SBSPSS/source/player/player.cpp
2001-05-29 14:51:59 +00:00

2497 lines
62 KiB
C++

/*=========================================================================
player.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\player.h"
#ifndef __PAD_PADS_H__
#include "pad\pads.h"
#endif
#ifndef __GAME_GAMESLOT_H__
#include "game\gameslot.h"
#endif
#ifndef __LAYER_COLLISION_H__
#include "level\layercollision.h"
#endif
#ifndef __PLAYER_PMODES_H__
#include "player\pmodes.h"
#endif
#ifndef __PLAYER_PMBLOON_H__
#include "player\pmbloon.h"
#endif
#ifndef __PLAYER_PMBUBBLE_H__
#include "player\pmbubble.h"
#endif
#ifndef __PLAYER_PMNET_H__
#include "player\pmnet.h"
#endif
#ifndef __PLAYER_PMCHOP_H__
#include "player\pmchop.h"
#endif
#ifndef __PLAYER_PMCORAL_H__
#include "player\pmcoral.h"
#endif
#ifndef __PLAYER_PMDEAD_H__
#include "player\pmdead.h"
#endif
#ifndef __PLAYER_PMFLY_H__
#include "player\pmfly.h"
#endif
#ifndef __PLAYER_PMJELLY_H__
#include "player\pmjelly.h"
#endif
#ifndef __GFX_FONT_H__
#include "gfx\font.h"
#endif
#ifndef __GFX_SPRBANK_H__
#include "gfx\sprbank.h"
#endif
#ifndef __PLATFORM_PLATFORM_H__
#include "platform\platform.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
/* Std Lib
------- */
/* Data
---- */
#ifndef __SPR_SPRITES_H__
#include <sprites.h>
#endif
#ifndef __ANIM_SPONGEBOB_HEADER__
#include <ACTOR_SPONGEBOB_Anim.h>
#endif
#ifndef __ANIM_SPONGEBOB_NET_HEADER__
#include <ACTOR_SPONGEBOB_NET_Anim.h>
#endif
#ifndef __ANIM_SPONGEBOB_CORALBLOWER_HEADER__
#include <ACTOR_SPONGEBOB_CORALBLOWER_Anim.h>
#endif
#ifndef __ANIM_SPONGEBOB_JELLYLAUNCHER_HEADER__
#include <ACTOR_SPONGEBOB_JELLYLAUNCHER_Anim.h>
#endif
#ifndef __ANIM_SPONGEBOB_GLASSES_HEADER__
#include <ACTOR_SPONGEBOB_GLASSES_Anim.h>
#endif
#ifndef __ANIM_SPONGEBOB_WAND_HEADER__
#include <ACTOR_SPONGEBOB_WAND_Anim.h>
#endif
#ifndef __ANIM_SPONGEBOB_JELLYFISH_HEADER__
#include <ACTOR_SPONGEBOB_JELLYFISH_Anim.h>
#endif
#ifndef __ANIM_SPONGEBOB_GLOVE_HEADER__
#include <ACTOR_SPONGEBOB_GLOVE_Anim.h>
#endif
#include "fx\fx.h"
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
//#define _RECORD_DEMO_MODE_
#define _STATE_DEBUG_
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
// Two dice. One says 'Re' on every face, the other says 'boot',
// 'install', 'try', 'tire', 'sume' and 'number'
/*
WEAPON MODES
unamred constant
karate-chop constant
balloon timed ( respawn )
bubble mixture (un)limited supply ( respawn )
helmet constant ( respawn )
coral blower constant ( respawn )
net constant
jelly launcher limited supply ( respawn )
POWER-UPS
glasses constant
squeaky boots timed ( respawn )
mm & bb ring timed
*/
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
#ifdef _RECORD_DEMO_MODE_
#include "player\demoplay.h"
#define MAX_DEMO_SIZE 512 // So max size of a demo is 1k
#define MAX_DEMO_TIME_IN_FRAMES 30*60 // Recorded demo will last 30 seconds
static CDemoPlayer::demoPlayerControl s_demoControls[MAX_DEMO_SIZE]={{PI_NONE,0}};
static int s_demoSize=0;
static int s_demoFrameCount=0;
static void writeDemoControls()
{
char filename[32];
int fh;
int fc=MAX_DEMO_TIME_IN_FRAMES;
sprintf(filename,"demo____.dmo");
fh=PCcreat((char *)filename,0);
ASSERT(fh!=-1);
PCwrite(fh,(char*)&fc,sizeof(fc)); // frame count
PCwrite(fh,(char*)&s_demoSize,sizeof(s_demoSize)); // demo size
for(int i=0;i<s_demoSize;i++)
PCwrite(fh,(char*)&s_demoControls[i],sizeof(CDemoPlayer::demoPlayerControl)); // control data
PCclose(fh);
SYSTEM_DBGMSG("Written demo file %s with %d frames",filename,s_demoSize);
}
#endif
#ifdef _STATE_DEBUG_
static const char *s_modeText[NUM_PLAYERMODES]=
{
"BASICUNARMED",
"FULLUNARMED",
"BALLOON",
"BUBBLE MIXTURE",
"NET",
"CORALBLOWER",
"JELLY LAUNCHER",
"DEAD",
"FLY",
};
#endif
int s_screenPos;
int m_cameraLookOffset;
int MAP2D_CENTRE_X=-256;
int MAP2D_CENTRE_Y=-170;
int MAP2D_BLOCKSTEPSIZE=16;
CPlayerModeBase PLAYERMODE;
CPlayerModeChop PLAYERMODECHOP;
CPlayerModeBalloon PLAYERMODEBALLOON;
CPlayerModeBubbleMixture PLAYERMODEBUBBLEMIXTURE;
CPlayerModeNet PLAYERMODENET;
CPlayerModeCoralBlower PLAYERMODECORALBLOWER;
CPlayerModeJellyLauncher PLAYERMODEJELLYLAUNCHER;
CPlayerModeDead PLAYERMODEDEAD;
CPlayerModeFly PLAYERMODEFLY;
CPlayerMode *CPlayer::s_playerModes[NUM_PLAYERMODES]=
{
&PLAYERMODE, // PLAYER_MODE_BASICUNARMED
&PLAYERMODECHOP, // PLAYER_MODE_FULLUNARMED
&PLAYERMODEBALLOON, // PLAYER_MODE_BALLOON
&PLAYERMODEBUBBLEMIXTURE, // PLAYER_MODE_BUBBLE_MIXTURE
&PLAYERMODENET, // PLAYER_MODE_NET
&PLAYERMODECORALBLOWER, // PLAYER_MODE_CORALBLOWER
&PLAYERMODEJELLYLAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER
&PLAYERMODEDEAD, // PLAYER_MODE_DEAD
&PLAYERMODEFLY, // PLAYER_MODE_FLY
};
// A big bunch of 'temporary' variables for tweaking things
// This #def makes them static under a release build..
