990 lines
21 KiB
C++
990 lines
21 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_PMCHOP_H__
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#include "player\pmchop.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_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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// to be removed
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#include "gfx\tpage.h"
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/* Std Lib
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------- */
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/* Data
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---- */
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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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#ifdef __USER_paul__
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#define _STATE_DEBUG_
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#endif
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#define SLIPSPEED 10 // Speed that player slips on icy surfaces
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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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// "NET",
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// "CORALBLOWER",
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"FLY",
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};
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#include "gfx\font.h"
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FontBank s_debugFont;
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#endif
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int s_health;
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int s_screenPos;
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DVECTOR m_cameraScrollPos={0,600};
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int SCREEN_GEOM_CENTRE_X=248;
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int SCREEN_GEOM_CENTRE_Y=129;
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int SCREEN_GEOM_PLAYER_OFS_X=9;
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int SCREEN_GEOM_PLAYER_OFS_Y=-26;
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int MAP2D_CENTRE_X=-256;
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int MAP2D_CENTRE_Y=-136;
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int MAP2D_BLOCKSTEPSIZE=16;
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int CAMERA_SCROLLLIMIT=3;//8; // SB is this many tiles off centre at most
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int CAMERA_SCROLLTHRESHOLD=6; // If SB moves when more than this many tiles off-centre, the camera will *always* scroll
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int CAMERA_STARTMOVETHRESHOLD=20; // If SB moves faster than this then the camera starts scrolling
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int CAMERA_STOPMOVETHRESHOLD=10; // If SB moves slower than this then the camera stops scrolling
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int CAMERA_SCROLLSPEED=60; // Speed of the scroll ( 60=1 tile scrolled every 4 and a bit frames )
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CPlayerModeBase PLAYERMODE;
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CPlayerModeChop PLAYERMODECHOP;
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CPlayerModeBalloon PLAYERMODEBALLOON;
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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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&PLAYERMODEDEAD, // PLAYER_MODE_DEAD
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&PLAYERMODEFLY, // PLAYER_MODE_FLY
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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 CPlayer::init()
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{
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CPlayerThing::init();
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m_layerCollision=NULL;
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// m_onPlatform = false;
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// m_prevOnPlatform = false;
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m_skel.Init(ACTORS_SPONGEBOB_A3D);
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TPLoadTex(ACTORS_ACTOR_SPONGEBOB_TEX);
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for(int i=0;i<NUM_PLAYERMODES;i++)
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{
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s_playerModes[i]->initialise(this);
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}
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m_currentPlayerModeClass=NULL;
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setMode(PLAYER_MODE_BASICUNARMED);
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m_animNo=0;
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m_animFrame=0;
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setFacing(FACING_RIGHT);
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respawn();
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m_lives=CGameSlotManager::getSlotData().m_lives;
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m_cameraOffset.vx=0;
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m_cameraOffset.vy=0;
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m_cameraScrollDir=0;
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m_lastPadInput=m_padInput=PI_NONE;
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s_screenPos=128;
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m_skel.setAng(512);
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//m_skel.setAngInc(678);
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#ifdef _STATE_DEBUG_
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s_debugFont.initialise(&standardFont);
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s_debugFont.setJustification(FontBank::JUST_LEFT);
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#endif
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setCollisionSize(25,50);
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setCollisionCentreOffset(0,-25);
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m_glassesFlag=0;
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m_squeakyBootsTimer=0;
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m_invinvibilityRingTimer=0;
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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 CPlayer::shutdown()
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{
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#ifdef _STATE_DEBUG_
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s_debugFont.dump();
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#endif
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CPlayerThing::shutdown();
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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 newmode=-1;
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#ifdef _STATE_DEBUG_
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char posBuf[100];
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#endif
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void CPlayer::think(int _frames)
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{
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int i;
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CPlayerThing::think(_frames);
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if(PadGetHeld(0)&PAD_L1&&PadGetHeld(0)&PAD_L2)
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{
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respawn();
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}
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if(newmode!=-1)
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{
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setMode((PLAYER_MODE)newmode);
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newmode=-1;
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}
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for(i=0;i<_frames;i++)
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{
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// Think
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updatePadInput();
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// s_modes[m_currentMode].m_modeControl->think();
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// m_currentStateClass->think(this);
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m_currentPlayerModeClass->think();
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// Powerups
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if(m_squeakyBootsTimer)
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{
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m_squeakyBootsTimer--;
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}
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if(m_invinvibilityRingTimer)
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{
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m_invinvibilityRingTimer--;
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}
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// Flashing..
