SBSPSS/source/player/player.cpp
2001-05-01 16:26:31 +00:00

1673 lines
38 KiB
C++

/*=========================================================================
player.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\player.h"
#ifndef __PAD_PADS_H__
#include "pad\pads.h"
#endif
#ifndef __GAME_GAMESLOT_H__
#include "game\gameslot.h"
#endif
#ifndef __LAYER_COLLISION_H__
#include "level\layercollision.h"
#endif
#ifndef __PLAYER_PMODES_H__
#include "player\pmodes.h"
#endif
#ifndef __PLAYER_PMBLOON_H__
#include "player\pmbloon.h"
#endif
#ifndef __PLAYER_PMBUBBLE_H__
#include "player\pmbubble.h"
#endif
#ifndef __PLAYER_PMNET_H__
#include "player\pmnet.h"
#endif
#ifndef __PLAYER_PMCHOP_H__
#include "player\pmchop.h"
#endif
#ifndef __PLAYER_PMCORAL_H__
#include "player\pmcoral.h"
#endif
#ifndef __PLAYER_PMDEAD_H__
#include "player\pmdead.h"
#endif
#ifndef __PLAYER_PMFLY_H__
#include "player\pmfly.h"
#endif
#ifndef __PLAYER_PMJELLY_H__
#include "player\pmjelly.h"
#endif
#ifndef __GFX_FONT_H__
#include "gfx\font.h"
#endif
#ifndef __GFX_SPRBANK_H__
#include "gfx\sprbank.h"
#endif
#ifndef __PLATFORM_PLATFORM_H__
#include "platform\platform.h"
#endif
// to be removed
//#include "gfx\tpage.h"
/* Std Lib
------- */
/* Data
---- */
#ifndef __SPR_SPRITES_H__
#include <sprites.h>
#endif
#ifndef __ANIM_SPONGEBOB_HEADER__
#include <ACTOR_SPONGEBOB_Anim.h>
#endif
#ifndef __ANIM_SPONGEBOB_NET_HEADER__
#include <ACTOR_SPONGEBOB_NET_Anim.h>
#endif
#ifndef __ANIM_SPONGEBOB_CORALBLOWER_HEADER__
#include <ACTOR_SPONGEBOB_CORALBLOWER_Anim.h>
#endif
#ifndef __ANIM_SPONGEBOB_JELLYLAUNCHER_HEADER__
#include <ACTOR_SPONGEBOB_JELLYLAUNCHER_Anim.h>
#endif
//#ifndef __ANIM_SPONGEBOB_GLASSES_HEADER__
//#include <ACTOR_SPONGEBOB_GLASSES_Anim.h>
//#endif
//#ifndef __ANIM_SPONGEBOB_BUBBLEWAND_HEADER__
//#include <ACTOR_SPONGEBOB_BUBBLEWAND_Anim.h>
//#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
//#define _RECORD_DEMO_MODE_
#ifdef __USER_paul__
#define _STATE_DEBUG_
#endif
#define SLIPSPEED 10 // Speed that player slips on icy surfaces
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
// Two dice. One says 'Re' on every face, the other says 'boot',
// 'install', 'try', 'tire', 'sume' and 'number'
/*
WEAPON MODES
unamred constant
karate-chop constant
balloon timed ( respawn )
bubble mixture (un)limited supply ( respawn )
helmet constant ( respawn )
coral blower constant ( respawn )
net constant
jelly launcher limited supply ( respawn )
POWER-UPS
glasses constant
squeaky boots timed ( respawn )
mm & bb ring timed
*/
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
#ifdef _RECORD_DEMO_MODE_
#include "player\demoplay.h"
#define MAX_DEMO_SIZE 512 // So max size of a demo is 1k
#define MAX_DEMO_TIME_IN_FRAMES 30*60 // Recorded demo will last 30 seconds
static CDemoPlayer::demoPlayerControl s_demoControls[MAX_DEMO_SIZE]={{PI_NONE,0}};
static int s_demoSize=0;
static int s_demoFrameCount=0;
static void writeDemoControls()
{
char filename[32];
int fh;
int fc=MAX_DEMO_TIME_IN_FRAMES;
sprintf(filename,"demo____.dmo");
fh=PCcreat((char *)filename,0);
ASSERT(fh!=-1);
PCwrite(fh,(char*)&fc,sizeof(fc)); // frame count
PCwrite(fh,(char*)&s_demoSize,sizeof(s_demoSize)); // demo size
for(int i=0;i<s_demoSize;i++)
PCwrite(fh,(char*)&s_demoControls[i],sizeof(CDemoPlayer::demoPlayerControl)); // control data
PCclose(fh);
SYSTEM_DBGMSG("Written demo file %s with %d frames",filename,s_demoSize);
}
#endif
#ifdef _STATE_DEBUG_
static const char *s_modeText[NUM_PLAYERMODES]=
{
"BASICUNARMED",
"FULLUNARMED",
"BALLOON",
"BUBBLE MIXTURE",
"NET",
"CORALBLOWER",
"JELLY LAUNCHER",
"DEAD",
"FLY",
};
#endif
int s_screenPos;
int m_cameraLookOffset;
int MAP2D_CENTRE_X=-256;
int MAP2D_CENTRE_Y=-170;
int MAP2D_BLOCKSTEPSIZE=16;
CPlayerModeBase PLAYERMODE;
CPlayerModeChop PLAYERMODECHOP;
CPlayerModeBalloon PLAYERMODEBALLOON;
CPlayerModeBubbleMixture PLAYERMODEBUBBLEMIXTURE;
CPlayerModeNet PLAYERMODENET;
CPlayerModeCoralBlower PLAYERMODECORALBLOWER;
CPlayerModeJellyLauncher PLAYERMODEJELLYLAUNCHER;
CPlayerModeDead PLAYERMODEDEAD;
CPlayerModeFly PLAYERMODEFLY;
CPlayerMode *CPlayer::s_playerModes[NUM_PLAYERMODES]=
{
&PLAYERMODE, // PLAYER_MODE_BASICUNARMED
&PLAYERMODECHOP, // PLAYER_MODE_FULLUNARMED
&PLAYERMODEBALLOON, // PLAYER_MODE_BALLOON
&PLAYERMODEBUBBLEMIXTURE, // PLAYER_MODE_BUBBLE_MIXTURE
&PLAYERMODENET, // PLAYER_MODE_NET
&PLAYERMODECORALBLOWER, // PLAYER_MODE_CORALBLOWER
&PLAYERMODEJELLYLAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER
&PLAYERMODEDEAD, // PLAYER_MODE_DEAD
&PLAYERMODEFLY, // PLAYER_MODE_FLY
};
// A big bunch of 'temporary' variables for tweaking things
// This #def makes them static under a release build..