#ifdef __VERSION_DEBUG__
#define pint int
#else
#define pint static const int
#endif
pint sbanimspeed=0;
pint looktimeout=20;
pint lookmaxoffsetup=3*MAP2D_BLOCKSTEPSIZE;
pint lookmaxoffsetdown=6*MAP2D_BLOCKSTEPSIZE;
pint lookspeed=2;
pint lookreturnspeed=5;
pint ledgeTimer=50;
pint ledgeSpeedIn=1;
pint ledgeSpeedOut=3;
pint ledgeShift=1;
pint cammove=2;
pint waterDrainSpeed=4;
pint waterSoakUpSpeed=40;
// --------------------------------- Addon stuff ---------------------------------
CActorGfx *s_addonActorGfx[NUM_PLAYER_ADDONS]=
{
NULL, // PLAYER_ADDON_NET
NULL, // PLAYER_ADDON_CORALBLOWER
NULL, // PLAYER_ADDON_JELLYLAUNCHER
NULL, // PLAYER_ADDON_GLASSES
NULL, // PLAYER_ADDON_BUBBLEWAND
NULL, // PLAYER_ADDON_JELLYFISHINNET
NULL, // PLAYER_ADDON_GLOVE
};
FileEquate s_addonActorPoolNames[NUM_PLAYER_ADDONS]=
{
ACTORS_SPONGEBOB_NET_SBK, // PLAYER_ADDON_NET
ACTORS_SPONGEBOB_CORALBLOWER_SBK, // PLAYER_ADDON_CORALBLOWER
ACTORS_SPONGEBOB_JELLYLAUNCHER_SBK, // PLAYER_ADDON_JELLYLAUNCHER
ACTORS_SPONGEBOB_GLASSES_SBK, // PLAYER_ADDON_GLASSES
ACTORS_SPONGEBOB_WAND_SBK, // PLAYER_ADDON_BUBBLEWAND
ACTORS_SPONGEBOB_JELLYFISH_SBK, // PLAYER_ADDON_JELLYFISHINNET
ACTORS_SPONGEBOB_GLOVE_SBK, // PLAYER_ADDON_GLOVE
};
PLAYER_ADDONS s_addonNumbers[NUM_PLAYERMODES]=
{
NO_ADDON, // PLAYER_MODE_BASICUNARMED
NO_ADDON, // PLAYER_MODE_FULLUNARMED
NO_ADDON, // PLAYER_MODE_BALLOON
PLAYER_ADDON_BUBBLEWAND, // PLAYER_MODE_BUBBLE_MIXTURE
PLAYER_ADDON_NET, // PLAYER_MODE_NET
PLAYER_ADDON_CORALBLOWER, // PLAYER_MODE_CORALBLOWER
PLAYER_ADDON_JELLYLAUNCHER, // PLAYER_MODE_JELLY_LAUNCHER
NO_ADDON, // PLAYER_MODE_DEAD
NO_ADDON, // PLAYER_MODE_FLY
};
static s8 s_animMapNet[NUM_PLAYER_ADDONS][NUM_ANIM_SPONGEBOB]=
{
// PLAYER_ADDON_NET,
{
ANIM_SPONGEBOB_NET_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
ANIM_SPONGEBOB_NET_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
ANIM_SPONGEBOB_NET_FALL, // ANIM_SPONGEBOB_FALL,
ANIM_SPONGEBOB_NET_GETUP, // ANIM_SPONGEBOB_GETUP,
ANIM_SPONGEBOB_NET_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
ANIM_SPONGEBOB_NET_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
ANIM_SPONGEBOB_NET_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
ANIM_SPONGEBOB_NET_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
ANIM_SPONGEBOB_NET_JUMP, // ANIM_SPONGEBOB_JUMP,
ANIM_SPONGEBOB_NET_RUN, // ANIM_SPONGEBOB_RUN,
ANIM_SPONGEBOB_NET_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
ANIM_SPONGEBOB_NET_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
ANIM_SPONGEBOB_NET_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
ANIM_SPONGEBOB_NET_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
ANIM_SPONGEBOB_NET_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
ANIM_SPONGEBOB_NET_SWIPE, // ANIM_SPONGEBOB_SWIPE,
ANIM_SPONGEBOB_NET_DEATHFORWARDS, // ANIM_SPONGEBOB_DEATHFORWARDS,
ANIM_SPONGEBOB_NET_DEATHSQUASH, // ANIM_SPONGEBOB_DEATHSQUASH,
ANIM_SPONGEBOB_NET_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_DEATHDRY
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
-1, // ANIM_SPONGEBOB_FIREEND,
-1, // ANIM_SPONGEBOB_FIRESTART,
-1, // ANIM_SPONGEBOB_IDLEWEAPON,
-1, // ANIM_SPONGEBOB_WALK,
-1, // ANIM_SPONGEBOB_KARATE,
ANIM_SPONGEBOB_NET_GETHIT, // ANIM_SPONGEBOB_GETHIT
ANIM_SPONGEBOB_NET_CROUCHDOWN, // ANIM_SPONGEBOB_CROUCHDOWN
ANIM_SPONGEBOB_NET_CROUCHUP, // ANIM_SPONGEBOB_CROUCHUP
},
// PLAYER_ADDON_CORALBLOWER,
{
-1, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
