210 lines
4.4 KiB
C++
210 lines
4.4 KiB
C++
/*=========================================================================
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pmchop.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\pmchop.h"
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/* Std Lib
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------- */
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/* Data
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---- */
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#ifndef __ANIM_SPONGEBOB_HEADER__
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#include <ACTOR_SPONGEBOB_ANIM.h>
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#endif
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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/*----------------------------------------------------------------------
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Function Prototypes
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------------------- */
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/*----------------------------------------------------------------------
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Vars
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---- */
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerModeChop::enter()
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{
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CPlayerModeBase::enter();
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m_chopping=false;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int chopcsx=-25;
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int chopcsy=-30;
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int chopcsw=80;
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int chopcsh=60;
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void CPlayerModeChop::think()
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{
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// If we're chopping then restore the 'real' anim number/frame before
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// doing the think so that the rest of the code doesn't know what
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// is going on ;)
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if(m_chopping)
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{
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setAnimNo(m_savedAnimNo);
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setAnimFrame(m_savedAnimFrame);
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}
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CPlayerModeBase::think();
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// Start to chop?
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if(!m_chopping&&getPadInputDown()&PI_FIRE&&canAttackFromThisState())
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{
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m_chopFrame=0;
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getPlayerCollisionSize(&m_savedCSX,&m_savedCSY,&m_savedCSW,&m_savedCSH);
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m_chopping=true;
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}
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// Chopping?
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if(m_chopping)
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{
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int facing;
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facing=getFacing();
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m_chopping=false; // Oops..
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setPlayerCollisionSize(chopcsx*facing,chopcsy,chopcsw,chopcsh);
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m_chopping=true; // Oops..
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m_player->setAnimNo(ANIM_SPONGEBOB_KARATE);
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m_player->setAnimFrame(m_chopFrame);
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m_chopFrame++;
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if(m_chopFrame>=m_player->getAnimFrameCount())
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{
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m_player->setAnimNo(m_savedAnimNo);
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m_player->setAnimFrame(m_savedAnimFrame);
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m_chopping=false;
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setPlayerCollisionSize(m_savedCSX,m_savedCSY,m_savedCSW,m_savedCSH);
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}
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerModeChop::setAnimNo(int _animNo)
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{
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CPlayerModeBase::setAnimNo(_animNo);
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m_savedAnimNo=_animNo;
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}
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void CPlayerModeChop::setAnimFrame(int _animFrame)
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{
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CPlayerModeBase::setAnimFrame(_animFrame);
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m_savedAnimFrame=_animFrame;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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ATTACK_STATE CPlayerModeChop::getAttackState()
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{
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if(m_chopping)
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{
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return ATTACK_STATE__KARATE;
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}
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else
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{
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return CPlayerModeBase::getAttackState();
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerModeChop::setPlayerCollisionSize(int _x,int _y,int _w,int _h)
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{
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if(m_chopping)
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{
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m_savedCSX=_x;
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m_savedCSY=_y;
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m_savedCSW=_w;
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m_savedCSY=_h;
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}
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else
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{
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CPlayerModeBase::setPlayerCollisionSize(_x,_y,_w,_h);
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CPlayerModeChop::canAttackFromThisState()
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{
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int ret=false;
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switch(getState())
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{
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case STATE_IDLE:
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case STATE_IDLETEETER:
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case STATE_JUMP:
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case STATE_RUN:
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case STATE_FALL:
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ret=true;
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break;
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case STATE_SPRINGUP:
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case STATE_FALLFAR:
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case STATE_BUTTBOUNCE:
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case STATE_BUTTFALL:
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case STATE_BUTTLAND:
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case STATE_BUTTBOUNCEUP:
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case STATE_DUCK:
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case STATE_SOAKUP:
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case STATE_GETUP:
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case STATE_CROUCHDOWN:
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case STATE_CROUCHUP:
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case STATE_JUMPBACK:
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break;
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}
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return ret;
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}
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/*===========================================================================
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end */
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