#ifdef __VERSION_DEBUG__
#define pint int
#else
#define pint static const int
#endif
pint sbanimspeed=0;
pint looktimeout=20;
pint lookmaxoffsetup=3*MAP2D_BLOCKSTEPSIZE;
pint lookmaxoffsetdown=6*MAP2D_BLOCKSTEPSIZE;
pint lookspeed=2;
pint lookreturnspeed=5;
pint ledgeTimer=50;
pint ledgeSpeedIn=1;
pint ledgeSpeedOut=3;
pint ledgeShift=1;
pint cammove=2;
// --------------------------------- Addon stuff ---------------------------------
CActorGfx *s_addonActorGfx[NUM_PLAYER_ADDONS]=
{
NULL, // PLAYER_ADDON_NET
NULL, // PLAYER_ADDON_CORALBLOWER
NULL, // PLAYER_ADDON_JELLYLAUNCHER
NULL, // PLAYER_ADDON_GLASSES
NULL, // PLAYER_ADDON_BUBBLEWAND
};
FileEquate s_addonActorPoolNames[NUM_PLAYER_ADDONS]=
{
ACTORS_SPONGEBOB_NET_SBK, // PLAYER_ADDON_NET
ACTORS_SPONGEBOB_CORALBLOWER_SBK, // PLAYER_ADDON_CORALBLOWER
ACTORS_SPONGEBOB_JELLYLAUNCHER_SBK, // PLAYER_ADDON_JELLYLAUNCHER
(FileEquate)-1, // PLAYER_ADDON_GLASSES
(FileEquate)-1, // PLAYER_ADDON_BUBBLEWAND
};
PLAYER_ADDONS s_addonNumbers[NUM_PLAYERMODES]=
{
NO_ADDON, // PLAYER_MODE_BASICUNARMED
NO_ADDON, // PLAYER_MODE_FULLUNARMED
NO_ADDON, // PLAYER_MODE_BALLOON
PLAYER_ADDON_BUBBLEWAND, // PLAYER_MODE_BUBBLE_MIXTURE
PLAYER_ADDON_NET, // PLAYER_MODE_NET
PLAYER_ADDON_CORALBLOWER, // PLAYER_MODE_CORALBLOWER
PLAYER_ADDON_JELLYLAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER
NO_ADDON, // PLAYER_MODE_DEAD
NO_ADDON, // PLAYER_MODE_FLY
};
static s8 s_animMapNet[NUM_PLAYER_ADDONS][NUM_ANIM_SPONGEBOB]=
{
// PLAYER_ADDON_NET,
{
ANIM_SPONGEBOB_NET_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
ANIM_SPONGEBOB_NET_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
ANIM_SPONGEBOB_NET_FALL, // ANIM_SPONGEBOB_FALL,
ANIM_SPONGEBOB_NET_GETUP, // ANIM_SPONGEBOB_GETUP,
ANIM_SPONGEBOB_NET_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
ANIM_SPONGEBOB_NET_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
ANIM_SPONGEBOB_NET_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
ANIM_SPONGEBOB_NET_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
ANIM_SPONGEBOB_NET_JUMP, // ANIM_SPONGEBOB_JUMP,
ANIM_SPONGEBOB_NET_RUN, // ANIM_SPONGEBOB_RUN,
ANIM_SPONGEBOB_NET_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
ANIM_SPONGEBOB_NET_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
ANIM_SPONGEBOB_NET_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
ANIM_SPONGEBOB_NET_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
ANIM_SPONGEBOB_NET_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
ANIM_SPONGEBOB_NET_SWIPE, // ANIM_SPONGEBOB_SWIPE,
ANIM_SPONGEBOB_NET_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
-1, // ANIM_SPONGEBOB_FIREEND,
-1, // ANIM_SPONGEBOB_FIRESTART,
-1, // ANIM_SPONGEBOB_IDLEWEAPON,
-1, // ANIM_SPONGEBOB_WALK,
-1, // ANIM_SPONGEBOB_KARATE,
},
// PLAYER_ADDON_CORALBLOWER,
{
-1, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
-1, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
ANIM_SPONGEBOB_CORALBLOWER_FALL, // ANIM_SPONGEBOB_FALL,
ANIM_SPONGEBOB_CORALBLOWER_GETUP, // ANIM_SPONGEBOB_GETUP,
ANIM_SPONGEBOB_CORALBLOWER_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
ANIM_SPONGEBOB_CORALBLOWER_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
ANIM_SPONGEBOB_CORALBLOWER_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
ANIM_SPONGEBOB_CORALBLOWER_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
ANIM_SPONGEBOB_CORALBLOWER_JUMP, // ANIM_SPONGEBOB_JUMP,
-1, // ANIM_SPONGEBOB_RUN,
-1, // ANIM_SPONGEBOB_RUNSTOP,
-1, // ANIM_SPONGEBOB_RUNSTART,
ANIM_SPONGEBOB_CORALBLOWER_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
ANIM_SPONGEBOB_CORALBLOWER_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
ANIM_SPONGEBOB_CORALBLOWER_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
-1, // ANIM_SPONGEBOB_SWIPE,
ANIM_SPONGEBOB_CORALBLOWER_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