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if(m_invincibleFrameCount)
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{
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m_invincibleFrameCount--;
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}
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if(Pos.vx<64)Pos.vx=64;
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else if(Pos.vx>m_mapEdge.vx-64)Pos.vx=m_mapEdge.vx-64;
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if(Pos.vy<64)Pos.vy=64;
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else if(Pos.vy>m_mapEdge.vy-64)Pos.vy=m_mapEdge.vy-64;
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// Look around
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int pad=getPadInputHeld();
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if(PadGetDown(0)&PAD_CIRCLE)
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{
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m_skel.blink();
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}
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// Camera scroll..
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if(m_cameraScrollDir==-1)
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{
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if(m_cameraScrollPos.vx>-CAMERA_SCROLLLIMIT<<8)
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{
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m_cameraScrollPos.vx-=CAMERA_SCROLLSPEED;
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if(m_cameraScrollPos.vx<-CAMERA_SCROLLLIMIT<<8)
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{
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m_cameraScrollPos.vx=-CAMERA_SCROLLLIMIT<<8;
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m_cameraScrollDir=0;
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}
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}
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}
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else if(m_cameraScrollDir==+1)
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{
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if(m_cameraScrollPos.vx<(CAMERA_SCROLLLIMIT<<8))
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{
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m_cameraScrollPos.vx+=CAMERA_SCROLLSPEED;
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if(m_cameraScrollPos.vx>CAMERA_SCROLLLIMIT<<8)
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{
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m_cameraScrollPos.vx=CAMERA_SCROLLLIMIT<<8;
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m_cameraScrollDir=0;
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}
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}
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}
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}
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// Move the camera offset
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m_playerScreenGeomPos.vx=SCREEN_GEOM_PLAYER_OFS_X+((MAP2D_BLOCKSTEPSIZE*m_cameraScrollPos.vx)>>8);
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m_playerScreenGeomPos.vy=SCREEN_GEOM_PLAYER_OFS_Y+((MAP2D_BLOCKSTEPSIZE*m_cameraScrollPos.vy)>>8);
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m_cameraOffset.vx=MAP2D_CENTRE_X+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vx))>>8);
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m_cameraOffset.vy=MAP2D_CENTRE_Y+((MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vy))>>8);
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m_cameraPos.vx=Pos.vx+m_cameraOffset.vx;
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m_cameraPos.vy=Pos.vy+m_cameraOffset.vy;
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// Limit camera scroll to the edges of the map
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if(m_cameraPos.vx<0)
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{
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m_playerScreenGeomPos.vx+=m_cameraPos.vx;
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m_cameraPos.vx=0;
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m_cameraScrollDir=0;
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}
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else if(m_cameraPos.vx>m_mapCameraEdges.vx)
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{
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m_playerScreenGeomPos.vx-=m_mapCameraEdges.vx-m_cameraPos.vx;
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m_cameraPos.vx=m_mapCameraEdges.vx;
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m_cameraScrollDir=0;
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}
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if(m_cameraPos.vy<0)
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{
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m_playerScreenGeomPos.vy+=m_cameraPos.vy;
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m_cameraPos.vy=0;
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m_cameraScrollDir=0;
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}
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else if(m_cameraPos.vy>m_mapCameraEdges.vy)
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{
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m_playerScreenGeomPos.vy-=m_mapCameraEdges.vy-m_cameraPos.vy;
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m_cameraPos.vy=m_mapCameraEdges.vy;
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m_cameraScrollDir=0;
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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 panim=-1;
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#include "gfx\prim.h" // (pkg)
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int healthx=100;
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int healthy=27;
