SBSPSS/source/player/player.cpp
2001-03-02 16:02:30 +00:00

1286 lines
27 KiB
C++

/*=========================================================================
player.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\player.h"
#ifndef __ANIM_HEADER__
#include "gfx\anim.h"
#endif
#ifndef __PAD_PADS_H__
#include "pad\pads.h"
#endif
#ifndef __GAME_GAMESLOT_H__
#include "game\gameslot.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __LAYER_COLLISION_H__
#include "level\collision.h"
#endif
// to be removed
#include "gfx\tpage.h"
/* Std Lib
------- */
/* Data
---- */
#ifndef __ANIM_SPONGEBOB_HEADER__
#include <ACTOR_SPONGEBOB_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_stateText[NUM_STATES]=
{
"IDLE",
"IDLETEETER",
"JUMP",
"RUN",
"FALL",
"FALLFAR",
"BUTTBOUNCE",
"BUTTFALL",
"BUTTLAND",
"ATTACK",
"RUNATTACK",
"AIRATTACK",
"DUCK",
"SOAKUP",
"GETUP",
"DEAD",
};
static const char *s_modeText[NUM_PLAYERMODES]=
{
"BASICUNARMED",
"FULLUNARMED",
"BALLOON",
"NET",
"CORALBLOWER",
};
#include "gfx\font.h"
FontBank s_debugFont;
#endif
int s_health;
int s_screenPos;
DVECTOR m_cameraScrollPos={0,600};
int MAP3D_CENTRE_X=170;
int MAP3D_CENTRE_Y=500;
int MAP3D_BLOCKSTEPSIZE=315;
int MAP2D_CENTRE_X=-256;
int MAP2D_CENTRE_Y=-136;
int MAP2D_BLOCKSTEPSIZE=16;
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=20; // 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=60; // Speed of the scroll ( 60=1 tile scrolled every 4 and a bit frames )
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::init()
{
CPlayerThing::init();
m_layerCollision=NULL;
sActorHdr *Hdr=m_skel.Load(ACTORS_SPONGEBOB_A3D);
m_skel.Init(Hdr);
TPLoadTex(ACTORS_ACTOR_SPONGEBOB_TEX);
m_skel.setAnimDatabase(CAnimDB::Load(ACTORS_SPONGEBOB_ABK));
// Temporary default respawn pos... should realy be set with setRespawnPos() from the level (pkg)
m_respawnPos.vx=23*16;
m_respawnPos.vy=10*16;
m_animNo=0;
m_animFrame=0;
m_currentMode=PLAYER_MODE_BASICUNARMED;
setFacing(FACING_RIGHT);
respawn();
m_lives=CGameSlotManager::getSlotData().m_lives;
m_cameraOffset.vx=0;
m_cameraOffset.vy=0;
m_cameraScrollDir=0;
m_lastPadInput=m_padInput=PI_NONE;
s_screenPos=128;
m_skel.setAng(512);
//m_skel.setAngInc(678);
#ifdef _STATE_DEBUG_
s_debugFont.initialise(&standardFont);
s_debugFont.setJustification(FontBank::JUST_LEFT);
#endif
setCollisionSize(25,50);
setCollisionCentreOffset(0,-25);
m_skel.setAng(900);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::shutdown()
{
#ifdef _STATE_DEBUG_
s_debugFont.dump();
#endif
CPlayerThing::shutdown();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int newmode=-1;
#ifdef _STATE_DEBUG_
char posBuf[100];
#endif
void CPlayer::think(int _frames)
{
int i;
CPlayerThing::think(_frames);
if(PadGetHeld(0)&PAD_L1&&PadGetHeld(0)&PAD_L2)
{
respawn();
}
if(newmode!=-1)
{
setMode((PLAYER_MODE)newmode);
newmode=-1;
}
for(i=0;i<_frames;i++)
{
// Think
updatePadInput();
m_currentStateClass->think(this);
thinkVerticalMovement();
thinkHorizontalMovement();
// Powerups
if(m_squeakyBootsTimer)
{
m_squeakyBootsTimer--;
}
if(m_invinvibilityRingTimer)
{
m_invinvibilityRingTimer--;
}
// Flashing..
if(m_invincibleFrameCount)
{
m_invincibleFrameCount--;
}
#ifdef _STATE_DEBUG_
sprintf(posBuf,"%03d (%02d) ,%03d (%02d) = dfg:%+02d",Pos.vx,Pos.vx&0x0f,Pos.vy,Pos.vy&0x0f,m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy));
#endif
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;
// Teeter if on an edge
if(m_currentState==STATE_IDLE&&isOnEdge())
{
setState(STATE_IDLETEETER);
}
// Look around
int pad=getPadInputHeld();
if(PadGetDown(0)&PAD_CIRCLE)
{
m_skel.blink();
}
// Camera scroll..