ANIM_SPONGEBOB_CORALBLOWER_FIREEND, // ANIM_SPONGEBOB_FIREEND,
ANIM_SPONGEBOB_CORALBLOWER_FIRESTART, // ANIM_SPONGEBOB_FIRESTART,
-1, // ANIM_SPONGEBOB_IDLEWEAPON,
ANIM_SPONGEBOB_CORALBLOWER_WALK, // ANIM_SPONGEBOB_WALK,
-1, // ANIM_SPONGEBOB_KARATE,
},
// PLAYER_ADDON_JELLYLAUNCHER,
{
ANIM_SPONGEBOB_JELLYLAUNCHER_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
ANIM_SPONGEBOB_JELLYLAUNCHER_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
ANIM_SPONGEBOB_JELLYLAUNCHER_FALL, // ANIM_SPONGEBOB_FALL,
ANIM_SPONGEBOB_JELLYLAUNCHER_GETUP, // ANIM_SPONGEBOB_GETUP,
ANIM_SPONGEBOB_JELLYLAUNCHER_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
ANIM_SPONGEBOB_JELLYLAUNCHER_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
ANIM_SPONGEBOB_JELLYLAUNCHER_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
ANIM_SPONGEBOB_JELLYLAUNCHER_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
ANIM_SPONGEBOB_JELLYLAUNCHER_JUMP, // ANIM_SPONGEBOB_JUMP,
ANIM_SPONGEBOB_JELLYLAUNCHER_RUN, // ANIM_SPONGEBOB_RUN,
ANIM_SPONGEBOB_JELLYLAUNCHER_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
ANIM_SPONGEBOB_JELLYLAUNCHER_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
ANIM_SPONGEBOB_JELLYLAUNCHER_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
ANIM_SPONGEBOB_JELLYLAUNCHER_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
ANIM_SPONGEBOB_JELLYLAUNCHER_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
-1, // ANIM_SPONGEBOB_SWIPE,
ANIM_SPONGEBOB_JELLYLAUNCHER_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
ANIM_SPONGEBOB_JELLYLAUNCHER_FIREEND, // ANIM_SPONGEBOB_FIREEND,
ANIM_SPONGEBOB_JELLYLAUNCHER_FIRESTART, // ANIM_SPONGEBOB_FIRESTART,
-1, // ANIM_SPONGEBOB_IDLEWEAPON,
-1, // ANIM_SPONGEBOB_WALK,
-1, // ANIM_SPONGEBOB_KARATE,
},
// PLAYER_ADDON_GLASSES,
{
-1, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
-1, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
-1, // ANIM_SPONGEBOB_FALL,
-1, // ANIM_SPONGEBOB_GETUP,
-1, // ANIM_SPONGEBOB_HITGROUND,
-1, // ANIM_SPONGEBOB_IDLEBREATH,
-1, // ANIM_SPONGEBOB_IDLEWIND,
-1, // ANIM_SPONGEBOB_JUMPEND,
-1, // ANIM_SPONGEBOB_JUMP,
-1, // ANIM_SPONGEBOB_RUN,
-1, // ANIM_SPONGEBOB_RUNSTOP,
-1, // ANIM_SPONGEBOB_RUNSTART,
-1, // ANIM_SPONGEBOB_SOAKUP,
-1, // ANIM_SPONGEBOB_TEETERBACK,
-1, // ANIM_SPONGEBOB_TEETERFRONT,
-1, // ANIM_SPONGEBOB_SWIPE,
-1, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
-1, // ANIM_SPONGEBOB_FIREEND,
-1, // ANIM_SPONGEBOB_FIRESTART,
-1, // ANIM_SPONGEBOB_IDLEWEAPON,
-1, // ANIM_SPONGEBOB_WALK,
-1, // ANIM_SPONGEBOB_KARATE,
},
// PLAYER_ADDON_BUBBLEWAND,
{
-1, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
-1, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
-1, // ANIM_SPONGEBOB_FALL,
-1, // ANIM_SPONGEBOB_GETUP,
-1, // ANIM_SPONGEBOB_HITGROUND,
-1, // ANIM_SPONGEBOB_IDLEBREATH,
-1, // ANIM_SPONGEBOB_IDLEWIND,
-1, // ANIM_SPONGEBOB_JUMPEND,
-1, // ANIM_SPONGEBOB_JUMP,
-1, // ANIM_SPONGEBOB_RUN,
-1, // ANIM_SPONGEBOB_RUNSTOP,
-1, // ANIM_SPONGEBOB_RUNSTART,
-1, // ANIM_SPONGEBOB_SOAKUP,
-1, // ANIM_SPONGEBOB_TEETERBACK,
-1, // ANIM_SPONGEBOB_TEETERFRONT,
-1, // ANIM_SPONGEBOB_SWIPE,
-1, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
-1, // ANIM_SPONGEBOB_FIREEND,
-1, // ANIM_SPONGEBOB_FIRESTART,
-1, // ANIM_SPONGEBOB_IDLEWEAPON,
-1, // ANIM_SPONGEBOB_WALK,
-1, // ANIM_SPONGEBOB_KARATE,
},
};
// -------------------------------------------------------------------------------
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::init()
{
int i;
CPlayerThing::init();
m_fontBank=new ("PlayerFont") FontBank();
m_fontBank->initialise(&standardFont);
m_fontBank->setOt(5);
m_spriteBank=new ("PlayerSprites") SpriteBank();
m_spriteBank->load(SPRITES_SPRITES_SPR);
m_layerCollision=NULL;
m_actorGfx=CActorPool::GetActor(ACTORS_SPONGEBOB_SBK);
for(i=0;i<NUM_PLAYERMODES;i++)
{
s_playerModes[i]->initialise(this);
}
