2392 lines
59 KiB
C++
2392 lines
59 KiB
C++
/*=========================================================================
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player.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\player.h"
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#ifndef __PAD_PADS_H__
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#include "pad\pads.h"
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#endif
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#ifndef __GAME_GAMESLOT_H__
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#include "game\gameslot.h"
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#endif
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#ifndef __LAYER_COLLISION_H__
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#include "level\layercollision.h"
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#endif
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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 __PLAYER_PMBLOON_H__
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#include "player\pmbloon.h"
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#endif
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#ifndef __PLAYER_PMBUBBLE_H__
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#include "player\pmbubble.h"
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#endif
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#ifndef __PLAYER_PMNET_H__
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#include "player\pmnet.h"
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#endif
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#ifndef __PLAYER_PMCHOP_H__
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#include "player\pmchop.h"
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#endif
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#ifndef __PLAYER_PMCORAL_H__
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#include "player\pmcoral.h"
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#endif
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#ifndef __PLAYER_PMDEAD_H__
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#include "player\pmdead.h"
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#endif
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#ifndef __PLAYER_PMFLY_H__
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#include "player\pmfly.h"
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#endif
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#ifndef __PLAYER_PMJELLY_H__
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#include "player\pmjelly.h"
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#endif
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#ifndef __GFX_FONT_H__
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#include "gfx\font.h"
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#endif
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#ifndef __GFX_SPRBANK_H__
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#include "gfx\sprbank.h"
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#endif
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#ifndef __PLATFORM_PLATFORM_H__
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#include "platform\platform.h"
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#endif
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#ifndef __GAME_GAME_H__
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#include "game\game.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 __SPR_SPRITES_H__
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#include <sprites.h>
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#endif
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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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#ifndef __ANIM_SPONGEBOB_NET_HEADER__
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#include <ACTOR_SPONGEBOB_NET_Anim.h>
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#endif
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#ifndef __ANIM_SPONGEBOB_CORALBLOWER_HEADER__
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#include <ACTOR_SPONGEBOB_CORALBLOWER_Anim.h>
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#endif
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#ifndef __ANIM_SPONGEBOB_JELLYLAUNCHER_HEADER__
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#include <ACTOR_SPONGEBOB_JELLYLAUNCHER_Anim.h>
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#endif
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#ifndef __ANIM_SPONGEBOB_GLASSES_HEADER__
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#include <ACTOR_SPONGEBOB_GLASSES_Anim.h>
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#endif
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//#ifndef __ANIM_SPONGEBOB_WAND_HEADER__
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//#include <ACTOR_SPONGEBOB_WAND_Anim.h>
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//#endif
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#ifndef __ANIM_SPONGEBOB_JELLYFISH_HEADER__
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#include <ACTOR_SPONGEBOB_JELLYFISH_Anim.h>
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#endif
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#ifndef __ANIM_SPONGEBOB_GLOVE_HEADER__
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#include <ACTOR_SPONGEBOB_GLOVE_Anim.h>
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#endif
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#include "fx\fx.h"
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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//#define _RECORD_DEMO_MODE_
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#define _STATE_DEBUG_
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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// Two dice. One says 'Re' on every face, the other says 'boot',
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// 'install', 'try', 'tire', 'sume' and 'number'
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/*
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WEAPON MODES
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unamred constant
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karate-chop constant
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balloon timed ( respawn )
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bubble mixture (un)limited supply ( respawn )
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helmet constant ( respawn )
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coral blower constant ( respawn )
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net constant
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jelly launcher limited supply ( respawn )
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POWER-UPS
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glasses constant
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squeaky boots timed ( respawn )
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mm & bb ring timed
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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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#ifdef _RECORD_DEMO_MODE_
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#include "player\demoplay.h"
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#define MAX_DEMO_SIZE 512 // So max size of a demo is 1k
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#define MAX_DEMO_TIME_IN_FRAMES 30*60 // Recorded demo will last 30 seconds
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static CDemoPlayer::demoPlayerControl s_demoControls[MAX_DEMO_SIZE]={{PI_NONE,0}};
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static int s_demoSize=0;
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static int s_demoFrameCount=0;
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static void writeDemoControls()
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{
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char filename[32];
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int fh;
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int fc=MAX_DEMO_TIME_IN_FRAMES;
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sprintf(filename,"demo____.dmo");
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fh=PCcreat((char *)filename,0);
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ASSERT(fh!=-1);
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PCwrite(fh,(char*)&fc,sizeof(fc)); // frame count
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PCwrite(fh,(char*)&s_demoSize,sizeof(s_demoSize)); // demo size
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for(int i=0;i<s_demoSize;i++)
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PCwrite(fh,(char*)&s_demoControls[i],sizeof(CDemoPlayer::demoPlayerControl)); // control data
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PCclose(fh);
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SYSTEM_DBGMSG("Written demo file %s with %d frames",filename,s_demoSize);
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}
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#endif
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#ifdef _STATE_DEBUG_
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static const char *s_modeText[NUM_PLAYERMODES]=
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{
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"BASICUNARMED",
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"FULLUNARMED",
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"BALLOON",
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"BUBBLE MIXTURE",
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"NET",
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"CORALBLOWER",
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"JELLY LAUNCHER",
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"DEAD",
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"FLY",
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};
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#endif
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int s_screenPos;
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int m_cameraLookOffset;
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int MAP2D_CENTRE_X=-256;
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int MAP2D_CENTRE_Y=-170;
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int MAP2D_BLOCKSTEPSIZE=16;
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CPlayerModeBase PLAYERMODE;
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CPlayerModeChop PLAYERMODECHOP;
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CPlayerModeBalloon PLAYERMODEBALLOON;
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CPlayerModeBubbleMixture PLAYERMODEBUBBLEMIXTURE;
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CPlayerModeNet PLAYERMODENET;
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CPlayerModeCoralBlower PLAYERMODECORALBLOWER;
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CPlayerModeJellyLauncher PLAYERMODEJELLYLAUNCHER;
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CPlayerModeDead PLAYERMODEDEAD;
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CPlayerModeFly PLAYERMODEFLY;
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CPlayerMode *CPlayer::s_playerModes[NUM_PLAYERMODES]=
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{
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&PLAYERMODE, // PLAYER_MODE_BASICUNARMED
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&PLAYERMODECHOP, // PLAYER_MODE_FULLUNARMED
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&PLAYERMODEBALLOON, // PLAYER_MODE_BALLOON
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&PLAYERMODEBUBBLEMIXTURE, // PLAYER_MODE_BUBBLE_MIXTURE
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&PLAYERMODENET, // PLAYER_MODE_NET
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&PLAYERMODECORALBLOWER, // PLAYER_MODE_CORALBLOWER
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&PLAYERMODEJELLYLAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER
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&PLAYERMODEDEAD, // PLAYER_MODE_DEAD
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&PLAYERMODEFLY, // PLAYER_MODE_FLY
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};
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// A big bunch of 'temporary' variables for tweaking things
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// This #def makes them static under a release build..