-1, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
ANIM_SPONGEBOB_CORALBLOWER_FALL, // ANIM_SPONGEBOB_FALL,
ANIM_SPONGEBOB_CORALBLOWER_GETUP, // ANIM_SPONGEBOB_GETUP,
ANIM_SPONGEBOB_CORALBLOWER_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
ANIM_SPONGEBOB_CORALBLOWER_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
-1, // ANIM_SPONGEBOB_IDLEWIND,
ANIM_SPONGEBOB_CORALBLOWER_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
ANIM_SPONGEBOB_CORALBLOWER_JUMP, // ANIM_SPONGEBOB_JUMP,
-1, // ANIM_SPONGEBOB_RUN,
-1, // ANIM_SPONGEBOB_RUNSTOP,
-1, // ANIM_SPONGEBOB_RUNSTART,
-1, // ANIM_SPONGEBOB_SOAKUP,
ANIM_SPONGEBOB_CORALBLOWER_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
ANIM_SPONGEBOB_CORALBLOWER_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
-1, // ANIM_SPONGEBOB_SWIPE,
ANIM_SPONGEBOB_CORALBLOWER_DEATHFORWARDS, // ANIM_SPONGEBOB_DEATHFORWARDS,
ANIM_SPONGEBOB_CORALBLOWER_DEATHSQUASH, // ANIM_SPONGEBOB_DEATHSQUASH,
ANIM_SPONGEBOB_CORALBLOWER_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_DEATHDRY
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
ANIM_SPONGEBOB_CORALBLOWER_FIREEND, // ANIM_SPONGEBOB_FIREEND,
ANIM_SPONGEBOB_CORALBLOWER_FIRESTART, // ANIM_SPONGEBOB_FIRESTART,
ANIM_SPONGEBOB_CORALBLOWER_IDLEWEAPON, // ANIM_SPONGEBOB_IDLEWEAPON,
ANIM_SPONGEBOB_CORALBLOWER_WALK, // ANIM_SPONGEBOB_WALK,
-1, // ANIM_SPONGEBOB_KARATE,
ANIM_SPONGEBOB_CORALBLOWER_GETHIT, // ANIM_SPONGEBOB_GETHIT
ANIM_SPONGEBOB_CORALBLOWER_CROUCHDOWN, // ANIM_SPONGEBOB_CROUCHDOWN
ANIM_SPONGEBOB_CORALBLOWER_CROUCHUP, // ANIM_SPONGEBOB_CROUCHUP
},
// PLAYER_ADDON_JELLYLAUNCHER,
{
ANIM_SPONGEBOB_JELLYLAUNCHER_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
ANIM_SPONGEBOB_JELLYLAUNCHER_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
ANIM_SPONGEBOB_JELLYLAUNCHER_FALL, // ANIM_SPONGEBOB_FALL,
ANIM_SPONGEBOB_JELLYLAUNCHER_GETUP, // ANIM_SPONGEBOB_GETUP,
ANIM_SPONGEBOB_JELLYLAUNCHER_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
ANIM_SPONGEBOB_JELLYLAUNCHER_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
ANIM_SPONGEBOB_JELLYLAUNCHER_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
ANIM_SPONGEBOB_JELLYLAUNCHER_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
ANIM_SPONGEBOB_JELLYLAUNCHER_JUMP, // ANIM_SPONGEBOB_JUMP,
ANIM_SPONGEBOB_JELLYLAUNCHER_RUN, // ANIM_SPONGEBOB_RUN,
ANIM_SPONGEBOB_JELLYLAUNCHER_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
ANIM_SPONGEBOB_JELLYLAUNCHER_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
ANIM_SPONGEBOB_JELLYLAUNCHER_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
ANIM_SPONGEBOB_JELLYLAUNCHER_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
ANIM_SPONGEBOB_JELLYLAUNCHER_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
-1, // ANIM_SPONGEBOB_SWIPE,
ANIM_SPONGEBOB_JELLYLAUNCHER_DEATHFORWARDS, // ANIM_SPONGEBOB_DEATHFORWARDS,
ANIM_SPONGEBOB_JELLYLAUNCHER_DEATHSQUASH, // ANIM_SPONGEBOB_DEATHSQUASH,
ANIM_SPONGEBOB_JELLYLAUNCHER_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_DEATHDRY
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
ANIM_SPONGEBOB_JELLYLAUNCHER_FIREEND, // ANIM_SPONGEBOB_FIREEND,
ANIM_SPONGEBOB_JELLYLAUNCHER_FIRESTART, // ANIM_SPONGEBOB_FIRESTART,
-1, // ANIM_SPONGEBOB_IDLEWEAPON,
-1, // ANIM_SPONGEBOB_WALK,
-1, // ANIM_SPONGEBOB_KARATE,
ANIM_SPONGEBOB_JELLYLAUNCHER_GETHIT, // ANIM_SPONGEBOB_GETHIT
ANIM_SPONGEBOB_JELLYLAUNCHER_CROUCHDOWN, // ANIM_SPONGEBOB_CROUCHDOWN