if(m_cameraScrollDir==-1)
{
if(m_cameraScrollPos.vx>-CAMERA_SCROLLLIMIT<<8)
{
m_cameraScrollPos.vx-=CAMERA_SCROLLSPEED;
if(m_cameraScrollPos.vx<-CAMERA_SCROLLLIMIT<<8)
{
m_cameraScrollPos.vx=-CAMERA_SCROLLLIMIT<<8;
m_cameraScrollDir=0;
}
}
}
else if(m_cameraScrollDir==+1)
{
if(m_cameraScrollPos.vx<(CAMERA_SCROLLLIMIT<<8))
{
m_cameraScrollPos.vx+=CAMERA_SCROLLSPEED;
if(m_cameraScrollPos.vx>CAMERA_SCROLLLIMIT<<8)
{
m_cameraScrollPos.vx=CAMERA_SCROLLLIMIT<<8;
m_cameraScrollDir=0;
}
}
}
s_modes[m_currentMode].m_modeControl->think(this);
}
// Move the camera offset
m_playerScreenPos.vx=MAP3D_CENTRE_X+((MAP3D_BLOCKSTEPSIZE*m_cameraScrollPos.vx)>>8);
m_playerScreenPos.vy=MAP3D_CENTRE_Y+((MAP3D_BLOCKSTEPSIZE*m_cameraScrollPos.vy)>>8);
m_cameraOffset.vx=MAP2D_CENTRE_X+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vx))>>8);
m_cameraOffset.vy=MAP2D_CENTRE_Y+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vy))>>8);
m_cameraPos.vx=Pos.vx+m_cameraOffset.vx;
m_cameraPos.vy=Pos.vy+m_cameraOffset.vy;
// Limit camera scroll to the edges of the map
if(m_cameraPos.vx<0)
{
m_playerScreenPos.vx+=m_cameraPos.vx*MAP3D_BLOCKSTEPSIZE/MAP2D_BLOCKSTEPSIZE;
m_cameraPos.vx=0;
m_cameraScrollDir=0;
}
else if(m_cameraPos.vx>m_mapCameraEdges.vx)
{
m_playerScreenPos.vx-=(m_mapCameraEdges.vx-m_cameraPos.vx)*MAP3D_BLOCKSTEPSIZE/MAP2D_BLOCKSTEPSIZE;
m_cameraPos.vx=m_mapCameraEdges.vx;
m_cameraScrollDir=0;
}
if(m_cameraPos.vy<0)
{
m_playerScreenPos.vy+=m_cameraPos.vy*MAP3D_BLOCKSTEPSIZE/MAP2D_BLOCKSTEPSIZE;
m_cameraPos.vy=0;
m_cameraScrollDir=0;
}
else if(m_cameraPos.vy>m_mapCameraEdges.vy)
{
m_playerScreenPos.vy-=(m_mapCameraEdges.vy-m_cameraPos.vy)*MAP3D_BLOCKSTEPSIZE/MAP2D_BLOCKSTEPSIZE;
m_cameraPos.vy=m_mapCameraEdges.vy;
m_cameraScrollDir=0;
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::thinkVerticalMovement()
{
int colHeight;
colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,1);
if(colHeight>=0)
{
// Above or on the ground
// Are we falling?
if(m_moveVel.vy>0)
{
// Yes.. Check to see if we're about to hit/go through the ground
colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy+(m_moveVel.vy>>VELOCITY_SHIFT),PLAYER_TERMINAL_VELOCITY+1);
if(colHeight<=0)
{
// Just hit the ground
// Stick at ground level
Pos.vy+=(m_moveVel.vy>>VELOCITY_SHIFT)+colHeight;
m_moveVel.vy=0;
m_fallFrames=0;
if(m_currentMode!=PLAYER_MODE_BALLOON)
{
if(m_currentState==STATE_BUTTFALL)
{
// Landed from a butt bounce
setState(STATE_BUTTLAND);
}
else if(m_currentState==STATE_FALLFAR)
{
// Landed from a painfully long fall
setState(STATE_IDLE);
takeDamage(DAMAGE__FALL);
m_moveVel.vx=0;
CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_LAND_AFTER_FALL);
}
else if(m_moveVel.vx)
{
// Landed from a jump with x movement
setState(STATE_RUN);
}
else
{
// Landed from a jump with no x movement
setState(STATE_IDLE);
setAnimNo(ANIM_SPONGEBOB_JUMPEND);
}
}
}
}
else if(colHeight)
{
if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&&
m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&&
m_currentState!=STATE_JUMP)
{
// Was floating in the air.. fall!