m_currentPlayerModeClass=NULL;
setMode(PLAYER_MODE_FULLUNARMED); //PKG
m_animNo=0;
m_animFrame=0;
setFacing(FACING_RIGHT);
respawn();
m_lives=CGameSlotManager::getSlotData().m_lives;
m_lastPadInput=m_padInput=PI_NONE;
s_screenPos=128;
resetPlayerCollisionSizeToBase();
m_divingHelmet=false;
//#ifdef __USER_paul__
registerAddon(PLAYER_ADDON_NET);
registerAddon(PLAYER_ADDON_CORALBLOWER);
registerAddon(PLAYER_ADDON_JELLYLAUNCHER);
registerAddon(PLAYER_ADDON_GLASSES);
registerAddon(PLAYER_ADDON_BUBBLEWAND);
//#endif
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::shutdown()
{
int i;
for(i=0;i<NUM_PLAYERMODES;i++)
{
s_playerModes[i]->shutdown();
}
for(i=0;i<NUM_PLAYER_ADDONS;i++)
{
if(s_addonActorGfx[i])
{
delete s_addonActorGfx[i];
s_addonActorGfx[i]=NULL;
}
}
delete m_actorGfx;
m_spriteBank->dump(); delete m_spriteBank;
m_fontBank->dump(); delete m_fontBank;
CPlayerThing::shutdown();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
static int oldmode=-1;
int newmode=-1;
#ifdef _STATE_DEBUG_
char posBuf[100];
#endif
void CPlayer::think(int _frames)
{
int i;
if(PadGetDown(0)&PAD_L1)
{
oldmode=m_currentMode;
newmode=PLAYER_MODE_FLY;
}
else if(oldmode!=-1&&!(PadGetHeld(0)&PAD_L1))
{
newmode=oldmode;
oldmode=-1;
}
if(PadGetHeld(0)&PAD_L1&&PadGetHeld(0)&PAD_L2)
{
respawn();
}
if(newmode!=-1)
{
setMode((PLAYER_MODE)newmode);
newmode=-1;
}
CThing *platform;
platform=isOnPlatform();
if(platform)
{
DVECTOR posDelta;
posDelta=platform->getPosDelta();
if(((CNpcPlatform*)platform)->getHeightFromPlatformAtPosition(Pos.vx+posDelta.vx,Pos.vy+posDelta.vy)==0)
{
shove(posDelta);
}
}
for(i=0;i<_frames;i++)
{
// Think
updatePadInput();
m_currentPlayerModeClass->think();
// Powerups
if(m_squeakyBootsTimer)
{
m_squeakyBootsTimer--;
}
if(m_invincibilityRingTimer)
{
m_invincibilityRingTimer--;
}
// Flashing..
if(m_invincibleFrameCount)
{
m_invincibleFrameCount--;
}
if(Pos.vx<64)Pos.vx=64;
else if(Pos.vx>m_mapEdge.vx-64)Pos.vx=m_mapEdge.vx-64;
if(Pos.vy<64)Pos.vy=64;
else if(Pos.vy>m_mapEdge.vy-64)Pos.vy=m_mapEdge.vy-64;
// Look around
int pad=getPadInputHeld();
if(pad&PI_UP&&canDoLookAround())
{
if(m_padLookAroundTimer>0)
{
m_padLookAroundTimer=0;
}
else if(m_padLookAroundTimer>-looktimeout)
{
m_padLookAroundTimer--;
}
else if(m_cameraLookOffset>-lookmaxoffsetup)
{
m_cameraLookOffset-=lookspeed;
if(m_cameraLookOffset<-lookmaxoffsetup)
{
m_cameraLookOffset=-lookmaxoffsetup;
}
}
}
else if(pad&PI_DOWN&&canDoLookAround())
{
if(m_padLookAroundTimer<0)
{
m_padLookAroundTimer=0;
}
else if(m_padLookAroundTimer<looktimeout)
{
m_padLookAroundTimer++;
}
else if(m_cameraLookOffset<lookmaxoffsetdown)
{
m_cameraLookOffset+=lookspeed;
if(m_cameraLookOffset>lookmaxoffsetdown)
{
m_cameraLookOffset=lookmaxoffsetdown;
}
}
}
else
{
m_padLookAroundTimer=0;
}
// Return to centre
if(m_padLookAroundTimer==0&&m_cameraLookOffset<0)
{
m_cameraLookOffset+=lookreturnspeed;
if(m_cameraLookOffset>0)
{
m_cameraLookOffset=0;
}
}
if(m_padLookAroundTimer==0&&m_cameraLookOffset>0)
{
m_cameraLookOffset-=lookreturnspeed;
if(m_cameraLookOffset<0)
{
m_cameraLookOffset=0;
}
}
// Automatic anim sfx
playAnimFrameSfx(m_animNo,m_animFrame);
}
// Ledge look-ahead stuff
if(m_ledgeLookAhead&&m_ledgeLookAhead==m_lastLedgeLookAhead)
{
if(m_ledgeLookTimer<ledgeTimer)
{
m_ledgeLookTimer+=_frames;
}
else
{
int limit;
limit=(m_ledgeLookAhead*MAP2D_BLOCKSTEPSIZE)<<ledgeShift;
if(m_ledgeLookAhead>0)
{
if(m_ledgeLookOffset<limit)
{
// Look down
m_ledgeLookOffset+=ledgeSpeedIn*_frames;
if(m_ledgeLookOffset>limit)
{
m_ledgeLookOffset=limit;
}
}
else if(m_ledgeLookOffset>limit)
{
// Look up
m_ledgeLookOffset-=ledgeSpeedIn*_frames;
if(m_ledgeLookOffset<limit)
{
m_ledgeLookOffset=limit;
}
}
}
}
}
else
{
if(m_ledgeLookOffset>0)
{
// Relax from look down
m_ledgeLookOffset-=ledgeSpeedOut*_frames;
if(m_ledgeLookOffset<=0)
{
m_ledgeLookOffset=0;
m_ledgeLookTimer=0;
}
}
else if(m_ledgeLookOffset<0)