ANIM_SPONGEBOB_JELLYLAUNCHER_CROUCHUP, // ANIM_SPONGEBOB_CROUCHUP
},
// PLAYER_ADDON_GLASSES,
{
ANIM_SPONGEBOB_GLASSES_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
ANIM_SPONGEBOB_GLASSES_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
ANIM_SPONGEBOB_GLASSES_FALL, // ANIM_SPONGEBOB_FALL,
ANIM_SPONGEBOB_GLASSES_GETUP, // ANIM_SPONGEBOB_GETUP,
ANIM_SPONGEBOB_GLASSES_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
ANIM_SPONGEBOB_GLASSES_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
ANIM_SPONGEBOB_GLASSES_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
ANIM_SPONGEBOB_GLASSES_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
ANIM_SPONGEBOB_GLASSES_JUMP, // ANIM_SPONGEBOB_JUMP,
ANIM_SPONGEBOB_GLASSES_RUN, // ANIM_SPONGEBOB_RUN,
ANIM_SPONGEBOB_GLASSES_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
ANIM_SPONGEBOB_GLASSES_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
ANIM_SPONGEBOB_GLASSES_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
ANIM_SPONGEBOB_GLASSES_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
ANIM_SPONGEBOB_GLASSES_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
ANIM_SPONGEBOB_GLASSES_SWIPE, // ANIM_SPONGEBOB_SWIPE,
ANIM_SPONGEBOB_GLASSES_DEATHFORWARDS, // ANIM_SPONGEBOB_DEATHFORWARDS,
ANIM_SPONGEBOB_GLASSES_DEATHSQUASH, // ANIM_SPONGEBOB_DEATHSQUASH,
ANIM_SPONGEBOB_GLASSES_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_DEATHDRY
ANIM_SPONGEBOB_GLASSES_BALLOONJUMP, // ANIM_SPONGEBOB_BALLOONJUMP,
ANIM_SPONGEBOB_GLASSES_BLOWBUBBLE, // ANIM_SPONGEBOB_BLOWBUBBLE,
ANIM_SPONGEBOB_GLASSES_FIREEND, // ANIM_SPONGEBOB_FIREEND,
ANIM_SPONGEBOB_GLASSES_FIRESTART, // ANIM_SPONGEBOB_FIRESTART,
ANIM_SPONGEBOB_GLASSES_IDLEWEAPON, // ANIM_SPONGEBOB_IDLEWEAPON,
ANIM_SPONGEBOB_GLASSES_WALK, // ANIM_SPONGEBOB_WALK,
ANIM_SPONGEBOB_GLASSES_KARATE, // ANIM_SPONGEBOB_KARATE,
ANIM_SPONGEBOB_GLASSES_GETHIT, // ANIM_SPONGEBOB_GETHIT
ANIM_SPONGEBOB_GLASSES_CROUCHDOWN, // ANIM_SPONGEBOB_CROUCHDOWN
ANIM_SPONGEBOB_GLASSES_CROUCHUP, // ANIM_SPONGEBOB_CROUCHUP
},
// PLAYER_ADDON_BUBBLEWAND,
{
ANIM_SPONGEBOB_WAND_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
ANIM_SPONGEBOB_WAND_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
ANIM_SPONGEBOB_WAND_FALL, // ANIM_SPONGEBOB_FALL,
ANIM_SPONGEBOB_WAND_GETUP, // ANIM_SPONGEBOB_GETUP,
ANIM_SPONGEBOB_WAND_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
ANIM_SPONGEBOB_WAND_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
ANIM_SPONGEBOB_WAND_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
ANIM_SPONGEBOB_WAND_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
ANIM_SPONGEBOB_WAND_JUMP, // ANIM_SPONGEBOB_JUMP,
ANIM_SPONGEBOB_WAND_RUN, // ANIM_SPONGEBOB_RUN,
ANIM_SPONGEBOB_WAND_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
ANIM_SPONGEBOB_WAND_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
-1, // ANIM_SPONGEBOB_SOAKUP,
ANIM_SPONGEBOB_WAND_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
ANIM_SPONGEBOB_WAND_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
-1, // ANIM_SPONGEBOB_SWIPE,
ANIM_SPONGEBOB_WAND_DEATHFORWARDS, // ANIM_SPONGEBOB_DEATHFORWARDS,
ANIM_SPONGEBOB_WAND_DEATHSQUASH, // ANIM_SPONGEBOB_DEATHSQUASH,
ANIM_SPONGEBOB_WAND_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_DEATHDRY
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
ANIM_SPONGEBOB_WAND_BLOWBUBBLE, // ANIM_SPONGEBOB_BLOWBUBBLE,
-1, // ANIM_SPONGEBOB_FIREEND,
