306 lines
6.9 KiB
C++
306 lines
6.9 KiB
C++
/*=========================================================================
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psidle.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\psidle.h"
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#ifndef __PLAYER_PMODES_H__
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#include "player\pmodes.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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/*----------------------------------------------------------------------
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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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CPlayerStateUnarmedIdle s_stateUnarmedIdle;
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CPlayerStateTeeterIdle s_stateTeeterIdle;
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CPlayerStateWeaponIdle s_stateWeaponIdle;
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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 CPlayerStateBaseIdle::thinkControl(CPlayerModeBase *_playerMode)
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{
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int controlDown,controlHeld;
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controlDown=_playerMode->getPadInputDown();
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controlHeld=_playerMode->getPadInputHeld();
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if(controlDown&PI_JUMP)
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{
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_playerMode->setState(STATE_JUMP);
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}
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else if(controlHeld&PI_LEFT)
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{
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if(_playerMode->canMoveLeft())
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_playerMode->setState(STATE_RUN);
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}
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else if(controlHeld&PI_RIGHT)
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{
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if(_playerMode->canMoveRight())
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_playerMode->setState(STATE_RUN);
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}
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else if(controlDown&PI_DOWN)
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{
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_playerMode->setState(STATE_DUCK);
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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 CPlayerStateTeeterIdle::enter(CPlayerModeBase *_playerMode)
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{
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int edgeType,dir;
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int anim;
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edgeType=_playerMode->isOnEdge();
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dir=_playerMode->getFacing();
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if(edgeType==FACING_LEFT)
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{
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anim=dir==FACING_LEFT?ANIM_SPONGEBOB_TEETERFRONT:ANIM_SPONGEBOB_TEETERBACK;
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}
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else
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{
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anim=dir==FACING_RIGHT?ANIM_SPONGEBOB_TEETERFRONT:ANIM_SPONGEBOB_TEETERBACK;
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}
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_playerMode->setAnimNo(anim);
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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 CPlayerStateTeeterIdle::think(CPlayerModeBase *_playerMode)
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{
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_playerMode->advanceAnimFrameAndCheckForEndOfAnim();
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thinkControl(_playerMode);
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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 CPlayerStateIdle::enter(CPlayerModeBase *_playerMode)
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{
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m_idleTime=0;
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m_currentIdleAnim=0;
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m_animState=ANIMSTATE_END;
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setNextIdleAnim(_playerMode);
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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 CPlayerStateIdle::think(CPlayerModeBase *_playerMode)
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{
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if(_playerMode->advanceAnimFrameAndCheckForEndOfAnim())
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{
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setNextIdleAnim(_playerMode);
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}
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thinkControl(_playerMode);
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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 CPlayerStateIdle::setNextIdleAnim(CPlayerModeBase *_playerMode)
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{
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IdleAnims *anims;
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int finished=false;
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anims=getIdleAnimsDb(m_currentIdleAnim);
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switch(m_animState)
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{
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case ANIMSTATE_START:
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m_animState=ANIMSTATE_LOOP;
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_playerMode->setAnimNo(anims->m_loopFrame);
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break;
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case ANIMSTATE_LOOP:
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if(--m_loopCount<=0)
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{
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if(anims->m_endFrame==-1)
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{
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finished=true;
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}
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else
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{
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m_animState=ANIMSTATE_END;
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_playerMode->setAnimNo(anims->m_endFrame);
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}
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}
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else
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{
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_playerMode->setAnimNo(anims->m_loopFrame);
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}
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break;
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case ANIMSTATE_END:
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finished=true;
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break;
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}
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if(finished)
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{
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int animNo;
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if(m_idleTime<5)
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{
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// Run the default idle anim a number of times before
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// starting to do weird things..
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m_currentIdleAnim=0;
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}
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else
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{
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// Alternate random idle anims with the default one
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if(m_currentIdleAnim==0&&getNumIdleAnims()>1)
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{
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m_currentIdleAnim=getRndRange(getNumIdleAnims());
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}
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else
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{
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m_currentIdleAnim=0;
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}
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}
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// Start playing the anim
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anims=getIdleAnimsDb(m_currentIdleAnim);
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if(anims->m_startFrame==-1)
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{
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// No start anim - go straight into loop
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animNo=anims->m_loopFrame;
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m_animState=ANIMSTATE_LOOP;
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}
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else
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{
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// Play start anim for this idle
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animNo=anims->m_startFrame;
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m_animState=ANIMSTATE_START;
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}
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m_loopCount=anims->m_loopCount;
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_playerMode->setAnimNo(animNo);
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m_idleTime++;
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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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static IdleAnims s_unarmedIdleAnims[]=
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{
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// start frame loop frame end frame loop count
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{ -1, ANIM_SPONGEBOB_IDLEBREATH, -1, 100 }, // default
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{ -1, ANIM_SPONGEBOB_IDLEBREATH, -1, 75 },
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{ -1, ANIM_SPONGEBOB_IDLEBREATH, -1, 50 },
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{ -1, ANIM_SPONGEBOB_IDLEWIND, -1, 1 },
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};
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static int s_numUnarmedIdleAnims=sizeof(s_unarmedIdleAnims)/sizeof(IdleAnims);
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IdleAnims *CPlayerStateUnarmedIdle::getIdleAnimsDb(int _animNo)
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{
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ASSERT(_animNo<getNumIdleAnims());
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return &s_unarmedIdleAnims[_animNo];
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}
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int CPlayerStateUnarmedIdle::getNumIdleAnims()
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{
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return s_numUnarmedIdleAnims;
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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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static IdleAnims s_weaponIdleAnims[]=
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{
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// start frame loop frame end frame loop count
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{ -1, ANIM_SPONGEBOB_IDLEBREATH, -1, 100 }, // default
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{ -1, ANIM_SPONGEBOB_IDLEBREATH, -1, 75 },
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{ -1, ANIM_SPONGEBOB_IDLEBREATH, -1, 50 },
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{ -1, ANIM_SPONGEBOB_IDLEWEAPON, -1, 1 },
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};
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static int s_numWeaponIdleAnims=sizeof(s_weaponIdleAnims)/sizeof(IdleAnims);
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IdleAnims *CPlayerStateWeaponIdle::getIdleAnimsDb(int _animNo)
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{
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ASSERT(_animNo<getNumIdleAnims());
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return &s_weaponIdleAnims[_animNo];
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}
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int CPlayerStateWeaponIdle::getNumIdleAnims()
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{
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return s_numWeaponIdleAnims;
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}
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/*===========================================================================
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end */
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