{
// Relax from look up
m_ledgeLookOffset+=ledgeSpeedOut*_frames;
if(m_ledgeLookOffset>=0)
{
m_ledgeLookOffset=0;
m_ledgeLookTimer=0;
}
}
}
m_lastLedgeLookAhead=m_ledgeLookAhead;
m_ledgeLookAhead=0;
// Camera focus point stuff
m_currentCamFocusPointTarget.vx=Pos.vx+MAP2D_CENTRE_X;
m_currentCamFocusPointTarget.vy=Pos.vy+MAP2D_CENTRE_Y;
for(i=0;i<_frames;i++)
{
m_currentCamFocusPoint.vx+=(m_currentCamFocusPointTarget.vx-m_currentCamFocusPoint.vx)>>cammove;
m_currentCamFocusPoint.vy+=(m_currentCamFocusPointTarget.vy-m_currentCamFocusPoint.vy)>>cammove;
}
// Final camera position
int yoff;
yoff=m_cameraLookOffset+(m_ledgeLookOffset>>ledgeShift);
if(yoff<-lookmaxoffsetup)yoff=-lookmaxoffsetup;
else if(yoff>lookmaxoffsetdown)yoff=lookmaxoffsetdown;
m_cameraPos.vx=m_currentCamFocusPoint.vx;
m_cameraPos.vy=m_currentCamFocusPoint.vy+yoff;
// Limit camera scroll to the edges of the map
if(m_cameraPos.vx<0)
{
m_cameraPos.vx=0;
}
else if(m_cameraPos.vx>m_mapCameraEdges.vx)
{
m_cameraPos.vx=m_mapCameraEdges.vx;
}
if(m_cameraPos.vy<0)
{
m_cameraPos.vy=0;
}
else if(m_cameraPos.vy>m_mapCameraEdges.vy)
{
m_cameraPos.vy=m_mapCameraEdges.vy;
}
CPlayerThing::think(_frames);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int panim=-1;
#include "gfx\prim.h" // (pkg)
int healthx=40;
int healthy=40;
int healthr=128;
int healthg=0;
int healthb=0;
#ifdef __USER_paul__
#define NUM_LASTPOS 50
static DVECTOR lastpos[NUM_LASTPOS];
static int lastposnum=0;
#endif
#ifdef __USER_paul__
int mouth=-1,eyes=-1;
#endif
void CPlayer::render()
{
CPlayerThing::render();
#ifdef _STATE_DEBUG_
sprintf(posBuf,"%03d (%02d) ,%03d (%02d) = dfg:%+02d",Pos.vx,Pos.vx&0x0f,Pos.vy,Pos.vy&0x0f,getHeightFromGround(Pos.vx,Pos.vy));
m_fontBank->print(40,40,posBuf);
#endif
#ifdef __USER_paul__
if(Pos.vx!=lastpos[lastposnum].vx||Pos.vy!=lastpos[lastposnum].vy)
{
lastposnum=(lastposnum+1)%NUM_LASTPOS;
lastpos[lastposnum]=Pos;
}
for(int i=0;i<NUM_LASTPOS;i++)
{
int x,y;
x=lastpos[i].vx-m_cameraPos.vx;
y=lastpos[i].vy-m_cameraPos.vy;
DrawLine(x-4,y-4,x+4,y+4,0,0,255,0);
DrawLine(x-4,y+4,x+4,y-4,0,0,255,0);
}
#endif
// Render
if(m_invincibleFrameCount==0||m_invincibleFrameCount&2)
{
DVECTOR sbPos=
{
Pos.vx-m_cameraPos.vx,
Pos.vy-m_cameraPos.vy,
};
renderSb(&sbPos,m_animNo,m_animFrame>>sbanimspeed);
m_currentPlayerModeClass->render(&sbPos);
}
#ifdef _STATE_DEBUG_
char buf[128];
sprintf(buf,"MODE: %s",s_modeText[m_currentMode]);
m_fontBank->print(40,210,buf);
#endif
// Health
{
static int s_fullHealthFrames[]=
{
FRM__HEALTH_FULL_1,
FRM__HEALTH_FULL_2,
FRM__HEALTH_FULL_3,
FRM__HEALTH_FULL_4,
FRM__HEALTH_FULL_5,
};
static int s_emptyHealthFrames[]=
{
FRM__HEALTH_EMPTY_1,
FRM__HEALTH_EMPTY_2,
FRM__HEALTH_EMPTY_3,
FRM__HEALTH_EMPTY_4,
FRM__HEALTH_EMPTY_5,
};
int i,x,y;
POLY_FT4 *ft4;
int *frames;
x=healthx;
y=healthy;
if(m_health==0||m_healthReactFrames)
{
if(m_healthReactFrames)
{
m_healthReactFrames--;
}
frames=s_emptyHealthFrames;
}
else
{
frames=s_fullHealthFrames;
}
int ygap;
ygap=m_spriteBank->getFrameHeader(*frames)->H;
for(i=5;i>0;i--)
{
ft4=m_spriteBank->printFT4(*frames++,x,y,0,0,5);
if(i>m_health)
{
setRGB0(ft4,healthr,healthg,healthb);
}
y+=ygap;
}
}
// Mode specific ui
m_currentPlayerModeClass->renderModeUi();
}
/*----------------------------------------------------------------------
Function:
Purpose: Pre-calcs the visible edges of the map ( ie: the hard limits
for the camera pos )
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::setMapSize(DVECTOR _mapSize)
{
m_mapCameraEdges.vx=(_mapSize.vx-34)*MAP2D_BLOCKSTEPSIZE; // Made up numbers! :) (pkg)
m_mapCameraEdges.vy=(_mapSize.vy-18)*MAP2D_BLOCKSTEPSIZE;
m_mapEdge.vx=_mapSize.vx*MAP2D_BLOCKSTEPSIZE;
m_mapEdge.vy=_mapSize.vy*MAP2D_BLOCKSTEPSIZE;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getHeightFromGround(int _x,int _y,int _maxHeight)
{
int height;