-1, // ANIM_SPONGEBOB_FIRESTART,
-1, // ANIM_SPONGEBOB_IDLEWEAPON,
-1, // ANIM_SPONGEBOB_WALK,
-1, // ANIM_SPONGEBOB_KARATE,
ANIM_SPONGEBOB_WAND_GETHIT, // ANIM_SPONGEBOB_GETHIT
ANIM_SPONGEBOB_WAND_CROUCHDOWN, // ANIM_SPONGEBOB_CROUCHDOWN
ANIM_SPONGEBOB_WAND_CROUCHUP, // ANIM_SPONGEBOB_CROUCHUP
},
// PLAYER_ADDON_JELLYFISHINNET
{
ANIM_SPONGEBOB_JELLYFISH_BUTTBOUNCEEND, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
ANIM_SPONGEBOB_JELLYFISH_BUTTBOUNCESTART, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
ANIM_SPONGEBOB_JELLYFISH_FALL, // ANIM_SPONGEBOB_FALL,
ANIM_SPONGEBOB_JELLYFISH_GETUP, // ANIM_SPONGEBOB_GETUP,
ANIM_SPONGEBOB_JELLYFISH_HITGROUND, // ANIM_SPONGEBOB_HITGROUND,
ANIM_SPONGEBOB_JELLYFISH_IDLEBREATH, // ANIM_SPONGEBOB_IDLEBREATH,
ANIM_SPONGEBOB_JELLYFISH_IDLEWIND, // ANIM_SPONGEBOB_IDLEWIND,
ANIM_SPONGEBOB_JELLYFISH_JUMPEND, // ANIM_SPONGEBOB_JUMPEND,
ANIM_SPONGEBOB_JELLYFISH_JUMP, // ANIM_SPONGEBOB_JUMP,
ANIM_SPONGEBOB_JELLYFISH_RUN, // ANIM_SPONGEBOB_RUN,
ANIM_SPONGEBOB_JELLYFISH_RUNSTOP, // ANIM_SPONGEBOB_RUNSTOP,
ANIM_SPONGEBOB_JELLYFISH_RUNSTART, // ANIM_SPONGEBOB_RUNSTART,
ANIM_SPONGEBOB_JELLYFISH_SOAKUP, // ANIM_SPONGEBOB_SOAKUP,
ANIM_SPONGEBOB_JELLYFISH_TEETERBACK, // ANIM_SPONGEBOB_TEETERBACK,
ANIM_SPONGEBOB_JELLYFISH_TEETERFRONT, // ANIM_SPONGEBOB_TEETERFRONT,
ANIM_SPONGEBOB_JELLYFISH_SWIPE, // ANIM_SPONGEBOB_SWIPE,
ANIM_SPONGEBOB_JELLYFISH_DEATHFORWARDS, // ANIM_SPONGEBOB_DEATHFORWARDS,
ANIM_SPONGEBOB_JELLYFISH_DEATHSQUASH, // ANIM_SPONGEBOB_DEATHSQUASH,
ANIM_SPONGEBOB_JELLYFISH_DEATHSPIN, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_DEATHDRY
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
-1, // ANIM_SPONGEBOB_FIREEND,
-1, // ANIM_SPONGEBOB_FIRESTART,
-1, // ANIM_SPONGEBOB_IDLEWEAPON,
-1, // ANIM_SPONGEBOB_WALK,
-1, // ANIM_SPONGEBOB_KARATE,
ANIM_SPONGEBOB_JELLYFISH_GETHIT, // ANIM_SPONGEBOB_GETHIT
ANIM_SPONGEBOB_JELLYFISH_CROUCHDOWN, // ANIM_SPONGEBOB_CROUCHDOWN
ANIM_SPONGEBOB_JELLYFISH_CROUCHUP, // ANIM_SPONGEBOB_CROUCHUP
},
// PLAYER_ADDON_GLOVE
{
-1, // ANIM_SPONGEBOB_BUTTBOUNCEEND,
-1, // ANIM_SPONGEBOB_BUTTBOUNCESTART,
-1, // ANIM_SPONGEBOB_FALL,
-1, // ANIM_SPONGEBOB_GETUP,
-1, // ANIM_SPONGEBOB_HITGROUND,
-1, // ANIM_SPONGEBOB_IDLEBREATH,
-1, // ANIM_SPONGEBOB_IDLEWIND,
-1, // ANIM_SPONGEBOB_JUMPEND,
-1, // ANIM_SPONGEBOB_JUMP,
-1, // ANIM_SPONGEBOB_RUN,
-1, // ANIM_SPONGEBOB_RUNSTOP,
-1, // ANIM_SPONGEBOB_RUNSTART,
-1, // ANIM_SPONGEBOB_SOAKUP,
-1, // ANIM_SPONGEBOB_TEETERBACK,
-1, // ANIM_SPONGEBOB_TEETERFRONT,
-1, // ANIM_SPONGEBOB_SWIPE,
-1, // ANIM_SPONGEBOB_DEATHFORWARDS,
-1, // ANIM_SPONGEBOB_DEATHSQUASH,
-1, // ANIM_SPONGEBOB_DEATHSPIN,
-1, // ANIM_SPONGEBOB_DEATHDRY
-1, // ANIM_SPONGEBOB_BALLOONJUMP,
-1, // ANIM_SPONGEBOB_BLOWBUBBLE,
-1, // ANIM_SPONGEBOB_FIREEND,
-1, // ANIM_SPONGEBOB_FIRESTART,
-1, // ANIM_SPONGEBOB_IDLEWEAPON,
-1, // ANIM_SPONGEBOB_WALK,
ANIM_SPONGEBOB_GLOVE_KARATE, // ANIM_SPONGEBOB_KARATE,
-1, // ANIM_SPONGEBOB_GETHIT
-1, // ANIM_SPONGEBOB_CROUCHDOWN
-1, // ANIM_SPONGEBOB_CROUCHUP
},
};
// -------------------------------------------------------------------------------
int m_cameraXScrollDir;
int m_cameraXScrollPos;
int CAMERA_SCROLLLIMIT=8; // SB is this many tiles off centre at most
int CAMERA_SCROLLTHRESHOLD=6; // If SB moves when more than this many tiles off-centre, the camera will *always* scroll
int CAMERA_STARTMOVETHRESHOLD=90; // If SB moves faster than this then the camera starts scrolling