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#ifdef __VERSION_DEBUG__
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#define pint int
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#else
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#define pint static const int
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#endif
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pint sbanimspeed=0;
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pint looktimeout=20;
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pint lookmaxoffsetup=3*MAP2D_BLOCKSTEPSIZE;
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pint lookmaxoffsetdown=6*MAP2D_BLOCKSTEPSIZE;
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pint lookspeed=2;
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pint lookreturnspeed=5;
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pint ledgeTimer=50;
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pint ledgeSpeedIn=1;
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pint ledgeSpeedOut=3;
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pint ledgeShift=1;
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pint cammove=2;
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pint waterDrainSpeed=4;
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pint waterSoakUpSpeed=40;
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// --------------------------------- Addon stuff ---------------------------------
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CActorGfx *s_addonActorGfx[NUM_PLAYER_ADDONS]=
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{
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NULL, // PLAYER_ADDON_NET
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NULL, // PLAYER_ADDON_CORALBLOWER
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NULL, // PLAYER_ADDON_JELLYLAUNCHER
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NULL, // PLAYER_ADDON_GLASSES
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NULL, // PLAYER_ADDON_BUBBLEWAND
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NULL, // PLAYER_ADDON_JELLYFISHINNET
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NULL, // PLAYER_ADDON_GLOVE
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};
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FileEquate s_addonActorPoolNames[NUM_PLAYER_ADDONS]=
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{
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ACTORS_SPONGEBOB_NET_SBK, // PLAYER_ADDON_NET
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ACTORS_SPONGEBOB_CORALBLOWER_SBK, // PLAYER_ADDON_CORALBLOWER
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ACTORS_SPONGEBOB_JELLYLAUNCHER_SBK, // PLAYER_ADDON_JELLYLAUNCHER
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ACTORS_SPONGEBOB_GLASSES_SBK, // PLAYER_ADDON_GLASSES
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(FileEquate)-1, // PLAYER_ADDON_BUBBLEWAND
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ACTORS_SPONGEBOB_JELLYFISH_SBK, // PLAYER_ADDON_JELLYFISHINNET
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ACTORS_SPONGEBOB_GLOVE_SBK, // PLAYER_ADDON_GLOVE
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};
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PLAYER_ADDONS s_addonNumbers[NUM_PLAYERMODES]=
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{
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NO_ADDON, // PLAYER_MODE_BASICUNARMED
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NO_ADDON, // PLAYER_MODE_FULLUNARMED
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NO_ADDON, // PLAYER_MODE_BALLOON
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PLAYER_ADDON_BUBBLEWAND, // PLAYER_MODE_BUBBLE_MIXTURE
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PLAYER_ADDON_NET, // PLAYER_MODE_NET
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PLAYER_ADDON_CORALBLOWER, // PLAYER_MODE_CORALBLOWER
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PLAYER_ADDON_JELLYLAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER
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NO_ADDON, // PLAYER_MODE_DEAD
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NO_ADDON, // PLAYER_MODE_FLY
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};
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static s8 s_animMapNet[NUM_PLAYER_ADDONS][NUM_ANIM_SPONGEBOB]=
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{
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// PLAYER_ADDON_NET,
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{
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ANIM_SPONGEBOB_NET_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
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ANIM_SPONGEBOB_NET_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
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ANIM_SPONGEBOB_NET_FALL, // ANIM_SPONGEBOB_FALL,
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ANIM_SPONGEBOB_NET_GETUP, // ANIM_SPONGEBOB_GETUP,
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ANIM_SPONGEBOB_NET_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
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ANIM_SPONGEBOB_NET_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
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ANIM_SPONGEBOB_NET_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
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ANIM_SPONGEBOB_NET_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
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ANIM_SPONGEBOB_NET_JUMP, // ANIM_SPONGEBOB_JUMP,
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ANIM_SPONGEBOB_NET_RUN, // ANIM_SPONGEBOB_RUN,
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ANIM_SPONGEBOB_NET_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
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ANIM_SPONGEBOB_NET_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
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ANIM_SPONGEBOB_NET_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
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ANIM_SPONGEBOB_NET_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
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ANIM_SPONGEBOB_NET_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
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ANIM_SPONGEBOB_NET_SWIPE, // ANIM_SPONGEBOB_SWIPE,
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ANIM_SPONGEBOB_NET_DEATHFORWARDS, // ANIM_SPONGEBOB_DEATHFORWARDS,
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ANIM_SPONGEBOB_NET_DEATHSQUASH, // ANIM_SPONGEBOB_DEATHSQUASH,
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ANIM_SPONGEBOB_NET_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
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-1, // ANIM_SPONGEBOB_DEATHDRY
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-1, // ANIM_SPONGEBOB_BALLOONJUMP,
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-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
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-1, // ANIM_SPONGEBOB_FIREEND,
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-1, // ANIM_SPONGEBOB_FIRESTART,
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-1, // ANIM_SPONGEBOB_IDLEWEAPON,
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-1, // ANIM_SPONGEBOB_WALK,
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-1, // ANIM_SPONGEBOB_KARATE,
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ANIM_SPONGEBOB_NET_GETHIT, // ANIM_SPONGEBOB_GETHIT
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ANIM_SPONGEBOB_NET_CROUCHDOWN, // ANIM_SPONGEBOB_CROUCHDOWN
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ANIM_SPONGEBOB_NET_CROUCHUP, // ANIM_SPONGEBOB_CROUCHUP