height=m_layerCollision->getHeightFromGround(_x,_y,_maxHeight);
if(height>=_maxHeight)
{
CThing *platform;
platform=isOnPlatform();
if(platform)
{
height=((CNpcPlatform*)platform)->getHeightFromPlatformAtPosition(_x,_y);
if(height>_maxHeight)height=_maxHeight;
else if(height<-_maxHeight)height=-_maxHeight;
}
}
return height;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getHeightFromGroundNoPlatform(int _x,int _y,int _maxHeight=32)
{
return( m_layerCollision->getHeightFromGround(_x,_y,_maxHeight) );
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::addHealth(int _health)
{
m_health+=_health;
if(m_health>MAX_HEALTH)
{
m_health=MAX_HEALTH;
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::addLife()
{
m_lives++;
if(m_lives>MAX_LIVES)
{
m_lives=MAX_LIVES;
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
ATTACK_STATE CPlayer::getAttackState()
{
return m_currentPlayerModeClass->getAttackState();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::registerAddon(PLAYER_ADDONS _addon)
{
if(!s_addonActorGfx[_addon])
{
FileEquate sbk;
sbk=s_addonActorPoolNames[_addon];
if(sbk!=-1)
{
s_addonActorGfx[_addon]=CActorPool::GetActor(sbk);
}
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::setMode(PLAYER_MODE _mode)
{
resetPlayerCollisionSizeToBase();
m_currentMode=_mode;
m_currentPlayerModeClass=s_playerModes[_mode];
m_currentPlayerModeClass->enter();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getFacing()
{
return m_facing;
}
void CPlayer::setFacing(int _facing)
{
m_facing=_facing;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getAnimFrame()
{
return m_animFrame;
}
void CPlayer::setAnimFrame(int _animFrame)
{
m_animFrame=_animFrame;
}
int CPlayer::getAnimFrameCount()
{
return m_actorGfx->getFrameCount(m_animNo)<<sbanimspeed;
}
int CPlayer::getAnimNo()
{
return m_animNo;
}
void CPlayer::setAnimNo(int _animNo)
{
m_animNo=_animNo;
setAnimFrame(0);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::playAnimFrameSfx(int _animNo,int _animFrame)
{
static int lastAnimNo=-1;
static const AnimSfx *sfx;
if(_animNo!=lastAnimNo)
{
// Lookup the new anim number and cache it for next time :)
int i;
sfx=s_animSfx;
for(i=0;i<s_numAnimSfx;i++)
{
if(sfx->m_animNumber==_animNo)
{
break;
}
sfx++;
}
if(i==s_numAnimSfx)
{
// No sfx for this anim
sfx=NULL;
}
lastAnimNo=_animNo;
}
// Are there any sounds for this anim at this frame?
if(sfx)
{
const AnimFrameSfx *frameSfx;
int i;
ASSERT(sfx->m_numAnimFrameSfx);
frameSfx=sfx->m_animFrameSfx;
for(i=0;i<sfx->m_numAnimFrameSfx;i++)
{
if(m_animFrame==frameSfx->m_frame)
{
CSoundMediator::SFXID sfxId=frameSfx->m_sfxId;
if(m_squeakyBootsTimer)
{
// Ugh.. horrible way to change the sfx when wearing squeaky boots (pkg)
if(sfxId==CSoundMediator::SFX_SPONGEBOB_WALK_1)sfxId=CSoundMediator::SFX_SPONGEBOB_SQUEAKY_SHOES_1;
else if(sfxId==CSoundMediator::SFX_SPONGEBOB_WALK_2)sfxId=CSoundMediator::SFX_SPONGEBOB_SQUEAKY_SHOES_2;
}
CSoundMediator::playSfx(sfxId);
break;
}
if(m_animFrame<frameSfx->m_frame)
{
break;
}
frameSfx++;
}
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::respawn()
{
// Strip any items that the player might be holding
if(m_currentMode!=PLAYER_MODE_BASICUNARMED)
{
setMode(PLAYER_MODE_FULLUNARMED);
}
else
{
setMode(PLAYER_MODE_BASICUNARMED);
}
m_health=MAX_HEALTH;
m_healthReactFrames=0;
m_invincibleFrameCount=INVINCIBLE_FRAMES__START;
Pos=m_respawnPos;
m_cameraLookOffset=0;
m_currentCamFocusPoint.vx=Pos.vx+MAP2D_CENTRE_X;
m_currentCamFocusPoint.vy=Pos.vy+MAP2D_CENTRE_Y;
m_padLookAroundTimer=0;
m_ledgeLookAhead=m_lastLedgeLookAhead=0;
m_ledgeLookOffset=0;
m_ledgeLookTimer=0;
m_glassesFlag=0;
m_squeakyBootsTimer=0;
m_invincibilityRingTimer=0;
m_bubbleAmmo=0;
m_jellyAmmo=0;
m_moveVelocity.vx=m_moveVelocity.vy=0;
clearPlatform();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::renderSb(DVECTOR *_pos,int _animNo,int _animFrame)
{
int addon;
// Render an addon?