int CAMERA_STOPMOVETHRESHOLD=10; // If SB moves slower than this then the camera stops scrolling
int CAMERA_SCROLLSPEED=1000; // Speed of the scroll
int CAMERA_ACCURACYSHIFT=8;
const int CAMERA_TILESIZE=16;
int m_isFalling;
int m_fallFrames;
int m_cameraFallYScrollPos;
int m_cameraFallYScrollSpeed;
int CAMERA_FALL_DROP_SPEED=6;
int CAMERA_FALL_MAX_OFFSET=5*16;
int CAMERA_FALL_FRAME_THRESHOLD=20;
int CAMERA_FALL_RETURN_SPEED=1;
#ifdef CAM_X_AUTO_CENTERING
int returnspeed=1500;
int returntimeout=25;
int returntimeoutcount=0;
int returnsafespace=4*16;
#endif
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::init()
{
int i;
CPlayerThing::init();
m_fontBank=new ("PlayerFont") FontBank();
m_fontBank->initialise(&standardFont);
m_fontBank->setOt(5);
m_actorGfx=CActorPool::GetActor(ACTORS_SPONGEBOB_SBK);
for(i=0;i<NUM_PLAYERMODES;i++)
{
s_playerModes[i]->initialise(this);
}
m_animNo=0;
m_animFrame=0;
setFacing(FACING_RIGHT);
m_currentPlayerModeClass=NULL;
m_lastModeBeforeDeath=PLAYER_MODE_FULLUNARMED; // Player will then respawn into this mode
m_lives++;respawn();
m_lives=CGameSlotManager::getSlotData()->m_lives;
m_lastPadInput=m_padInput=PI_NONE;
s_screenPos=128;
resetPlayerCollisionSizeToBase();
m_divingHelmet=false;
setIsInWater(true);
m_glassesFlag=0;
// Always ( cept for one level ) need this
registerAddon(PLAYER_ADDON_GLOVE);
#ifdef __USER_paul__
registerAddon(PLAYER_ADDON_NET);
registerAddon(PLAYER_ADDON_CORALBLOWER);
registerAddon(PLAYER_ADDON_JELLYLAUNCHER);
registerAddon(PLAYER_ADDON_GLASSES);
registerAddon(PLAYER_ADDON_BUBBLEWAND);
registerAddon(PLAYER_ADDON_JELLYFISHINNET);
#endif
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::shutdown()
{
int i;
for(i=0;i<NUM_PLAYERMODES;i++)
{
s_playerModes[i]->shutdown();
}
for(i=0;i<NUM_PLAYER_ADDONS;i++)
{
if(s_addonActorGfx[i])
{
delete s_addonActorGfx[i];
s_addonActorGfx[i]=NULL;
}
}
delete m_actorGfx;
m_fontBank->dump(); delete m_fontBank;
CPlayerThing::shutdown();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
static int oldmode=-1;
int newmode=-1;
int scmax=160;
int scspeed=5;
void CPlayer::think(int _frames)
{
int i;
#ifdef __USER_daveo__
if(PadGetDown(0)&PAD_R1)
{
TestFX(getPos());
}
#endif
if(PadGetDown(0)&PAD_L1&&m_currentMode!=PLAYER_MODE_DEAD)
{
oldmode=m_currentMode;
newmode=PLAYER_MODE_FLY;
}
else if(oldmode!=-1&&!(PadGetHeld(0)&PAD_L1))
{
newmode=oldmode;
oldmode=-1;
}
if(newmode!=-1)
{
setMode((PLAYER_MODE)newmode);
newmode=-1;
}
CThing *platform;
platform=isOnPlatform();
if(platform)
{
int platformOffset = ( ( CNpcPlatform* ) platform )->getHeightFromPlatformAtPosition( Pos.vx, Pos.vy );
int height=CGameScene::getCollision()->getHeightFromGround(Pos.vx,Pos.vy,16);
if ( platformOffset < height )
{
Pos.vy += platformOffset;
DVECTOR posDelta;
posDelta=platform->getPosDelta();
posDelta.vy = 0;
shove(posDelta);
}
/*if(((CNpcPlatform*)platform)->getHeightFromPlatformAtPosition(Pos.vx+posDelta.vx,Pos.vy+posDelta.vy)==0)
{
shove(posDelta);
}*/
}
m_allowConversation=false;
if(m_healthReactFrames)
{
m_healthReactFrames-=_frames;
if(m_healthReactFrames<0)
{
m_healthReactFrames=0;
}
}
m_tryingToPickupWeapon=false;
for(i=0;i<_frames;i++)
{
// Think
updatePadInput();
if(getPadInputDown()&PI_WEAPONCHANGE)
{
if(!m_tryingToPickupWeapon&&
m_currentMode!=PLAYER_MODE_BASICUNARMED&&
m_currentMode!=PLAYER_MODE_FULLUNARMED&&
m_currentMode!=PLAYER_MODE_DEAD)
{
setMode(PLAYER_MODE_FULLUNARMED);
}
m_tryingToPickupWeapon=true;
}
// Trying to converate?