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},
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// PLAYER_ADDON_CORALBLOWER,
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{
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-1, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
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-1, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
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ANIM_SPONGEBOB_CORALBLOWER_FALL, // ANIM_SPONGEBOB_FALL,
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ANIM_SPONGEBOB_CORALBLOWER_GETUP, // ANIM_SPONGEBOB_GETUP,
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ANIM_SPONGEBOB_CORALBLOWER_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
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ANIM_SPONGEBOB_CORALBLOWER_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
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-1, // ANIM_SPONGEBOB_IDLEWIND,
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ANIM_SPONGEBOB_CORALBLOWER_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
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ANIM_SPONGEBOB_CORALBLOWER_JUMP, // ANIM_SPONGEBOB_JUMP,
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-1, // ANIM_SPONGEBOB_RUN,
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-1, // ANIM_SPONGEBOB_RUNSTOP,
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-1, // ANIM_SPONGEBOB_RUNSTART,
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-1, // ANIM_SPONGEBOB_SOAKUP,
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ANIM_SPONGEBOB_CORALBLOWER_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
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ANIM_SPONGEBOB_CORALBLOWER_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
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-1, // ANIM_SPONGEBOB_SWIPE,
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ANIM_SPONGEBOB_CORALBLOWER_DEATHFORWARDS, // ANIM_SPONGEBOB_DEATHFORWARDS,
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ANIM_SPONGEBOB_CORALBLOWER_DEATHSQUASH, // ANIM_SPONGEBOB_DEATHSQUASH,
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ANIM_SPONGEBOB_CORALBLOWER_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
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-1, // ANIM_SPONGEBOB_DEATHDRY
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-1, // ANIM_SPONGEBOB_BALLOONJUMP,
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-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
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ANIM_SPONGEBOB_CORALBLOWER_FIREEND, // ANIM_SPONGEBOB_FIREEND,
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ANIM_SPONGEBOB_CORALBLOWER_FIRESTART, // ANIM_SPONGEBOB_FIRESTART,
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ANIM_SPONGEBOB_CORALBLOWER_IDLEWEAPON, // ANIM_SPONGEBOB_IDLEWEAPON,
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ANIM_SPONGEBOB_CORALBLOWER_WALK, // ANIM_SPONGEBOB_WALK,
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-1, // ANIM_SPONGEBOB_KARATE,
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ANIM_SPONGEBOB_CORALBLOWER_GETHIT, // ANIM_SPONGEBOB_GETHIT
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ANIM_SPONGEBOB_CORALBLOWER_CROUCHDOWN, // ANIM_SPONGEBOB_CROUCHDOWN
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ANIM_SPONGEBOB_CORALBLOWER_CROUCHUP, // ANIM_SPONGEBOB_CROUCHUP
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},
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// PLAYER_ADDON_JELLYLAUNCHER,
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{
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ANIM_SPONGEBOB_JELLYLAUNCHER_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
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ANIM_SPONGEBOB_JELLYLAUNCHER_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
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ANIM_SPONGEBOB_JELLYLAUNCHER_FALL, // ANIM_SPONGEBOB_FALL,
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ANIM_SPONGEBOB_JELLYLAUNCHER_GETUP, // ANIM_SPONGEBOB_GETUP,
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ANIM_SPONGEBOB_JELLYLAUNCHER_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
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ANIM_SPONGEBOB_JELLYLAUNCHER_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
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ANIM_SPONGEBOB_JELLYLAUNCHER_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
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ANIM_SPONGEBOB_JELLYLAUNCHER_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
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ANIM_SPONGEBOB_JELLYLAUNCHER_JUMP, // ANIM_SPONGEBOB_JUMP,
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ANIM_SPONGEBOB_JELLYLAUNCHER_RUN, // ANIM_SPONGEBOB_RUN,
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ANIM_SPONGEBOB_JELLYLAUNCHER_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
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ANIM_SPONGEBOB_JELLYLAUNCHER_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
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ANIM_SPONGEBOB_JELLYLAUNCHER_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
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ANIM_SPONGEBOB_JELLYLAUNCHER_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
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ANIM_SPONGEBOB_JELLYLAUNCHER_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
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-1, // ANIM_SPONGEBOB_SWIPE,
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ANIM_SPONGEBOB_JELLYLAUNCHER_DEATHFORWARDS, // ANIM_SPONGEBOB_DEATHFORWARDS,
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ANIM_SPONGEBOB_JELLYLAUNCHER_DEATHSQUASH, // ANIM_SPONGEBOB_DEATHSQUASH,
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ANIM_SPONGEBOB_JELLYLAUNCHER_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
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-1, // ANIM_SPONGEBOB_DEATHDRY
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-1, // ANIM_SPONGEBOB_BALLOONJUMP,
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-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
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ANIM_SPONGEBOB_JELLYLAUNCHER_FIREEND, // ANIM_SPONGEBOB_FIREEND,
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ANIM_SPONGEBOB_JELLYLAUNCHER_FIRESTART, // ANIM_SPONGEBOB_FIRESTART,
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-1, // ANIM_SPONGEBOB_IDLEWEAPON,
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-1, // ANIM_SPONGEBOB_WALK,
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-1, // ANIM_SPONGEBOB_KARATE,
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ANIM_SPONGEBOB_JELLYLAUNCHER_GETHIT, // ANIM_SPONGEBOB_GETHIT
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ANIM_SPONGEBOB_JELLYLAUNCHER_CROUCHDOWN, // ANIM_SPONGEBOB_CROUCHDOWN
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ANIM_SPONGEBOB_JELLYLAUNCHER_CROUCHUP, // ANIM_SPONGEBOB_CROUCHUP
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},
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// PLAYER_ADDON_GLASSES,
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{
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|
ANIM_SPONGEBOB_GLASSES_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
|
|
ANIM_SPONGEBOB_GLASSES_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
|
|
ANIM_SPONGEBOB_GLASSES_FALL, // ANIM_SPONGEBOB_FALL,
|
|
ANIM_SPONGEBOB_GLASSES_GETUP, // ANIM_SPONGEBOB_GETUP,
|
|
ANIM_SPONGEBOB_GLASSES_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
|
|
ANIM_SPONGEBOB_GLASSES_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
|
|