setState(STATE_FALL);
}
}
}
else
{
/*
// Below ground
// Perhaps we should be falling?
if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&&
m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&&
m_currentState!=STATE_JUMP)
{
setState(STATE_FALL);
}
*/
}
Pos.vy+=m_moveVel.vy>>VELOCITY_SHIFT;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::thinkHorizontalMovement()
{
if(m_moveVel.vx)
{
int colHeight;
colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,5);
if(colHeight==0)
{
// Ok.. we're on the ground. What happens if we move left/right
colHeight=m_layerCollision->getHeightFromGround(Pos.vx+(m_moveVel.vx>>VELOCITY_SHIFT),Pos.vy);
if(colHeight<-8)
{
// Big step up. Stop at the edge of the obstruction
int dir,vx,cx,i;
if(m_moveVel.vx<0)
{
dir=-1;
vx=-m_moveVel.vx>>VELOCITY_SHIFT;
}
else
{
dir=+1;
vx=m_moveVel.vx>>VELOCITY_SHIFT;
}
cx=Pos.vx;
for(i=0;i<vx;i++)
{
if(m_layerCollision->getHeightFromGround(cx,Pos.vy)<-8)
{
break;
}
cx+=dir;
}
Pos.vx=cx-dir;
// If running then go to idle, otherwise leave in same state
if(m_currentState==STATE_RUN)
{
setState(STATE_IDLE);
}
m_moveVel.vx=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=m_layerCollision->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
{
// In the air
// if(!(colHeight<0&&m_currentState==STATE_JUMP)) // Lets you jump through platforms from below
if(colHeight>=0) // Lets you jump through platforms from below
{
colHeight=m_layerCollision->getHeightFromGround(Pos.vx+(m_moveVel.vx>>VELOCITY_SHIFT),Pos.vy,5);
if(colHeight<0)
{
// Stop at the edge of the obstruction
int dir,vx,cx,i;
if(m_moveVel.vx<0)
{
dir=-1;
vx=-m_moveVel.vx>>VELOCITY_SHIFT;
}
else
{
dir=+1;
vx=m_moveVel.vx>>VELOCITY_SHIFT;
}
cx=Pos.vx;
for(i=0;i<vx;i++)
{
if(m_layerCollision->getHeightFromGround(cx,Pos.vy)<0)
{
break;
}
cx+=dir;
}
Pos.vx=cx-dir;
m_moveVel.vx=0;
}
}
}
Pos.vx+=m_moveVel.vx>>VELOCITY_SHIFT;
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int panim=-1;
#include "gfx\prim.h" // (pkg)
int healthx=100;
int healthy=27;
int healthw=10;
int healthh=10;
int healthg=2;
int livesx=162;
int livesy=28;
#ifdef __USER_paul__
int mouth=-1,eyes=-1;
#endif
void CPlayer::render()
{
CPlayerThing::render();
#ifdef _STATE_DEBUG_
s_debugFont.print(40,40,posBuf);
#endif
// Render
if(m_invincibleFrameCount==0||m_invincibleFrameCount&2)
{
#ifdef __USER_paul__
if(mouth!=-1)
{
m_skel.setMouthTex(mouth);
mouth=-1;
}
if(eyes!=-1)
{
m_skel.setEyeTex(eyes);
eyes=-1;
}
#endif
//int xval=(255-(MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vx>>8)));
//DrawLine(xval-7,0,xval-7,255,0,128,255,0);
//DrawLine(xval+7,0,xval+7,255,0,128,255,0);
m_skel.setPos(m_playerScreenPos);
if(panim!=-1)
m_skel.setAnimNo(panim);
else
m_skel.setAnimNo(m_animNo);
m_skel.setFrame(m_animFrame);
m_skel.Animate(this);
m_skel.Render(this);
}
#ifdef _STATE_DEBUG_
char buf[128];
sprintf(buf,"STATE: %s",s_stateText[m_currentState]);
s_debugFont.print(40,200,buf);
sprintf(buf,"MODE: %s",s_modeText[m_currentMode]);
s_debugFont.print(40,210,buf);
#endif
// Temporary health/lives thing
#ifdef __USER_paul__
int i,x;
x=healthx;
for(i=0;i<5;i++)
{
POLY_F4 *f4;
f4=GetPrimF4();
setXYWH(f4,x,healthy,healthw,healthh);
if(i<s_health)
{
setRGB0(f4,0,255,0);
}
else
{
setRGB0(f4,255,0,0);
}
setSemiTrans(f4,true);
AddPrimToList(f4,0);
f4=GetPrimF4();
setXYWH(f4,x+1,healthy+1,healthw,healthh);
setRGB0(f4,0,0,0);
setSemiTrans(f4,true);
AddPrimToList(f4,1);
x+=healthw+healthg;
}
char lifebuf[5];
sprintf(lifebuf,"x%d",m_lives);
s_debugFont.print(livesx,livesy,lifebuf);
#endif
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
DVECTOR CPlayer::getCameraPos()