if(m_allowConversation==false&&
getPadInputDown()&PI_UP)
{
m_allowConversation=true;
}
m_currentPlayerModeClass->think();
// Powerups
if(m_squeakyBootsTimer)
{
m_squeakyBootsTimer--;
}
if(m_invincibilityRingTimer)
{
m_invincibilityRingTimer--;
}
// Flashing..
if(m_invincibleFrameCount)
{
m_invincibleFrameCount--;
}
// Camera scroll..
if(m_cameraXScrollDir==-1)
{
if(m_cameraXScrollPos>-(CAMERA_SCROLLLIMIT*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT)
{
m_cameraXScrollPos-=CAMERA_SCROLLSPEED;
if(m_cameraXScrollPos<-(CAMERA_SCROLLLIMIT*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT)
{
m_cameraXScrollPos=-(CAMERA_SCROLLLIMIT*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT;
m_cameraXScrollDir=0;
}
}
#ifdef CAM_X_AUTO_CENTERING
returntimeoutcount=0;
#endif
}
else if(m_cameraXScrollDir==+1)
{
if(m_cameraXScrollPos<((CAMERA_SCROLLLIMIT*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT))
{
m_cameraXScrollPos+=CAMERA_SCROLLSPEED;
if(m_cameraXScrollPos>(CAMERA_SCROLLLIMIT*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT)
{
m_cameraXScrollPos=(CAMERA_SCROLLLIMIT*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT;
m_cameraXScrollDir=0;
}
}
#ifdef CAM_X_AUTO_CENTERING
returntimeoutcount=0;
#endif
}
#ifdef CAM_X_AUTO_CENTERING
if(m_moveVelocity.vx==0)
{
m_cameraXScrollDir=0;
if(m_cameraXScrollPos<-returnsafespace||m_cameraXScrollPos>returnsafespace)
{
if(returntimeoutcount<returntimeout)
{
returntimeoutcount++;
}
else
{
if(m_cameraXScrollPos<0)
{
m_cameraXScrollPos+=returnspeed;
if(m_cameraXScrollPos>0)
{
m_cameraXScrollPos=0;
}
}
else if(m_cameraXScrollPos>0)
{
m_cameraXScrollPos-=returnspeed;
if(m_cameraXScrollPos<0)
{
m_cameraXScrollPos=0;
}
}
}
}
}
#endif
// Stop the player vanishing off the edge of the telly..
if(!m_lockCamera)
{
if(Pos.vx<m_playerPosLimitBox.x1) Pos.vx=m_playerPosLimitBox.x1;
else if(Pos.vx>m_playerPosLimitBox.x2) Pos.vx=m_playerPosLimitBox.x2;
if(Pos.vy<m_playerPosLimitBox.y1) Pos.vy=m_playerPosLimitBox.y1;
else if(Pos.vy>m_playerPosLimitBox.y2) Pos.vy=m_playerPosLimitBox.y2;
}
// Falling camera lag
if(m_isFalling)
{
if(m_fallFrames>CAMERA_FALL_FRAME_THRESHOLD)
{
if(m_cameraFallYScrollSpeed<CAMERA_FALL_DROP_SPEED)
{
m_cameraFallYScrollSpeed++;
}
m_cameraFallYScrollPos-=m_cameraFallYScrollSpeed;
if(m_cameraFallYScrollPos<-CAMERA_FALL_MAX_OFFSET)
{
m_cameraFallYScrollPos=-CAMERA_FALL_MAX_OFFSET;
}
}
else
{
m_fallFrames++;
}
m_isFalling=false;
}
else
{
if(m_cameraFallYScrollPos)
{
m_cameraFallYScrollPos+=CAMERA_FALL_RETURN_SPEED;
if(m_cameraFallYScrollPos>0)
{
m_cameraFallYScrollPos=0;
}
}
m_fallFrames=0;
m_cameraFallYScrollSpeed=0;
}
// Look around
int pad=getPadInputHeld();
if(pad&PI_UP&&canDoLookAround())
{
if(m_padLookAroundTimer>0)
{
m_padLookAroundTimer=0;
}
else if(m_padLookAroundTimer>-looktimeout)
{
m_padLookAroundTimer--;
}
else if(m_cameraLookOffset>-lookmaxoffsetup)
{
m_cameraLookOffset-=lookspeed;
if(m_cameraLookOffset<-lookmaxoffsetup)
{
m_cameraLookOffset=-lookmaxoffsetup;
}
}
}
else if(pad&PI_DOWN&&canDoLookAround())
{
if(m_padLookAroundTimer<0)
{
m_padLookAroundTimer=0;
}
else if(m_padLookAroundTimer<looktimeout)
{
m_padLookAroundTimer++;
}
else if(m_cameraLookOffset<lookmaxoffsetdown)
{
m_cameraLookOffset+=lookspeed;
if(m_cameraLookOffset>lookmaxoffsetdown)
{
m_cameraLookOffset=lookmaxoffsetdown;
}
}
}
else
{
m_padLookAroundTimer=0;
}
// Return to centre
if(m_padLookAroundTimer==0&&m_cameraLookOffset<0)
{
m_cameraLookOffset+=lookreturnspeed;
if(m_cameraLookOffset>0)
{
m_cameraLookOffset=0;
}
}
if(m_padLookAroundTimer==0&&m_cameraLookOffset>0)
{
m_cameraLookOffset-=lookreturnspeed;
if(m_cameraLookOffset<0)
{
m_cameraLookOffset=0;
}
}
// Automatic anim sfx
playAnimFrameSfx(m_animNo,m_animFrame);
}
// Out of water and wearing helmet..?
