int _animNo)
{
ASSERT(_animNo<getNumIdleAnims());
return &s_coralBlowerIdleAnims[_animNo];
}
int CPlayerStateCoralBlowerIdle::getNumIdleAnims()
{
return s_numCoralBlowerIdleAnims;
}
/*===========================================================================
end */