addon=s_addonNumbers[m_currentMode];
if(addon!=NO_ADDON)
{
s8 addonAnimFrame=s_animMapNet[addon][_animNo];
if(addonAnimFrame!=-1)
{
CActorGfx *addonGfx=s_addonActorGfx[addon];
if(addonGfx&&
_animFrame>=addonGfx->getFrameCount(addonAnimFrame))
{
PAUL_DBGMSG("FRAME OVERRUN ON SPONGEBOB ADDON!");
_animFrame=0;
}
addonGfx->Render(*_pos,addonAnimFrame,_animFrame,m_facing==FACING_RIGHT?0:1);
}
}
// Render glasses addon?
if(isWearingGlasses())
{
s8 addonAnimFrame=s_animMapNet[PLAYER_ADDON_GLASSES][_animNo];
if(addonAnimFrame!=-1)
{
CActorGfx *addonGfx=s_addonActorGfx[PLAYER_ADDON_GLASSES];
if(_animFrame>=addonGfx->getFrameCount(addonAnimFrame))
{
PAUL_DBGMSG("FRAME OVERRUN ON SPONGEBOB GLASSES ADDON!");
_animFrame=0;
}
addonGfx->Render(*_pos,addonAnimFrame,_animFrame,m_facing==FACING_RIGHT?0:1);
}
}
// Render SB
m_actorGfx->Render(*_pos,_animNo,_animFrame,m_facing==FACING_RIGHT?0:1);
}
/*----------------------------------------------------------------------
Function:
Purpose: Says whether SB can do the look up/down thing
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::canDoLookAround()
{
return m_currentPlayerModeClass->canDoLookAround();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int invincibleSponge=false; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode..
void CPlayer::takeDamage(DAMAGE_TYPE _damage)
{
if(m_invincibleFrameCount==0&& // Don't take damage if still recovering from the last hit
m_invincibilityRingTimer==0&& // Or if we have the invincibility ring on
m_currentMode!=PLAYER_MODE_DEAD) // Or already dead! :)
{
int ouchThatHurt=true;
// Check if we are currently immune to this damage type
switch(_damage)
{
case DAMAGE__NONE:
break;
case DAMAGE__ELECTROCUTION:
case DAMAGE__SHOCK_ENEMY:
if(m_squeakyBootsTimer)
{
ouchThatHurt=false;
}
break;
case DAMAGE__FALL:
case DAMAGE__LAVA:
case DAMAGE__HIT_ENEMY:
case DAMAGE__GAS_ENEMY:
case DAMAGE__POISON_ENEMY:
case DAMAGE__SWALLOW_ENEMY:
case DAMAGE__PINCH_ENEMY:
case DAMAGE__SQUASH_ENEMY:
case DAMAGE__BURN_ENEMY:
case DAMAGE__BITE_ENEMY:
break;
}
if(ouchThatHurt)
{
if(invincibleSponge){m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;return;}
if(m_health)
{
m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;
m_healthReactFrames=10;
m_health--;
}
else
{
CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_DEFEATED_JINGLE);
setMode(PLAYER_MODE_DEAD);
}
}
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::updatePadInput()
{
m_lastPadInput=m_padInput;
m_padInput=readPadInput();
m_padInputDown=(PLAYERINPUT)(m_padInput&(m_lastPadInput^-1));
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
PLAYERINPUT CPlayer::readPadInput()
{
PLAYERINPUT input;
int pad;
input=PI_NONE;
pad=PadGetHeld(0);
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_UP))
{
input=(PLAYERINPUT)(input|PI_UP);
}
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_DOWN))
{
input=(PLAYERINPUT)(input|PI_DOWN);
}
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_LEFT))
{
input=(PLAYERINPUT)(input|PI_LEFT);
}
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_RIGHT))
{
input=(PLAYERINPUT)(input|PI_RIGHT);
}
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_JUMP))
{
input=(PLAYERINPUT)(input|PI_JUMP);
}
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_ACTION))
{
input=(PLAYERINPUT)(input|PI_ACTION);
}
#ifdef _RECORD_DEMO_MODE_
CDemoPlayer::demoPlayerControl *crnt;
PLAYERINPUT lastInput;
crnt=&s_demoControls[s_demoSize];
if(s_demoFrameCount==0)
{
crnt->m_inputValue=input;
}
lastInput=(PLAYERINPUT)crnt->m_inputValue;
if(crnt->m_length==255)
{
lastInput=(PLAYERINPUT)(input-1);
}
if(lastInput==input)
{
crnt->m_length++;
}
else
{
s_demoSize++;
ASSERT(s_demoSize<MAX_DEMO_SIZE);
crnt++;
crnt->m_inputValue=input;
crnt->m_length=1;
}
s_demoFrameCount++;
if(s_demoFrameCount==MAX_DEMO_TIME_IN_FRAMES)
{
writeDemoControls();
ASSERT(!"DEMO ENDED");
}
#endif
return input;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::shove( DVECTOR move )
{
int colHeight;
// X movement
colHeight=m_layerCollision->getHeightFromGround(Pos.vx+move.vx,Pos.vy,5);
if(colHeight<0)