{
return m_cameraPos;
}
/*----------------------------------------------------------------------
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:
---------------------------------------------------------------------- */
void CPlayer::addHealth(int _health)
{
s_health+=_health;
if(s_health>MAX_HEALTH)
{
s_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:
---------------------------------------------------------------------- */
const PlayerMetrics *CPlayer::getPlayerMetrics()
{
return &s_modes[m_currentMode].m_metrics;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::setState(PLAYER_STATE _state)
{
CPlayerState *nextState;
int ret=false;
nextState=s_modes[m_currentMode].m_states[_state];
if(nextState)
{
m_currentStateClass=nextState;
m_currentStateClass->enter(this);
m_currentState=_state;
ret=true;
}
return ret;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::setMode(PLAYER_MODE _mode)
{
m_currentMode=_mode;
// Need to do something about this setState() for when the new mode doesn't have that state (pkg)
if(!setState(m_currentState))
{
m_moveVel.vx=0;
m_moveVel.vy=0;
setState(STATE_IDLE);
}
s_modes[m_currentMode].m_modeControl->enter(this);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getFacing()
{
return m_facing;
}
void CPlayer::setFacing(int _facing)
{
if(m_facing!=_facing)
{
m_facing=_facing;
m_skel.setDir(_facing);
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getAnimFrame()
{
return m_animFrame;
}
void CPlayer::setAnimFrame(int _animFrame)
{
const AnimSfx *sfx;
m_animFrame=_animFrame;
// Are there any sfx for this frame?
sfx=&s_animSfx[m_animNo];
if(sfx->m_numAnimFrameSfx)
{
const AnimFrameSfx *frameSfx;
int i;
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++;
}
}
}
int CPlayer::getAnimFrameCount()
{
return m_skel.getFrameCount();
}
int CPlayer::getAnimNo()
{
return m_animNo;
}
void CPlayer::setAnimNo(int _animNo)
{
m_animNo=_animNo;
setAnimFrame(0);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
DVECTOR CPlayer::getMoveVelocity()
{
return m_moveVel;
}
void CPlayer::setMoveVelocity(DVECTOR *_moveVel)
{
m_moveVel=*_moveVel;
}
DVECTOR CPlayer::getPlayerPos()
{
return Pos;
}
void CPlayer::setPlayerPos(DVECTOR *_pos)
{
Pos=*_pos;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
PLAYERINPUT CPlayer::getPadInputHeld()
{
return m_padInput;
}
PLAYERINPUT CPlayer::getPadInputDown()
{
return m_padInputDown;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::isOnSlippySurface()
{
int ret=false;
if(m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,5)==0&&
m_layerCollision->getCollisionType(Pos.vx,Pos.vy)&COLLISION_TYPE_FLAG_SLIPPERY)
{
ret=true;
}
return ret;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns: FACING_LEFT if left half of player is hanging, FACING_RIGHT
if right half of player is hanging or 0 if no part of the
player is hanging
---------------------------------------------------------------------- */
int csize=5;
int cheight=15;
int CPlayer::isOnEdge()
{
int ret=0;
if(m_layerCollision->getHeightFromGround(Pos.vx-csize,Pos.vy,cheight+1)>cheight)
{
ret=FACING_LEFT;
}
else if(m_layerCollision->getHeightFromGround(Pos.vx+csize,Pos.vy,cheight+1)>cheight)
{
ret=FACING_RIGHT;
}
return ret;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::canMoveLeft()
{
return m_layerCollision->getHeightFromGround(Pos.vx-1,Pos.vy,16)>-8?true:false;
}
int CPlayer::canMoveRight()
{
return m_layerCollision->getHeightFromGround(Pos.vx+1,Pos.vy,16)>-8?true:false;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::moveLeft()
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
setFacing(FACING_LEFT);