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int healthw=10;
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int healthh=10;
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int healthg=2;
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int livesx=162;
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int livesy=28;
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#ifdef __USER_paul__
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int mouth=-1,eyes=-1;
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#endif
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void CPlayer::render()
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{
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CPlayerThing::render();
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#ifdef _STATE_DEBUG_
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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));
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s_debugFont.print(40,40,posBuf);
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#endif
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// Render
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if(m_invincibleFrameCount==0||m_invincibleFrameCount&2)
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{
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#ifdef __USER_paul__
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if(mouth!=-1)
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{
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m_skel.setMouthTex(mouth);
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mouth=-1;
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}
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if(eyes!=-1)
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{
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m_skel.setEyeTex(eyes);
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eyes=-1;
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}
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#endif
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//int xval=(255-(MAP2D_BLOCKSTEPSIZE*(-m_cameraScrollPos.vx>>8)));
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//DrawLine(xval-7,0,xval-7,255,0,128,255,0);
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//DrawLine(xval+7,0,xval+7,255,0,128,255,0);
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SetGeomOffset(SCREEN_GEOM_CENTRE_X+m_playerScreenGeomPos.vx,SCREEN_GEOM_CENTRE_Y+m_playerScreenGeomPos.vy);
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if(panim!=-1)
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m_skel.setAnimNo(panim);
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else
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m_skel.setAnimNo(m_animNo);
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m_skel.setFrame(m_animFrame);
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m_skel.Animate(this);
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m_skel.Render(this);
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SetGeomOffset(SCREEN_GEOM_CENTRE_X,SCREEN_GEOM_CENTRE_Y);
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}
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#ifdef _STATE_DEBUG_
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char buf[128];
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sprintf(buf,"MODE: %s",s_modeText[m_currentMode]);
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s_debugFont.print(40,210,buf);
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#endif
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// Temporary health/lives thing
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#ifdef __USER_paul__
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int i,x;
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x=healthx;
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for(i=0;i<5;i++)
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{
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POLY_F4 *f4;
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f4=GetPrimF4();
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setXYWH(f4,x,healthy,healthw,healthh);
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if(i<s_health)
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{
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setRGB0(f4,0,255,0);
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}
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else
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{
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setRGB0(f4,255,0,0);
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}
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setSemiTrans(f4,true);
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AddPrimToList(f4,0);
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f4=GetPrimF4();
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setXYWH(f4,x+1,healthy+1,healthw,healthh);
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setRGB0(f4,0,0,0);
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setSemiTrans(f4,true);
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AddPrimToList(f4,1);
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x+=healthw+healthg;
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}
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char lifebuf[5];
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sprintf(lifebuf,"x%d",m_lives);
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s_debugFont.print(livesx,livesy,lifebuf);
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#endif
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose: Pre-calcs the visible edges of the map ( ie: the hard limits
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for the camera pos )
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayer::setMapSize(DVECTOR _mapSize)
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{
