SBSPSS/source/player/psidle.cpp
2001-01-29 19:23:04 +00:00

216 lines
4.5 KiB
C++

/*=========================================================================
psidle.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\psidle.h"
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __PAD_PADS_H__
#include "pad\pads.h"
#endif
#ifndef __UTILS_HEADER__
#include "utils\utils.h"
#endif
/* Std Lib
------- */
/* Data
---- */
#ifndef __ANIM_PLAYER_ANIM_HEADER__
#include <player_anim.h>
#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
CPlayerStateIdle::IdleAnims CPlayerStateIdle::s_idleAnims[]=
{
// start frame loop frame end frame loop count
// { -1, ANIM_PLAYER_ANIM_IDLEGENERIC04, -1, 4 },
// { -1, ANIM_PLAYER_ANIM_IDLEGENERIC04, -1, 10 },
// { -1, ANIM_PLAYER_ANIM_IDLEGENERIC03, -1, 3 },
{ -1, ANIM_PLAYER_ANIM_IDLEBOOTS, -1, 4 },
{ -1, ANIM_PLAYER_ANIM_IDLECORAL, -1, 10 },
{ -1, ANIM_PLAYER_ANIM_WAKEUP, -1, 1 },
};
int CPlayerStateIdle::s_numIdleAnims=sizeof(CPlayerStateIdle::s_idleAnims)/sizeof(CPlayerStateIdle::IdleAnims);
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateIdle::enter(CPlayer *_player)
{
m_idleTime=0;
m_currentIdleAnim=0;
m_animState=ANIMSTATE_END;
setNextIdleAnim(_player);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateIdle::think(CPlayer *_player)
{
int control;
control=getPadInput(_player);
if(advanceAnimFrameAndCheckForEndOfAnim(_player))
{
setNextIdleAnim(_player);
}
if(control&CPadConfig::getButton(CPadConfig::PAD_CFG_JUMP))
{
setState(_player,STATE_JUMP);
}
else if(control&(CPadConfig::getButton(CPadConfig::PAD_CFG_LEFT)|CPadConfig::getButton(CPadConfig::PAD_CFG_RIGHT)))
{
setState(_player,STATE_RUN);
}
else if(control&CPadConfig::getButton(CPadConfig::PAD_CFG_ACTION))
{
setState(_player,STATE_ATTACK);
}
else if(control&CPadConfig::getButton(CPadConfig::PAD_CFG_DOWN))
{
setState(_player,STATE_DUCK);
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateIdle::setNextIdleAnim(CPlayer *_player)
{
IdleAnims *anims;
int finished=false;
anims=&s_idleAnims[m_currentIdleAnim];
switch(m_animState)
{
case ANIMSTATE_START:
m_animState=ANIMSTATE_LOOP;
setAnimNo(_player,anims->m_loopFrame);
break;
case ANIMSTATE_LOOP:
if(--m_loopCount<=0)
{
if(anims->m_endFrame==-1)
{
finished=true;
}
else
{
m_animState=ANIMSTATE_END;
setAnimNo(_player,anims->m_endFrame);
}
}
else
{
setAnimNo(_player,anims->m_loopFrame);
}
break;
case ANIMSTATE_END:
finished=true;
break;
}
if(finished)
{
int animNo;
if(m_idleTime<5)
{
m_currentIdleAnim=0; // First anim in list is the default idle
}
else
{
if(s_numIdleAnims)
{
// Randomly choose the next anim to run
int lastAnim;
lastAnim=m_currentIdleAnim;
do
{
m_currentIdleAnim=getRndRange(s_numIdleAnims);
}while(m_currentIdleAnim==lastAnim);
}
else
{
m_currentIdleAnim=0;
}
}
// Start playing the anim
anims=&s_idleAnims[m_currentIdleAnim];
if(anims->m_startFrame==-1)
{
// No start anim - go straight into loop
animNo=anims->m_loopFrame;
m_animState=ANIMSTATE_LOOP;
}
else
{
// Play start anim for this idle
animNo=anims->m_startFrame;
m_animState=ANIMSTATE_START;
}
m_loopCount=anims->m_loopCount;
setAnimNo(_player,animNo);
m_idleTime++;
}
}
/*===========================================================================
end */