ANIM_SPONGEBOB_GLASSES_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
|
|
ANIM_SPONGEBOB_GLASSES_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
|
|
ANIM_SPONGEBOB_GLASSES_JUMP, // ANIM_SPONGEBOB_JUMP,
|
|
ANIM_SPONGEBOB_GLASSES_RUN, // ANIM_SPONGEBOB_RUN,
|
|
ANIM_SPONGEBOB_GLASSES_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
|
|
ANIM_SPONGEBOB_GLASSES_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
|
|
ANIM_SPONGEBOB_GLASSES_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
|
|
ANIM_SPONGEBOB_GLASSES_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
|
|
ANIM_SPONGEBOB_GLASSES_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
|
|
ANIM_SPONGEBOB_GLASSES_SWIPE, // ANIM_SPONGEBOB_SWIPE,
|
|
ANIM_SPONGEBOB_GLASSES_DEATHFORWARDS, // ANIM_SPONGEBOB_DEATHFORWARDS,
|
|
ANIM_SPONGEBOB_GLASSES_DEATHSQUASH, // ANIM_SPONGEBOB_DEATHSQUASH,
|
|
ANIM_SPONGEBOB_GLASSES_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
|
|
-1, // ANIM_SPONGEBOB_DEATHDRY
|
|
ANIM_SPONGEBOB_GLASSES_BALLOONJUMP, // ANIM_SPONGEBOB_BALLOONJUMP,
|
|
ANIM_SPONGEBOB_GLASSES_BLOWBUBBLE, // ANIM_SPONGEBOB_BLOWBUBBLE,
|
|
ANIM_SPONGEBOB_GLASSES_FIREEND, // ANIM_SPONGEBOB_FIREEND,
|
|
ANIM_SPONGEBOB_GLASSES_FIRESTART, // ANIM_SPONGEBOB_FIRESTART,
|
|
ANIM_SPONGEBOB_GLASSES_IDLEWEAPON, // ANIM_SPONGEBOB_IDLEWEAPON,
|
|
ANIM_SPONGEBOB_GLASSES_WALK, // ANIM_SPONGEBOB_WALK,
|
|
ANIM_SPONGEBOB_GLASSES_KARATE, // ANIM_SPONGEBOB_KARATE,
|
|
ANIM_SPONGEBOB_GLASSES_GETHIT, // ANIM_SPONGEBOB_GETHIT
|
|
ANIM_SPONGEBOB_GLASSES_CROUCHDOWN, // ANIM_SPONGEBOB_CROUCHDOWN
|
|
ANIM_SPONGEBOB_GLASSES_CROUCHUP, // ANIM_SPONGEBOB_CROUCHUP
|
|
},
|
|
|
|
// 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_DEATHFORWARDS,
|
|
-1, // ANIM_SPONGEBOB_DEATHSQUASH,
|
|
-1, // ANIM_SPONGEBOB_DEATHSPIN,
|
|
-1, // ANIM_SPONGEBOB_DEATHDRY
|
|
-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,
|
|
-1, // ANIM_SPONGEBOB_GETHIT
|
|
-1, // ANIM_SPONGEBOB_CROUCHDOWN
|
|
-1, // ANIM_SPONGEBOB_CROUCHUP
|
|
},
|
|
|
|
// PLAYER_ADDON_JELLYFISHINNET
|
|
{
|
|
ANIM_SPONGEBOB_JELLYFISH_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
|
|
ANIM_SPONGEBOB_JELLYFISH_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
|
|
ANIM_SPONGEBOB_JELLYFISH_FALL, // ANIM_SPONGEBOB_FALL,
|
|
ANIM_SPONGEBOB_JELLYFISH_GETUP, // ANIM_SPONGEBOB_GETUP,
|
|
ANIM_SPONGEBOB_JELLYFISH_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
|
|
ANIM_SPONGEBOB_JELLYFISH_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
|
|
ANIM_SPONGEBOB_JELLYFISH_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
|
|
ANIM_SPONGEBOB_JELLYFISH_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
|
|
ANIM_SPONGEBOB_JELLYFISH_JUMP, // ANIM_SPONGEBOB_JUMP,
|
|
ANIM_SPONGEBOB_JELLYFISH_RUN, // ANIM_SPONGEBOB_RUN,
|
|
ANIM_SPONGEBOB_JELLYFISH_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
|
|
ANIM_SPONGEBOB_JELLYFISH_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
|
|
ANIM_SPONGEBOB_JELLYFISH_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
|
|
ANIM_SPONGEBOB_JELLYFISH_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
|
|
ANIM_SPONGEBOB_JELLYFISH_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
|
|
ANIM_SPONGEBOB_JELLYFISH_SWIPE, // ANIM_SPONGEBOB_SWIPE,
|
|
ANIM_SPONGEBOB_JELLYFISH_DEATHFORWARDS, // ANIM_SPONGEBOB_DEATHFORWARDS,
|
|
ANIM_SPONGEBOB_JELLYFISH_DEATHSQUASH, // ANIM_SPONGEBOB_DEATHSQUASH,
|
|
ANIM_SPONGEBOB_JELLYFISH_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
|
|
-1, // ANIM_SPONGEBOB_DEATHDRY
|
|
-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,
|
|
ANIM_SPONGEBOB_JELLYFISH_GETHIT, // ANIM_SPONGEBOB_GETHIT
|
|
ANIM_SPONGEBOB_JELLYFISH_CROUCHDOWN, // ANIM_SPONGEBOB_CROUCHDOWN
|
|
ANIM_SPONGEBOB_JELLYFISH_CROUCHUP, // ANIM_SPONGEBOB_CROUCHUP
|
|
},
|
|
|
|
// PLAYER_ADDON_GLOVE
|
|
{
|
|
-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_DEATHFORWARDS,
|
|
-1, // ANIM_SPONGEBOB_DEATHSQUASH,
|
|
-1, // ANIM_SPONGEBOB_DEATHSPIN,
|
|
-1, // ANIM_SPONGEBOB_DEATHDRY
|
|
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
|
|
-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
|
|
-1, // ANIM_SPONGEBOB_FIREEND,
|
|
-1, // ANIM_SPONGEBOB_FIRESTART,
|
|
-1, // ANIM_SPONGEBOB_IDLEWEAPON,
|
|
-1, // ANIM_SPONGEBOB_WALK,
|
|
ANIM_SPONGEBOB_GLOVE_KARATE, // ANIM_SPONGEBOB_KARATE,
|
|
-1, // ANIM_SPONGEBOB_GETHIT
|
|
-1, // ANIM_SPONGEBOB_CROUCHDOWN
|
|
-1, // ANIM_SPONGEBOB_CROUCHUP
|
|
},
|
|
};
|
|
|
|
// -------------------------------------------------------------------------------
|
|
|
|
|
|
int m_cameraXScrollDir;
|
|
int m_cameraXScrollPos;
|
|
int CAMERA_SCROLLLIMIT=8; // SB is this many tiles off centre at most
|
|
int CAMERA_SCROLLTHRESHOLD=6; // If SB moves when more than this many tiles off-centre, the camera will *always* scroll
|
|
int CAMERA_STARTMOVETHRESHOLD=90; // If SB moves faster than this then the camera starts scrolling
|
|
int CAMERA_STOPMOVETHRESHOLD=10; // If SB moves slower than this then the camera stops scrolling
|
|
int CAMERA_SCROLLSPEED=1000; // Speed of the scroll
|
|
int CAMERA_ACCURACYSHIFT=8;
|
|
const int CAMERA_TILESIZE=16;
|
|
|
|
#ifdef CAM_X_AUTO_CENTERING
|
|
int returnspeed=1500;
|
|
int returntimeout=25;
|
|
int returntimeoutcount=0;
|
|
int returnsafespace=4*16;
|
|
#endif
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
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_animNo=0;
|
|
m_animFrame=0;
|
|
setFacing(FACING_RIGHT);
|
|
m_currentPlayerModeClass=NULL;
|
|
m_lastModeBeforeDeath=PLAYER_MODE_FULLUNARMED; // Player will then respawn into this mode
|
|
m_lives++;respawn();
|
|
|
|
m_lives=CGameSlotManager::getSlotData()->m_lives;
|
|
|
|
m_lastPadInput=m_padInput=PI_NONE;
|
|
|
|
s_screenPos=128;
|
|
|
|
resetPlayerCollisionSizeToBase();
|
|
|
|
m_divingHelmet=false;
|
|
setIsInWater(true);
|
|
|
|
m_glassesFlag=0;
|
|
|
|
// Always ( cept for one level ) need this
|
|
registerAddon(PLAYER_ADDON_GLOVE);
|
|
#ifdef __USER_paul__
|
|
registerAddon(PLAYER_ADDON_NET);
|
|
registerAddon(PLAYER_ADDON_CORALBLOWER);
|
|
registerAddon(PLAYER_ADDON_JELLYLAUNCHER);
|
|
registerAddon(PLAYER_ADDON_GLASSES);
|
|
registerAddon(PLAYER_ADDON_BUBBLEWAND);
|
|
registerAddon(PLAYER_ADDON_JELLYFISHINNET);
|
|
#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;
|
|
|
|
int scmax=160;
|
|
int scspeed=5;
|
|
|
|
void CPlayer::think(int _frames)
|
|
{
|
|
int i;
|
|
|
|
#ifdef __USER_daveo__
|
|
if(PadGetDown(0)&PAD_R1)
|
|
{
|
|
TestFX(getPos());
|
|
}
|
|
#endif
|
|
|
|
|
|
if(PadGetDown(0)&PAD_L1&&m_currentMode!=PLAYER_MODE_DEAD)
|
|
{
|
|
oldmode=m_currentMode;
|
|
newmode=PLAYER_MODE_FLY;
|
|
}
|
|
else if(oldmode!=-1&&!(PadGetHeld(0)&PAD_L1))
|
|
{
|
|
newmode=oldmode;
|
|
oldmode=-1;
|
|
}
|
|
|
|
if(newmode!=-1)
|
|
{
|
|
setMode((PLAYER_MODE)newmode);
|
|
newmode=-1;
|
|
}
|
|
|
|
CThing *platform;
|
|
platform=isOnPlatform();
|
|
if(platform)
|
|
{
|
|
int platformOffset = ( ( CNpcPlatform* ) platform )->getHeightFromPlatformAtPosition( Pos.vx, Pos.vy );
|
|
Pos.vy += platformOffset;
|
|
|
|
DVECTOR posDelta;
|
|
posDelta=platform->getPosDelta();
|
|
posDelta.vy = 0;
|
|
shove(posDelta);
|
|
/*if(((CNpcPlatform*)platform)->getHeightFromPlatformAtPosition(Pos.vx+posDelta.vx,Pos.vy+posDelta.vy)==0)
|
|
{
|
|
shove(posDelta);
|
|
}*/
|
|
}
|
|
|
|
|
|
m_allowConversation=false;
|
|
|
|
if(m_healthReactFrames)
|
|
{
|
|
m_healthReactFrames-=_frames;
|
|
if(m_healthReactFrames<0)
|
|
{
|
|
m_healthReactFrames=0;
|
|
}
|
|
}
|
|
|
|
m_tryingToPickupWeapon=false;
|
|
for(i=0;i<_frames;i++)
|
|
{
|
|
// Think
|
|
updatePadInput();
|
|
if(getPadInputDown()&PI_WEAPONCHANGE)
|
|
{
|
|
if(!m_tryingToPickupWeapon&&
|
|
m_currentMode!=PLAYER_MODE_BASICUNARMED&&
|
|
m_currentMode!=PLAYER_MODE_FULLUNARMED&&
|
|
m_currentMode!=PLAYER_MODE_DEAD)
|
|
{
|
|
setMode(PLAYER_MODE_FULLUNARMED);
|
|
}
|
|
m_tryingToPickupWeapon=true;
|
|
}
|
|
|
|
// Trying to converate?