{
// Stop at the edge of the obstruction
int dir,vx,cx,i;
if(move.vx<0)
{
dir=-1;
vx=move.vx;
}
else
{
dir=+1;
vx=move.vx;
}
cx=Pos.vx;
for(i=0;i<vx;i++)
{
if(m_layerCollision->getHeightFromGround(cx,Pos.vy)<0)
{
break;
}
cx+=dir;
}
if(i)
Pos.vx=cx-dir;
}
else
{
// No obstruction
Pos.vx+=move.vx;
}
// Y movement
colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy+move.vy,5);
if(colHeight<0)
{
// Stop at the edge of the obstruction
int dir,vy,cy,i;
if(move.vy<0)
{
dir=-1;
vy=move.vy;
}
else
{
dir=+1;
vy=move.vy;
}
cy=Pos.vy;
for(i=0;i<vy;i++)
{
if(m_layerCollision->getHeightFromGround(Pos.vx,cy)<0)
{
break;
}
cy+=dir;
}
if(i)
Pos.vy=cy-dir;
}
else
{
// No obstruction
Pos.vy+=move.vy;
}
}
void CPlayer::setPlatform(CThing *_newPlatform)
{
m_platform=_newPlatform;
}
void CPlayer::clearPlatform()
{
m_platform=NULL;
}
void CPlayer::setHasPlatformCollided( bool newVal )
{
m_hasPlatformCollided = newVal;
}
bool CPlayer::getHasPlatformCollided()
{
return( m_hasPlatformCollided );
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::moveVertical(int _moveDistance)
{
DVECTOR pos;
int hitGround;
pos=Pos;
hitGround=false;
// Are we falling?
if(_moveDistance>0)
{
int colHeightBefore,colHeightAfter;
// Yes.. Check to see if we're about to hit/go through the ground
colHeightBefore=getHeightFromGround(pos.vx,pos.vy,16);
colHeightAfter=getHeightFromGround(pos.vx,pos.vy+_moveDistance,16);
if(colHeightBefore>=0&&colHeightAfter<=0)
{
// Stick at ground level
pos.vy+=colHeightAfter+_moveDistance;
_moveDistance=0;
hitGround=true;
}
}
else// if(getHeightFromGround(pos.vx,pos.vy+_moveDistance,1))
{
// Must be below ground
// Are we jumping into an impassable block?
if(_moveDistance<0&&
(m_layerCollision->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_NORMAL&&
getHeightFromGround(pos.vx,pos.vy+_moveDistance)<=0)
{
pos.vy=(pos.vy&0xfff0);
_moveDistance=0;
hitGround=true;
}
}
pos.vy+=_moveDistance;
setPlayerPos(&pos);
return hitGround;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::moveHorizontal(int _moveDistance)
{
int hitWall;
hitWall=false;
if(_moveDistance)
{
CLayerCollision *collision;
DVECTOR pos;
int colHeight;
collision=getLayerCollision();
pos=getPlayerPos();
colHeight=getHeightFromGround(pos.vx,pos.vy,5);
if(colHeight==0)
{
// Ok.. we're on the ground. What happens if we move left/right
colHeight=getHeightFromGround(pos.vx+_moveDistance,pos.vy);
if(colHeight<-8)
{
// Big step up. Stop at the edge of the obstruction
int dir,vx,cx,i;
if(_moveDistance<0)
{
dir=-1;
vx=-_moveDistance;
}
else
{
dir=+1;
vx=_moveDistance;
}
cx=pos.vx;
for(i=0;i<vx;i++)
{
if(getHeightFromGround(cx,pos.vy)<-8)
{
break;
}
cx+=dir;
}
if(i)
pos.vx=cx-dir;
hitWall=true;
_moveDistance=0;
// Get the height at this new position and then try the step-up code below.
// Without this, there are problems when you run up a slope and hit a wall at the same time
colHeight=getHeightFromGround(pos.vx,pos.vy);
}
if(colHeight&&colHeight>=-8&&colHeight<=8)
{
// Small step up/down. Follow the contour of the level
pos.vy+=colHeight;
}
}
else if(colHeight>0) // Lets you jump through platforms from below
{
if((m_layerCollision->getCollisionBlock(pos.vx+_moveDistance,pos.vy)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_NORMAL&&
getHeightFromGround(pos.vx+_moveDistance,pos.vy,5)<0)
{
// Stop at the edge of the obstruction
int dir,vx,cx,i;
if(_moveDistance<0)
{
dir=-1;
vx=-_moveDistance;
}
else
{
dir=+1;
vx=_moveDistance;
}
cx=pos.vx;
for(i=0;i<vx;i++)
{
if(getHeightFromGround(cx,pos.vy)<0)
{
break;
}
cx+=dir;
}
if(i)
cx-=dir;
pos.vx=cx;
_moveDistance=0;
}
}
pos.vx+=_moveDistance;
setPlayerPos(&pos);
}
return hitWall;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::resetPlayerCollisionSizeToBase()
{
setPlayerCollisionSize(0,-COLSIZE_BASE_HEIGHT/2,COLSIZE_BASE_WIDTH,COLSIZE_BASE_HEIGHT);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::setPlayerCollisionSize(int _x,int _y,int _w,int _h)
{
setCollisionSize(_w,_h);
setCollisionCentreOffset(_x,_y);
}
/*===========================================================================
end */