if(m_moveVel.vx<=0)
{
m_moveVel.vx-=metrics->m_metric[PM__RUN_SPEEDUP];
if(m_moveVel.vx<-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
{
m_moveVel.vx=-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
}
}
else
{
m_moveVel.vx-=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
}
if(m_moveVel.vx<-CAMERA_STARTMOVETHRESHOLD||m_cameraScrollPos.vx<-CAMERA_SCROLLTHRESHOLD<<8)
{
m_cameraScrollDir=+1;
}
else if(m_moveVel.vx>-CAMERA_STOPMOVETHRESHOLD)
{
m_cameraScrollDir=0;
}
}
void CPlayer::moveRight()
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
setFacing(FACING_RIGHT);
if(m_moveVel.vx>=0)
{
m_moveVel.vx+=metrics->m_metric[PM__RUN_SPEEDUP];
if(m_moveVel.vx>metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
{
m_moveVel.vx=metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
}
}
else
{
m_moveVel.vx+=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
}
if(m_moveVel.vx>CAMERA_STARTMOVETHRESHOLD||m_cameraScrollPos.vx>CAMERA_SCROLLTHRESHOLD<<8)
{
m_cameraScrollDir=-1;
}
else if(m_moveVel.vx<CAMERA_STOPMOVETHRESHOLD)
{
m_cameraScrollDir=0;
}
}
void CPlayer::slowdown()
{
const PlayerMetrics *metrics;
int stopSpeed;
metrics=getPlayerMetrics();
if(isOnSlippySurface())
{
stopSpeed=SLIPSPEED;
}
else
{
stopSpeed=0;
}
if(m_moveVel.vx<0)
{
if(-stopSpeed<m_moveVel.vx)
{
stopSpeed=-m_moveVel.vx;
}
m_moveVel.vx+=metrics->m_metric[PM__RUN_SLOWDOWN];
if(m_moveVel.vx>-stopSpeed)
{
m_moveVel.vx=-stopSpeed;
if(m_currentState==STATE_RUN)
{
setState(STATE_IDLE);
}
}
}
else if(m_moveVel.vx>0)
{
if(stopSpeed>m_moveVel.vx)
{
stopSpeed=m_moveVel.vx;
}
m_moveVel.vx-=metrics->m_metric[PM__RUN_SLOWDOWN];
if(m_moveVel.vx<stopSpeed)
{
m_moveVel.vx=stopSpeed;
if(m_currentState==STATE_RUN)
{
setState(STATE_IDLE);
}
}
}
}
void CPlayer::jump()
{
}
void CPlayer::fall()
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
m_moveVel.vy+=PLAYER_GRAVITY;
if(m_moveVel.vy>=PLAYER_TERMINAL_VELOCITY<<VELOCITY_SHIFT)
{
m_moveVel.vy=PLAYER_TERMINAL_VELOCITY<<VELOCITY_SHIFT;
m_fallFrames++;
if(m_currentState!=STATE_BUTTFALL)
{
if(m_fallFrames>metrics->m_metric[PM__MAX_SAFE_FALL_FRAMES])
{
setState(STATE_FALLFAR);
}
}
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::respawn()
{
setState(STATE_IDLE);
// Strip any items that the player might be holding
if(m_currentMode!=PLAYER_MODE_BASICUNARMED)
{
setMode(PLAYER_MODE_FULLUNARMED);
}
else
{
setMode(PLAYER_MODE_BASICUNARMED);
}
s_health=MAX_HEALTH;
m_invincibleFrameCount=INVIBCIBLE_FRAMES__START;
Pos=m_respawnPos;
m_moveVel.vx=0;
m_moveVel.vy=0;
m_fallFrames=0;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
#ifdef __VERSION_DEBUG__
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)
{
if(!m_invincibleFrameCount|| // Don't take damage if still recovering from the last hit
m_invinvibilityRingTimer) // Or if we have the invincibility ring on
{
int ouchThatHurt=true;
// Check if we are currently immune to this damage type
switch(_damage)
{
case DAMAGE__FALL:
case DAMAGE__LAVA:
case DAMAGE__HIT_ENEMY:
break;
case DAMAGE__ELECTROCUTION:
if(m_squeakyBootsTimer)
{
ouchThatHurt=false;
}
break;
}
if(ouchThatHurt)
{
#ifdef __VERSION_DEBUG__
if(invincibleSponge){m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;return;}
#endif
if(s_health)
{
m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;
s_health--;
}
else
{
CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_DEFEATED_JINGLE);
setState(STATE_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==30*60)
{
writeDemoControls();
ASSERT(!"DEMO ENDED");
}
#endif
return input;
}
/*===========================================================================
end */