|
|
if(m_allowConversation==false&&
|
|
getPadInputDown()&PI_UP)
|
|
{
|
|
m_allowConversation=true;
|
|
}
|
|
|
|
m_currentPlayerModeClass->think();
|
|
|
|
// Powerups
|
|
if(m_squeakyBootsTimer)
|
|
{
|
|
m_squeakyBootsTimer--;
|
|
}
|
|
if(m_invincibilityRingTimer)
|
|
{
|
|
m_invincibilityRingTimer--;
|
|
}
|
|
|
|
// Flashing..
|
|
if(m_invincibleFrameCount)
|
|
{
|
|
m_invincibleFrameCount--;
|
|
}
|
|
|
|
// Camera scroll..
|
|
if(m_cameraXScrollDir==-1)
|
|
{
|
|
if(m_cameraXScrollPos>-(CAMERA_SCROLLLIMIT*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT)
|
|
{
|
|
m_cameraXScrollPos-=CAMERA_SCROLLSPEED;
|
|
if(m_cameraXScrollPos<-(CAMERA_SCROLLLIMIT*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT)
|
|
{
|
|
m_cameraXScrollPos=-(CAMERA_SCROLLLIMIT*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT;
|
|
m_cameraXScrollDir=0;
|
|
}
|
|
}
|
|
#ifdef CAM_X_AUTO_CENTERING
|
|
returntimeoutcount=0;
|
|
#endif
|
|
}
|
|
else if(m_cameraXScrollDir==+1)
|
|
{
|
|
if(m_cameraXScrollPos<((CAMERA_SCROLLLIMIT*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT))
|
|
{
|
|
m_cameraXScrollPos+=CAMERA_SCROLLSPEED;
|
|
if(m_cameraXScrollPos>(CAMERA_SCROLLLIMIT*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT)
|
|
{
|
|
m_cameraXScrollPos=(CAMERA_SCROLLLIMIT*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT;
|
|
m_cameraXScrollDir=0;
|
|
}
|
|
}
|
|
#ifdef CAM_X_AUTO_CENTERING
|
|
returntimeoutcount=0;
|
|
#endif
|
|
}
|
|
|
|
#ifdef CAM_X_AUTO_CENTERING
|
|
if(m_moveVelocity.vx==0)
|
|
{
|
|
m_cameraXScrollDir=0;
|
|
if(m_cameraXScrollPos<-returnsafespace||m_cameraXScrollPos>returnsafespace)
|
|
{
|
|
if(returntimeoutcount<returntimeout)
|
|
{
|
|
returntimeoutcount++;
|
|
}
|
|
else
|
|
{
|
|
if(m_cameraXScrollPos<0)
|
|
{
|
|
m_cameraXScrollPos+=returnspeed;
|
|
if(m_cameraXScrollPos>0)
|
|
{
|
|
m_cameraXScrollPos=0;
|
|
}
|
|
}
|
|
else if(m_cameraXScrollPos>0)
|
|
{
|
|
m_cameraXScrollPos-=returnspeed;
|
|
if(m_cameraXScrollPos<0)
|
|
{
|
|
m_cameraXScrollPos=0;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
// Stop the player vanishing off the edge of the telly..
|
|
if(!m_lockCamera)
|
|
{
|
|
if(Pos.vx<m_playerPosLimitBox.x1) Pos.vx=m_playerPosLimitBox.x1;
|
|
else if(Pos.vx>m_playerPosLimitBox.x2) Pos.vx=m_playerPosLimitBox.x2;
|
|
if(Pos.vy<m_playerPosLimitBox.y1) Pos.vy=m_playerPosLimitBox.y1;
|
|
else if(Pos.vy>m_playerPosLimitBox.y2) Pos.vy=m_playerPosLimitBox.y2;
|
|
}
|
|
|
|
// 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);
|
|
}
|
|
|
|
// Out of water and wearing helmet..?
|
|
ASSERT(!(getIsInWater()==false&&isWearingDivingHelmet()==false));
|
|
if(isWearingDivingHelmet()&&getIsInWater()==false&&
|
|
m_currentMode!=PLAYER_MODE_DEAD&&m_currentMode!=PLAYER_MODE_FLY)
|
|
{
|
|
m_healthWaterLevel-=waterDrainSpeed*_frames;
|
|
if(m_healthWaterLevel<=0)
|
|
{
|
|
dieYouPorousFreak(DEATHTYPE__DRYUP);
|
|
}
|
|
}
|
|
|
|
// 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
|
|
calcCameraFocusPointTarget();
|
|
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;
|
|
if(!m_lockCamera)
|
|
{
|
|
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<m_cameraPosLimitBox.x1) m_cameraPos.vx=m_cameraPosLimitBox.x1;
|
|
else if(m_cameraPos.vx>m_cameraPosLimitBox.x2) m_cameraPos.vx=m_cameraPosLimitBox.x2;
|
|
if(m_cameraPos.vy<m_cameraPosLimitBox.y1) m_cameraPos.vy=m_cameraPosLimitBox.y1;
|
|
else if(m_cameraPos.vy>m_cameraPosLimitBox.y2) m_cameraPos.vy=m_cameraPosLimitBox.y2;
|
|
|
|
CPlayerThing::think(_frames);
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
int panim=-1;
|
|
#include "gfx\prim.h" // (pkg)
|
|
|
|
#ifdef _STATE_DEBUG_
|
|
int stateDebugX=280;
|
|
int stateDebugY=60;
|
|
#endif
|
|
|
|
#ifdef __USER_paul__
|
|
#define NUM_LASTPOS 100
|
|
typedef struct
|
|
{
|
|
int vx,vy;
|
|
int h;
|
|
int onp;
|
|
}POSMEM;
|
|
static POSMEM lastpos[NUM_LASTPOS];
|
|
static int lastposnum=0;
|
|
#endif
|
|
|
|
#ifdef __USER_paul__
|
|
int mouth=-1,eyes=-1;
|
|
#endif
|
|
|
|
#include "gui\gui.h"
|
|
void CPlayer::render()
|
|
{
|
|
CPlayerThing::render();
|
|
|
|
|
|
#ifdef _STATE_DEBUG_
|
|
char buf[100];
|
|
#ifdef __USER_paul__
|
|
sprintf(buf,"%04d (%02d) ,%04d (%02d)\ndfg:%+02d\nMode:%s",Pos.vx,Pos.vx&0x0f,Pos.vy,Pos.vy&0x0f,getHeightFromGround(Pos.vx,Pos.vy),s_modeText[m_currentMode]);
|
|
#else
|
|
sprintf(buf,"Pos: %04d,%04d",Pos.vx,Pos.vy);
|
|
#endif
|
|
m_fontBank->print(stateDebugX,stateDebugY,buf);
|
|
#endif
|
|
|
|
|
|
#ifdef __USER_paul__
|
|
if(PadGetDown(0)&PAD_R1)
|
|
{
|
|
POSMEM clear={0,0,0,false};
|
|
for(int i=0;i<NUM_LASTPOS;i++)
|
|
{
|
|
lastpos[i]=clear;
|
|
}
|
|
}
|
|
if(Pos.vx!=lastpos[lastposnum].vx||Pos.vy!=lastpos[lastposnum].vy)
|
|
{
|
|
lastposnum=(lastposnum+1)%NUM_LASTPOS;
|
|
POSMEM *p=&lastpos[lastposnum];
|
|
p->vx=Pos.vx;
|
|
p->vy=Pos.vy;
|
|
p->onp=isOnPlatform()!=NULL;
|
|
if(p->onp)
|
|
{
|
|
p->h=getHeightFromPlatformNoGround(Pos.vx,Pos.vy,150);
|
|
}
|
|
else
|
|
{
|
|
p->h=getHeightFromGround(Pos.vx,Pos.vy,150);
|
|
}
|
|
}
|
|
POSMEM *p=lastpos;
|
|
for(int i=0;i<NUM_LASTPOS;i++)
|
|
{
|
|
int x,y;
|
|
x=p->vx-m_cameraPos.vx;
|
|
y=p->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);
|
|
y=y+p->h;
|
|
if(p->onp)
|
|
{
|
|
DrawLine(x-6,y,x+6,y,255,0,255,0);
|
|
}
|
|
else
|
|
{
|
|
DrawLine(x-6,y,x+6,y,128,0,255,0);
|
|
}
|
|
|
|
p++;
|
|
}
|
|
#endif
|
|
|
|
// Render
|
|
DVECTOR sbPos=
|
|
{
|
|
Pos.vx-m_cameraPos.vx,
|
|
Pos.vy-m_cameraPos.vy,
|
|
};
|
|
renderSb(&sbPos,m_animNo,m_animFrame>>sbanimspeed);
|
|
m_currentPlayerModeClass->render(&sbPos);
|
|
|
|
|
|
// Health
|
|
if(!isWearingDivingHelmet())
|
|
{
|
|