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m_mapCameraEdges.vx=(_mapSize.vx-34)*MAP2D_BLOCKSTEPSIZE; // Made up numbers! :) (pkg)
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m_mapCameraEdges.vy=(_mapSize.vy-18)*MAP2D_BLOCKSTEPSIZE;
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m_mapEdge.vx=_mapSize.vx*MAP2D_BLOCKSTEPSIZE;
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m_mapEdge.vy=_mapSize.vy*MAP2D_BLOCKSTEPSIZE;
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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 CPlayer::addHealth(int _health)
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{
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s_health+=_health;
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if(s_health>MAX_HEALTH)
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{
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s_health=MAX_HEALTH;
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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 CPlayer::addLife()
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{
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m_lives++;
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if(m_lives>MAX_LIVES)
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{
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m_lives=MAX_LIVES;
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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 CPlayer::setMode(PLAYER_MODE _mode)
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{
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m_currentMode=_mode;
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m_currentPlayerModeClass=s_playerModes[_mode];
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m_currentPlayerModeClass->enter();
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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 CPlayer::getFacing()
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|
{
|
|
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:
|
|
---------------------------------------------------------------------- */
|
|
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;
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
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==0&& // Don't take damage if still recovering from the last hit
|
|
m_invinvibilityRingTimer==0) // 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__NONE:
|
|
break;
|
|
|
|
case DAMAGE__FALL:
|
|
case DAMAGE__LAVA:
|
|
case DAMAGE__HIT_ENEMY:
|
|
case DAMAGE__SHOCK_ENEMY:
|
|
case DAMAGE__GAS_ENEMY:
|
|
case DAMAGE__POISON_ENEMY:
|
|
case DAMAGE__SWALLOW_ENEMY:
|
|
case DAMAGE__PINCH_ENEMY:
|
|
case DAMAGE__SQUASH_ENEMY:
|
|
case DAMAGE__BURN_ENEMY:
|
|
case DAMAGE__BITE_ENEMY:
|
|
break;
|
|
|
|
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);
|
|
setMode(PLAYER_MODE_DEAD);
|
|
// 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==MAX_DEMO_TIME_IN_FRAMES)
|
|
{
|
|
writeDemoControls();
|
|
ASSERT(!"DEMO ENDED");
|
|
}
|
|
#endif
|
|
|
|
return input;
|
|
}
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
/*
|
|
void CPlayer::clearPlatform()
|
|
{
|
|
m_prevOnPlatform = m_onPlatform;
|
|
m_onPlatform = false;
|
|
}
|
|
*/
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
/*
|
|
void CPlayer::setPlatform( CThing *newPlatform )
|
|
{
|
|
int colHeight;
|
|
int platformHeight;
|
|
DVECTOR newPos;
|
|
DVECTOR testPos;
|
|
|
|
m_platform = newPlatform;
|
|
m_onPlatform = getCentreCollision();
|
|
|
|
if ( m_onPlatform )
|
|
{
|
|
newPos = getNewCollidedPos();
|
|
|
|
colHeight = m_layerCollision->getHeightFromGround( Pos.vx, Pos.vy, 16 );
|
|
|
|
platformHeight = newPos.vy - Pos.vy;
|
|
|
|
if ( platformHeight > colHeight )
|
|
{
|
|
m_onPlatform = false;
|
|
}
|
|
else
|
|
{
|
|
colHeight = platformHeight;
|
|
}
|
|
}
|
|
|
|
if ( m_onPlatform )
|
|
{
|
|
// have collided with a platform
|
|
|
|
m_moveVel.vy=0;
|
|
Pos = newPos;
|
|
|
|
if ( !m_prevOnPlatform )
|
|
{
|
|
// if( m_currentMode != PLAYER_MODE_BALLOON )
|
|
{
|
|
m_fallFrames=0;
|
|
|
|
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
|
|
{
|
|
//Pos.vx += m_platform->getPos().vx - m_prevPlatformPos.vx;
|
|
}
|
|
|
|
// Move the camera offset
|
|
m_playerScreenGeomPos.vx=SCREEN_GEOM_PLAYER_OFS_X+((MAP2D_BLOCKSTEPSIZE*m_cameraScrollPos.vx)>>8);
|
|
m_playerScreenGeomPos.vy=SCREEN_GEOM_PLAYER_OFS_Y+((MAP2D_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_playerScreenGeomPos.vx+=m_cameraPos.vx;
|
|
m_cameraPos.vx=0;
|
|
m_cameraScrollDir=0;
|
|
}
|
|
else if(m_cameraPos.vx>m_mapCameraEdges.vx)
|
|
{
|
|
m_playerScreenGeomPos.vx-=m_mapCameraEdges.vx-m_cameraPos.vx;
|
|
m_cameraPos.vx=m_mapCameraEdges.vx;
|
|
m_cameraScrollDir=0;
|
|
}
|
|
if(m_cameraPos.vy<0)
|
|
{
|
|
m_playerScreenGeomPos.vy+=m_cameraPos.vy;
|
|
m_cameraPos.vy=0;
|
|
m_cameraScrollDir=0;
|
|
}
|
|
else if(m_cameraPos.vy>m_mapCameraEdges.vy)
|
|
{
|
|
m_playerScreenGeomPos.vy-=m_mapCameraEdges.vy-m_cameraPos.vy;
|
|
m_cameraPos.vy=m_mapCameraEdges.vy;
|
|
m_cameraScrollDir=0;
|
|
}
|
|
|
|
this->updateCollisionArea();
|
|
|
|
m_prevPlatformPos = m_platform->getPos();
|
|
}
|
|
else
|
|
{
|
|
newPlatform->removeChild( this );
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*----------------------------------------------------------------------
|
|
Function:
|
|
Purpose:
|
|
Params:
|
|
Returns:
|
|
---------------------------------------------------------------------- */
|
|
/*
|
|
void CPlayer::shove( DVECTOR move )
|
|
{
|
|
DVECTOR newPos;
|
|
|
|
newPos.vx = Pos.vx + move.vx;
|
|
newPos.vy = Pos.vy + move.vy;
|
|
|
|
int colHeight = m_layerCollision->getHeightFromGround( newPos.vx, newPos.vy, 1 );
|
|
|
|
if( colHeight < 0 )
|
|
{
|
|
// target position in within wall, abort
|
|
|
|
return;
|
|
}
|
|
else
|
|
{
|
|
Pos.vx = newPos.vx;
|
|
Pos.vy = newPos.vy;
|
|
}
|
|
}
|
|
*/
|
|
|
|
/*===========================================================================
|
|
end */
|