423 lines
9.8 KiB
C++
423 lines
9.8 KiB
C++
/*=========================================================================
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pmjelly.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\pmjelly.h"
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#ifndef __PROJECTL_PROJECTL_H__
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#include "projectl\projectl.h"
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#endif
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#ifndef __PAD_VIBE_H__
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#include "pad\vibe.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 __GFX_FONT_H__
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#include "gfx\font.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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#ifndef __UTILS_HEADER__
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#include "utils\utils.h"
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#endif
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// States
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#ifndef __PLAYER__PSLOOK_H__
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#include "player\pslook.h"
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#endif
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#ifndef __PLAYER__PSJUMP_H__
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#include "player\psjump.h"
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#endif
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#ifndef __PLAYER__PSJMPBCK_H__
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#include "player\psjmpbck.h"
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#endif
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#ifndef __PLAYER__PSRUN_H__
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#include "player\psrun.h"
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#endif
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#ifndef __PLAYER__PSFALL_H__
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#include "player\psfall.h"
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#endif
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#ifndef __PLAYER__PSHITGND_H__
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#include "player\pshitgnd.h"
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#endif
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#ifndef __PLAYER__PSIDLE_H__
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#include "player\psidle.h"
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#endif
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#ifndef __PLAYER__PSBUTT_H__
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#include "player\psbutt.h"
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#endif
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#ifndef __PLAYER__PSDUCK_H__
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#include "player\psduck.h"
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#endif
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#ifndef __PLAYER__PSSPRING_H__
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#include "player\psspring.h"
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#endif
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#ifndef __PLAYER_PSCART_H__
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#include "player\pscart.h"
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#endif
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#ifndef __PLAYER_PSFLOAT_H__
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#include "player\psfloat.h"
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#endif
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#ifndef __PLAYER_PSDANCE_H__
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#include "player\psdance.h"
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#endif
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#ifndef __PLAYER_PSSWAL_H__
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#include "player\psswal.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 __ANIM_SPONGEBOB_HEADER__
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#include <ACTOR_SPONGEBOB_ANIM.h>
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#endif
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#ifndef __SPR_SPRITES_H__
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#include <sprites.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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static CPlayerState *s_stateTable[]=
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{
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&s_stateWeaponIdle, // STATE_IDLE
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&s_stateTeeterIdle, // STATE_IDLETEETER
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&s_stateJump, // STATE_JUMP
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&s_stateSpring, // STATE_SPRINGUP
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&s_stateRun, // STATE_RUN
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&s_stateFall, // STATE_FALL
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&s_stateFallFar, // STATE_FALLFAR
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&s_stateHitGround, // STATE_HITGROUND
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&s_stateButtBounce, // STATE_BUTTBOUNCE
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&s_stateButtBounceFall, // STATE_BUTTFALL
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&s_stateButtBounceLand, // STATE_BUTTLAND
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&s_stateButtBounceUp, // STATE_BUTTBOUNCEUP
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&s_stateSoakUp, // STATE_SOAKUP
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&s_stateGetUp, // STATE_GETUP
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&s_stateLookDown, // STATE_LOOKDOWN
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&s_stateLookDownRelax, // STATE_LOOKDOWNRELAX
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&s_stateLookUp, // STATE_LOOKUP
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&s_stateLookUpRelax, // STATE_LOOKUPRELAX
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&s_stateJumpBack, // STATE_JUMPBACK
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&s_stateCart, // STATE_CART
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&s_stateFloat, // STATE_FLOAT
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&s_stateDance, // STATE_CELEBRATE
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&s_stateSwallow, // STATE_SWALLOW
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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 CPlayerModeJellyLauncher::enter()
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{
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CPlayerModeBase::enter();
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m_firingState=FIRING_STATE__NONE;
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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 CPlayerModeJellyLauncher::think()
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{
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// If we're firing 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_firingState==FIRING_STATE__FIRING||m_firingState==FIRING_STATE__RECOILING)
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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 fire?