// In water - Use normal SB face for 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=HEALTH_ICONX;
|
|
y=HEALTH_ICONY;
|
|
if(m_health==0||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,0,0,0);
|
|
setSemiTrans(ft4,i>m_health);
|
|
y+=ygap;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Out of water - Use bowl of water
|
|
POLY_FT4 *ft4;
|
|
sFrameHdr *fh;
|
|
int V,W,H,partH;
|
|
|
|
ft4=m_spriteBank->printFT4(FRM__WATERHILIGHT,HEALTH_ICONX,HEALTH_ICONY,0,0,0);
|
|
setSemiTrans(ft4,true);
|
|
|
|
fh=m_spriteBank->getFrameHeader(FRM__WATER);
|
|
ft4=m_spriteBank->printFT4(fh,0,0,0,0,0);
|
|
setSemiTrans(ft4,true);
|
|
V=fh->V;
|
|
W=fh->W;
|
|
H=fh->H;
|
|
partH=(H*(255-(m_healthWaterLevel>>WATERLEVELSHIFT)))>>8;
|
|
if(partH>H)partH=H;
|
|
setXYWH(ft4,HEALTH_ICONX,HEALTH_ICONY+(partH),W,H-partH);
|
|
ft4->v0=V+(partH);
|
|
ft4->v1=V+(partH);
|
|
|
|
m_spriteBank->printFT4(FRM__WATERMETER,HEALTH_ICONX,HEALTH_ICONY,0,0,0);
|
|
}
|
|
|
|
|
|
// Mode specific ui
|
|
int itemX=COLLECTEDITEM_BASEX;
|
|
|
|
// Pickups
|
|
m_currentPlayerModeClass->renderModeUi();
|
|
if(isWearingBoots())
|
|
{
|
|
int x,y;
|
|
sFrameHdr *fh=m_spriteBank->getFrameHeader(FRM__SHOE);
|
|
x=itemX-(fh->W/2);
|
|
y=COLLECTEDITEM_BASEY-(fh->H/2);
|
|
m_spriteBank->printFT4(fh,x+2,y+2,0,0,0);
|
|
m_spriteBank->printFT4(fh,x-2,y-2,0,0,0);
|
|
itemX+=COLLECTEDITEM_GAP;
|
|
}
|
|
/*
|
|
if(isWearingDivingHelmet())
|
|
{
|
|
sFrameHdr *fh=m_spriteBank->getFrameHeader(FRM__HELMET);
|
|
m_spriteBank->printFT4(fh,itemX-(fh->W/2),COLLECTEDITEM_BASEY-(fh->H/2),0,0,0);
|
|
itemX+=COLLECTEDITEM_GAP;
|
|
}
|
|
*/
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose: Pre-calcs the visible edges of the map ( ie: the hard limits
|
|
for the camera pos )
|
|
Params: camera box ( in tiles )
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::setCameraBox(CameraBox _cameraBox)
|
|
{
|
|
m_cameraPosLimitBox.x1=_cameraBox.x1;
|
|
m_cameraPosLimitBox.y1=_cameraBox.y1;
|
|
m_cameraPosLimitBox.x2=_cameraBox.x2-(32*MAP2D_BLOCKSTEPSIZE); // Made up numbers! :) (pkg);
|
|
m_cameraPosLimitBox.y2=_cameraBox.y2-(16*MAP2D_BLOCKSTEPSIZE);
|
|
|
|
m_playerPosLimitBox.x1=_cameraBox.x1+64;
|
|
m_playerPosLimitBox.y1=_cameraBox.y1+64;
|
|
m_playerPosLimitBox.x2=_cameraBox.x2-64;
|
|
m_playerPosLimitBox.y2=_cameraBox.y2-64;
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
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::getHeightFromPlatformNoGround(int _x,int _y,int _maxHeight)
|
|
{
|
|
CThing *platform;
|
|
int height;
|
|
|
|
platform=isOnPlatform();
|
|
ASSERT(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)
|
|
{
|
|
if(!isWearingDivingHelmet())
|
|
{
|
|
m_health+=_health;
|
|
if(m_health>MAX_HEALTH)
|
|
{
|
|
m_health=MAX_HEALTH;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_healthWaterLevel+=WATERHEALTHPART*_health;
|
|
if(m_healthWaterLevel>WATERMAXHEALTH)
|
|
{
|
|
m_healthWaterLevel=WATERMAXHEALTH;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
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)
|
|
{
|
|
int state;
|
|
|
|
if(_mode==PLAYER_MODE_DEAD)
|
|
{
|
|
ASSERT(m_currentMode!=PLAYER_MODE_DEAD);
|
|
m_lastModeBeforeDeath=m_currentMode;
|
|
}
|
|
|
|
resetPlayerCollisionSizeToBase();
|
|
|
|
if(m_currentPlayerModeClass)
|
|
{
|
|
state=m_currentPlayerModeClass->getState();
|
|
}
|
|
else
|
|
{
|
|
state=STATE_IDLE;
|
|
}
|
|
m_currentMode=_mode;
|
|
m_currentPlayerModeClass=s_playerModes[_mode];
|
|
if(!m_currentPlayerModeClass->setState(state))
|
|
{
|
|
m_currentPlayerModeClass->setState(STATE_IDLE);
|
|
m_moveVelocity.vx=m_moveVelocity.vy=0;
|
|
}
|
|
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::springPlayerUp()
|
|
{
|
|
m_currentPlayerModeClass->springPlayerUp();
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::teleportTo(int _x,int _y)
|
|
{
|
|
DVECTOR pos={_x,_y};
|
|
|
|
CameraBox releaseCamBox={0,0,29999,29999};
|
|
setCameraBox(releaseCamBox);
|
|
|
|
setPos(pos);
|
|
setRespawnPos(pos);
|
|
|
|
calcCameraFocusPointTarget();
|
|
m_currentCamFocusPoint=m_currentCamFocusPointTarget;
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
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::calcCameraFocusPointTarget()
|
|
{
|
|
m_currentCamFocusPointTarget.vx=Pos.vx+MAP2D_CENTRE_X-(m_cameraXScrollPos>>CAMERA_ACCURACYSHIFT);
|
|
m_currentCamFocusPointTarget.vy=Pos.vy+MAP2D_CENTRE_Y;
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::respawn()
|
|
{
|
|
setMode(m_lastModeBeforeDeath);
|
|
|
|
m_allowConversation=false;
|
|
|
|
m_health=MAX_HEALTH;
|
|
m_healthWaterLevel=WATERMAXHEALTH;
|
|
m_healthReactFrames=0;
|
|
m_invincibleFrameCount=INVINCIBLE_FRAMES__START;
|
|
Pos=m_respawnPos;
|
|
m_cameraLookOffset=0;
|
|
|
|
m_lockCamera=false;
|
|
m_cameraXScrollDir=0;
|
|
m_cameraXScrollPos=0;
|
|
calcCameraFocusPointTarget();
|
|
m_currentCamFocusPoint=m_currentCamFocusPointTarget;
|
|
m_cameraPos.vx=m_currentCamFocusPoint.vx;
|
|
m_cameraPos.vy=m_currentCamFocusPoint.vy;
|
|
|
|
m_padLookAroundTimer=0;
|
|
m_ledgeLookAhead=m_lastLedgeLookAhead=0;
|
|
m_ledgeLookOffset=0;
|
|
m_ledgeLookTimer=0;
|
|
|
|
m_squeakyBootsTimer=0;
|
|
m_invincibilityRingTimer=0;
|
|
m_bubbleAmmo=0;
|
|
m_jellyAmmo=0;
|
|
m_jellyfishAmmo=0;
|
|
|
|
m_moveVelocity.vx=m_moveVelocity.vy=0;
|
|
|
|
clearPlatform();
|
|
|
|
updateCollisionArea();
|
|
|
|
m_lives--;
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose: Yes - This function is fat! It can be tidied up when all of the anims
|
|
are finalised. Etracting the repeated code to a function will probly not
|
|
improve things cos of the amount of data that would need to be passed about.
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::renderSb(DVECTOR *_pos,int _animNo,int _animFrame)
|
|
{
|
|
int playerMode;
|
|
int trans;
|
|
int addon;
|
|
POLY_FT4 *ft4;
|
|
|
|
if(m_currentMode==PLAYER_MODE_DEAD)
|
|
{
|
|
playerMode=m_lastModeBeforeDeath;
|
|
}
|
|
else
|
|
{
|
|
playerMode=m_currentMode;
|
|
}
|
|
trans=m_invincibleFrameCount||m_invincibilityRingTimer;
|
|
|
|
// Render an addon?
|
|
addon=s_addonNumbers[playerMode];
|
|
if(addon!=NO_ADDON)
|
|
{
|
|
s8 addonAnimNo=s_animMapNet[addon][_animNo];
|
|
if(addonAnimNo!=-1)
|
|
{
|
|
CActorGfx *addonGfx=s_addonActorGfx[addon];
|
|
if(addonGfx)
|
|
{
|
|
if(_animFrame>=addonGfx->getFrameCount(addonAnimNo))
|
|
{
|
|
PAUL_DBGMSG("FRAME OVERRUN ON SPONGEBOB ADDON! ( %d vs %d )",m_actorGfx->getFrameCount(_animNo),addonGfx->getFrameCount(addonAnimNo));
|
|
}
|
|
else
|
|
{
|
|
ft4=addonGfx->Render(*_pos,addonAnimNo,_animFrame,m_facing==FACING_RIGHT?0:1);
|
|
setSemiTrans(ft4,trans);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Render JFish in a net?
|
|
if(playerMode==PLAYER_MODE_NET&&getJellyFishAmmo())
|
|
{
|
|
s8 addonAnimNo=s_animMapNet[PLAYER_ADDON_JELLYFISHINNET][_animNo];
|
|
if(addonAnimNo!=-1)
|
|
{
|
|
CActorGfx *addonGfx=s_addonActorGfx[PLAYER_ADDON_JELLYFISHINNET];
|
|
if(addonGfx)
|
|
{
|
|
if(_animFrame>=addonGfx->getFrameCount(addonAnimNo))
|
|
{
|
|
PAUL_DBGMSG("FRAME OVERRUN ON SPONGEBOB JELLYFISH ADDON! ( %d vs %d )",m_actorGfx->getFrameCount(_animNo),addonGfx->getFrameCount(addonAnimNo));
|
|
}
|
|
else
|
|
{
|
|
ft4=addonGfx->Render(*_pos,addonAnimNo,_animFrame,m_facing==FACING_RIGHT?0:1);
|
|
setRGB0(ft4,255,128,255);
|
|
setSemiTrans(ft4,trans);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Render glasses addon?
|
|
if(isWearingGlasses())
|
|
{
|
|
s8 addonAnimNo=s_animMapNet[PLAYER_ADDON_GLASSES][_animNo];
|
|
if(addonAnimNo!=-1)
|
|
{
|
|
CActorGfx *addonGfx=s_addonActorGfx[PLAYER_ADDON_GLASSES];
|
|
if(addonGfx)
|
|
{
|
|
if(_animFrame>=addonGfx->getFrameCount(addonAnimNo))
|
|
{
|
|
PAUL_DBGMSG("FRAME OVERRUN ON SPONGEBOB GLASSES ADDON! ( %d vs %d )",m_actorGfx->getFrameCount(_animNo),addonGfx->getFrameCount(addonAnimNo));
|
|
}
|
|
else
|
|
{
|
|
ft4=addonGfx->Render(*_pos,addonAnimNo,_animFrame,m_facing==FACING_RIGHT?0:1);
|
|
setSemiTrans(ft4,trans);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Render glove addon?
|
|
if(m_currentMode==PLAYER_MODE_FULLUNARMED)
|
|
{
|
|
s8 addonAnimNo=s_animMapNet[PLAYER_ADDON_GLOVE][_animNo];
|
|
if(addonAnimNo!=-1)
|
|
{
|
|
CActorGfx *addonGfx=s_addonActorGfx[PLAYER_ADDON_GLOVE];
|
|
if(addonGfx)
|
|
{
|
|
if(_animFrame>=addonGfx->getFrameCount(addonAnimNo))
|
|
{
|
|
PAUL_DBGMSG("FRAME OVERRUN ON SPONGEBOB GLOVE ADDON! ( %d vs %d )",m_actorGfx->getFrameCount(_animNo),addonGfx->getFrameCount(addonAnimNo));
|
|
}
|
|
else
|
|
{
|
|
ft4=addonGfx->Render(*_pos,addonAnimNo,_animFrame,m_facing==FACING_RIGHT?0:1);
|
|
setSemiTrans(ft4,trans);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
// Render SB
|
|
ft4=m_actorGfx->Render(*_pos,_animNo,_animFrame,m_facing==FACING_RIGHT?0:1);
|
|
setSemiTrans(ft4,trans);
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
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:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::inSoakUpState()
|
|
{
|
|
if(isWearingDivingHelmet()&&
|
|
(m_layerCollision->getCollisionBlock(Pos.vx,Pos.vy)&COLLISION_TYPE_MASK)==COLLISION_TYPE_FLAG_WATER)
|
|
{
|
|
m_healthWaterLevel+=waterSoakUpSpeed;
|
|
if(m_healthWaterLevel>WATERMAXHEALTH)
|
|
{
|
|
m_healthWaterLevel=WATERMAXHEALTH;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params: When _reactDirection is REACT__GET_DIRECTION_FROM_THING then
|
|
_thing must point to the thing that caused the damage
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
#if defined(__USER_daveo__)
|
|
int invincibleSponge=true; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode..
|
|
#else
|
|
int invincibleSponge=false; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode..