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switch(m_firingState)
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{
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case FIRING_STATE__NONE:
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if(getPadInputDown()&PI_FIRE&&m_player->getJellyAmmo()&&canFireFromThisState())
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{
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m_firingFrame=0;
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m_firingTime=0;
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m_firingState=FIRING_STATE__POWERINGUP;
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m_colourFlash=0;
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}
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break;
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case FIRING_STATE__POWERINGUP:
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if(getPadInputHeld()&PI_FIRE)
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{
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if(m_firingTime<TIMEOUT_FOR_BIG_SHOT)
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{
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m_firingTime++;
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}
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else
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{
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m_colourFlash=(m_colourFlash+FLASHSPEED)&4095;
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}
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CPadVibrationManager::setVibration(0,CPadVibrationManager::VIBE_MEDIUM,(m_firingTime*32)/TIMEOUT_FOR_BIG_SHOT);
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}
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else
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{
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m_firingState=FIRING_STATE__FIRING;
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m_firingFrame=0;
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}
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break;
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case FIRING_STATE__FIRING:
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m_player->setAnimNo(ANIM_SPONGEBOB_FIRESTART);
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m_player->setAnimFrame(m_firingFrame++);
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if(m_firingFrame>=m_player->getAnimFrameCount())
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{
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CPadVibrationManager::setVibration(0,CPadVibrationManager::VIBE_MEDIUM);
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launchProjectile();
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m_firingState=FIRING_STATE__RECOILING;
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m_firingFrame=0;
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}
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break;
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case FIRING_STATE__RECOILING:
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m_player->setAnimNo(ANIM_SPONGEBOB_FIREEND);
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m_player->setAnimFrame(m_firingFrame++);
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if(m_firingFrame>=m_player->getAnimFrameCount())
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{
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m_firingState=FIRING_STATE__NONE;
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m_player->setAnimNo(m_savedAnimNo);
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m_player->setAnimFrame(m_savedAnimFrame);
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}
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break;
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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 CPlayerModeJellyLauncher::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 CPlayerModeJellyLauncher::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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void CPlayerModeJellyLauncher::renderModeUi()
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{
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SpriteBank *sb;
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sFrameHdr *fh;
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FontBank *fb;
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char buf[4];
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sb=CGameScene::getSpriteBank();
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fh=sb->getFrameHeader(FRM__SMALL_LAUNCHER);
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switch(m_firingState)
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{
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case FIRING_STATE__NONE:
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case FIRING_STATE__FIRING:
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case FIRING_STATE__RECOILING:
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sb->printFT4(fh,CPlayer::POWERUPUI_ICONX,CPlayer::POWERUPUI_ICONY,0,0,CPlayer::POWERUPUI_OT);
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break;
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case FIRING_STATE__POWERINGUP:
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{
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int rotRange,scaleBase,scaleRange;
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int xs,ys,rot;
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POLY_FT4 *ft4;
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int colour;
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rotRange=m_firingTime/2;
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scaleBase=4500+(m_firingTime*10);
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scaleRange=m_firingTime*2;
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rot=(getRndRange(rotRange*2)-rotRange)&4095;
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xs=scaleBase+getRndRange(scaleRange);
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ys=scaleBase+getRndRange(scaleRange);
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ft4=sb->printRotatedScaledSprite(fh,CPlayer::POWERUPUI_ICONX+(fh->W/2),CPlayer::POWERUPUI_ICONY+(fh->H/2),xs,ys,rot,CPlayer::POWERUPUI_OT);
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colour=abs((msin(m_colourFlash)*FLASHSCALE)>>12);
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setRGB0(ft4,128+colour,128-colour,128-colour);
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}
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break;
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}
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fb=m_player->getFontBank();
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sprintf(buf,"x%d",m_player->getJellyAmmo());
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fb->print(CPlayer::POWERUPUI_TEXTX,CPlayer::POWERUPUI_TEXTY,buf);
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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 CPlayerModeJellyLauncher::canFireFromThisState()
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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_SOAKUP:
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case STATE_GETUP:
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case STATE_LOOKDOWN:
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case STATE_LOOKDOWNRELAX:
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case STATE_LOOKUP:
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case STATE_LOOKUPRELAX:
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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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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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DVECTOR jellyLaunchPos={-20,-25};
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void CPlayerModeJellyLauncher::launchProjectile()
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{
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int playerFacing;
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DVECTOR launchPos;
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int fireHeading;
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CPlayerProjectile *projectile;
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CSoundMediator::playSfx(CSoundMediator::SFX_JELLY_LAUNCHER);
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playerFacing=m_player->getFacing();
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launchPos=getPlayerPos();
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launchPos.vx+=playerFacing*jellyLaunchPos.vx;
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launchPos.vy+=jellyLaunchPos.vy;
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if(m_firingTime==TIMEOUT_FOR_BIG_SHOT&&m_player->getJellyAmmo()>=AMMO_AMOUNT_FOR_BIG_SHOT)
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{
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// Powered up, big shot
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int i;
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fireHeading=1024+(1024*playerFacing)-512;
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for(i=0;i<3;i++)
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{
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projectile=CPlayerProjectile::Create();
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projectile->init(launchPos,
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fireHeading,
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CPlayerProjectile::PLAYER_PROJECTILE_DUMBFIRE,
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CPlayerProjectile::PLAYER_PROJECTILE_FINITE_LIFE,
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5*60);
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projectile->setRGB( 255 + ( 128 << 8 ) + ( 255 << 16 ) );
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fireHeading+=512;
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#ifndef __USER_paul__
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m_player->useOneJelly();
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#endif
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}
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}
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else
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{
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// Normal, small shot
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fireHeading=1024+(1024*m_player->getFacing());
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projectile=CPlayerProjectile::Create();
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projectile->init(launchPos,
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fireHeading,
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CPlayerProjectile::PLAYER_PROJECTILE_DUMBFIRE,
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CPlayerProjectile::PLAYER_PROJECTILE_FINITE_LIFE,
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5*60);
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projectile->setRGB( 255 + ( 128 << 8 ) + ( 255 << 16 ) );
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#ifndef __USER_paul__
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m_player->useOneJelly();
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#endif
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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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CPlayerState **CPlayerModeJellyLauncher::getStateTable()
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{
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return s_stateTable;
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}
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/*===========================================================================
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end */
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