|
|
#endif
|
|
void CPlayer::takeDamage(DAMAGE_TYPE _damage,REACT_DIRECTION _reactDirection,CThing *_thing)
|
|
{
|
|
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_currentPlayerModeClass->getState()!=STATE_SOAKUP&& // Or soaking up
|
|
m_currentMode!=PLAYER_MODE_DEAD) // Or already dead! :)
|
|
{
|
|
int ouchThatHurt=true;
|
|
int ouchThatHurtSoMuchThatImJustGoingToDieNow=false;
|
|
|
|
// Check if we are currently immune to this damage type
|
|
switch(_damage)
|
|
{
|
|
case DAMAGE__NONE:
|
|
ouchThatHurt=false;
|
|
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:
|
|
case DAMAGE__COLLISION_DAMAGE:
|
|
break;
|
|
|
|
case DAMAGE__KILL_OUTRIGHT:
|
|
ouchThatHurt=ouchThatHurtSoMuchThatImJustGoingToDieNow=true;
|
|
break;
|
|
}
|
|
|
|
if(ouchThatHurt)
|
|
{
|
|
int died=false;
|
|
if(invincibleSponge)
|
|
{
|
|
m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;
|
|
}
|
|
else
|
|
{
|
|
if(!isWearingDivingHelmet())
|
|
{
|
|
if(!ouchThatHurtSoMuchThatImJustGoingToDieNow)
|
|
{
|
|
m_health--;
|
|
}
|
|
else
|
|
{
|
|
m_health=-1;
|
|
}
|
|
if(m_health<0)
|
|
{
|
|
died=true;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
if(!ouchThatHurtSoMuchThatImJustGoingToDieNow)
|
|
{
|
|
m_healthWaterLevel-=WATERHEALTHPART;
|
|
}
|
|
else
|
|
{
|
|
m_health=-1;
|
|
}
|
|
if(m_healthWaterLevel<0)
|
|
{
|
|
died=true;
|
|
}
|
|
}
|
|
}
|
|
|
|
if(died)
|
|
{
|
|
DEATH_TYPE deathType;
|
|
switch(_damage)
|
|
{
|
|
case DAMAGE__SQUASH_ENEMY:
|
|
deathType=DEATHTYPE__SQUASH;
|
|
break;
|
|
|
|
default:
|
|
deathType=DEATHTYPE__NORMAL;
|
|
break;
|
|
}
|
|
dieYouPorousFreak(deathType);
|
|
}
|
|
else
|
|
{
|
|
if(_reactDirection!=REACT__NO_REACTION)
|
|
{
|
|
if(_reactDirection==REACT__GET_DIRECTION_FROM_THING)
|
|
{
|
|
ASSERT(_thing);
|
|
if(Pos.vx<_thing->getPos().vx)
|
|
{
|
|
_reactDirection=REACT__LEFT;
|
|
}
|
|
else
|
|
{
|
|
_reactDirection=REACT__RIGHT;
|
|
}
|
|
}
|
|
|
|
m_moveVelocity.vx=((int)_reactDirection);
|
|
switch(_reactDirection)
|
|
{
|
|
case REACT__LEFT:
|
|
setFacing(FACING_RIGHT);
|
|
break;
|
|
case REACT__RIGHT:
|
|
setFacing(FACING_LEFT);
|
|
break;
|
|
case REACT__UP:
|
|
case REACT__GET_DIRECTION_FROM_THING:
|
|
case REACT__NO_REACTION:
|
|
break;
|
|
}
|
|
m_currentPlayerModeClass->setState(STATE_JUMPBACK);
|
|
}
|
|
m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;
|
|
m_healthReactFrames=25;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::dieYouPorousFreak(DEATH_TYPE _deathType)
|
|
{
|
|
ASSERT(m_currentMode!=PLAYER_MODE_DEAD);
|
|
|
|
m_deathType=_deathType;
|
|
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_FIRE))
|
|
{
|
|
input=(PLAYERINPUT)(input|PI_FIRE);
|
|
}
|
|
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_CATCH))
|
|
{
|
|
input=(PLAYERINPUT)(input|PI_CATCH);
|
|
}
|
|
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_WEAPONCHANGE))
|
|
{
|
|
input=(PLAYERINPUT)(input|PI_WEAPONCHANGE);
|
|
}
|
|
|
|
|
|
#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::justButtBouncedABadGuy()
|
|
{
|
|
m_currentPlayerModeClass->setState(STATE_BUTTBOUNCEUP);
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
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;
|
|
}
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
void CPlayer::moveLeft()
|
|
{
|
|
if(m_moveVelocity.vx<-CAMERA_STARTMOVETHRESHOLD||m_cameraXScrollPos<-(CAMERA_SCROLLTHRESHOLD*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT)
|
|
{
|
|
m_cameraXScrollDir=+1;
|
|
}
|
|
else if(m_moveVelocity.vx>-CAMERA_STOPMOVETHRESHOLD)
|
|
{
|
|
m_cameraXScrollDir=0;
|
|
}
|
|
}
|
|
void CPlayer::moveRight()
|
|
{
|
|
if(m_moveVelocity.vx>CAMERA_STARTMOVETHRESHOLD||m_cameraXScrollPos>(CAMERA_SCROLLTHRESHOLD*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT)
|
|
{
|
|
m_cameraXScrollDir=-1;
|
|
}
|
|
else if(m_moveVelocity.vx<CAMERA_STOPMOVETHRESHOLD)
|
|
{
|
|
m_cameraXScrollDir=0;
|
|
}
|
|
}
|
|
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
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/platform
|
|
colHeightBefore=getHeightFromGround(pos.vx,pos.vy,16);
|
|
colHeightAfter=getHeightFromGround(pos.vx,pos.vy+_moveDistance,16);
|
|
if(isOnPlatform()&&
|
|
!(colHeightBefore>=0&&colHeightAfter<=0))
|
|
{
|
|
colHeightBefore=getHeightFromPlatformNoGround(pos.vx,pos.vy,16);
|
|
colHeightAfter=getHeightFromPlatformNoGround(pos.vx,pos.vy+_moveDistance,16);
|
|
}
|
|
|
|
if(colHeightBefore>=0&&colHeightAfter<=0)
|
|
{
|
|
// About to hit a 'fall to death' block?
|
|
if((m_layerCollision->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_DEATH)
|
|
{
|
|
// No
|
|
// Stick at ground level
|
|
pos.vy+=colHeightAfter+_moveDistance;
|
|
_moveDistance=0;
|
|
hitGround=true;
|
|
}
|
|
else
|
|
{
|
|
// Yeah!
|
|
if(m_currentMode!=PLAYER_MODE_DEAD)
|
|
{
|
|
// Lock the camera, kill the player and let him fall to his death..
|
|
setMode(PLAYER_MODE_DEAD);
|
|
m_lockCamera=true;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
else if(_moveDistance<0)
|
|
{
|
|
// Must be below ground
|
|
// Are we jumping into an impassable block?
|
|
if((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;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// Stood on any important types of collision?
|
|
switch(m_layerCollision->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)
|
|
{
|
|
case COLLISION_TYPE_FLAG_DAMAGE:
|
|
takeDamage(DAMAGE__COLLISION_DAMAGE);
|
|
break;
|
|
|
|
default:
|
|
break;
|
|
}
|
|
}
|
|
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);
|
|
}
|
|
void CPlayer::getPlayerCollisionSize(int *_x,int *_y,int *_w,int *_h)
|
|
{
|
|
DVECTOR offset,size;
|
|
|
|
offset=getCollisionCentreOffset();
|
|
size=getCollisionSize();
|
|
|
|
*_x=offset.vx;
|
|
*_y=offset.vy;
|
|
*_w=size.vx;
|
|
*_h=size.vy;
|
|
}
|
|
|
|
/*===========================================================================
|
|
end */ |