ASSERT(!(getIsInWater()==false&&isWearingDivingHelmet()==false));
if(isWearingDivingHelmet()&&getIsInWater()==false&&
m_currentMode!=PLAYER_MODE_DEAD&&m_currentMode!=PLAYER_MODE_FLY)
{
m_healthWaterLevel-=waterDrainSpeed*_frames;
if(m_healthWaterLevel<=0)
{
dieYouPorousFreak(DEATHTYPE__DRYUP);
}
}
// Ledge look-ahead stuff
if(m_ledgeLookAhead&&m_ledgeLookAhead==m_lastLedgeLookAhead)
{
if(m_ledgeLookTimer<ledgeTimer)
{
m_ledgeLookTimer+=_frames;
}
else
{
int limit;
limit=(m_ledgeLookAhead*MAP2D_BLOCKSTEPSIZE)<<ledgeShift;
if(m_ledgeLookAhead>0)
{
if(m_ledgeLookOffset<limit)
{
// Look down
m_ledgeLookOffset+=ledgeSpeedIn*_frames;
if(m_ledgeLookOffset>limit)
{
m_ledgeLookOffset=limit;
}
}
else if(m_ledgeLookOffset>limit)
{
// Look up
m_ledgeLookOffset-=ledgeSpeedIn*_frames;
if(m_ledgeLookOffset<limit)
{
m_ledgeLookOffset=limit;
}
}
}
}
}
else
{
if(m_ledgeLookOffset>0)
{
// Relax from look down
m_ledgeLookOffset-=ledgeSpeedOut*_frames;
if(m_ledgeLookOffset<=0)
{
m_ledgeLookOffset=0;
m_ledgeLookTimer=0;
}
}
else if(m_ledgeLookOffset<0)
{
// Relax from look up
m_ledgeLookOffset+=ledgeSpeedOut*_frames;
if(m_ledgeLookOffset>=0)
{
m_ledgeLookOffset=0;
m_ledgeLookTimer=0;
}
}
}
m_lastLedgeLookAhead=m_ledgeLookAhead;
m_ledgeLookAhead=0;
// Camera focus point stuff
calcCameraFocusPointTarget();
for(i=0;i<_frames;i++)
{
m_currentCamFocusPoint.vx+=(m_currentCamFocusPointTarget.vx-m_currentCamFocusPoint.vx)>>cammove;
m_currentCamFocusPoint.vy+=(m_currentCamFocusPointTarget.vy-m_currentCamFocusPoint.vy)>>cammove;
}
// Final camera position
int yoff;
yoff=m_cameraLookOffset+(m_ledgeLookOffset>>ledgeShift);
if(yoff<-lookmaxoffsetup)yoff=-lookmaxoffsetup;
else if(yoff>lookmaxoffsetdown)yoff=lookmaxoffsetdown;
if(!m_lockCamera)
{
m_cameraPos.vx=m_currentCamFocusPoint.vx;
m_cameraPos.vy=m_currentCamFocusPoint.vy+yoff;
}
// Limit camera scroll to the edges of the map
if(m_cameraPos.vx<m_cameraPosLimitBox.x1) m_cameraPos.vx=m_cameraPosLimitBox.x1;
else if(m_cameraPos.vx>m_cameraPosLimitBox.x2) m_cameraPos.vx=m_cameraPosLimitBox.x2;
if(m_cameraPos.vy<m_cameraPosLimitBox.y1) m_cameraPos.vy=m_cameraPosLimitBox.y1;
else if(m_cameraPos.vy>m_cameraPosLimitBox.y2) m_cameraPos.vy=m_cameraPosLimitBox.y2;
CPlayerThing::think(_frames);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int panim=-1;
#include "gfx\prim.h" // (pkg)
#ifdef _STATE_DEBUG_
int stateDebugX=280;
int stateDebugY=60;
#endif
#ifdef __USER_paul__
#define NUM_LASTPOS 100
typedef struct
{
int vx,vy;
int h;
int onp;
}POSMEM;
static POSMEM lastpos[NUM_LASTPOS];
static int lastposnum=0;
#endif
#ifdef __USER_paul__
int mouth=-1,eyes=-1;
#endif
#include "gui\gui.h"
void CPlayer::render()
{
CPlayerThing::render();
#ifdef _STATE_DEBUG_
char buf[100];
#ifdef __USER_paul__
sprintf(buf,"%04d (%02d) ,%04d (%02d)\ndfg:%+02d\nMode:%s",Pos.vx,Pos.vx&0x0f,Pos.vy,Pos.vy&0x0f,getHeightFromGround(Pos.vx,Pos.vy),s_modeText[m_currentMode]);
#else
sprintf(buf,"Pos: %04d,%04d",Pos.vx,Pos.vy);
#endif
m_fontBank->print(stateDebugX,stateDebugY,buf);
#endif
#ifdef __USER_paul__
if(PadGetDown(0)&PAD_R1)
{
POSMEM clear={0,0,0,false};
for(int i=0;i<NUM_LASTPOS;i++)
{
lastpos[i]=clear;
}
}
if(Pos.vx!=lastpos[lastposnum].vx||Pos.vy!=lastpos[lastposnum].vy)
{
lastposnum=(lastposnum+1)%NUM_LASTPOS;
POSMEM *p=&lastpos[lastposnum];
p->vx=Pos.vx;
p->vy=Pos.vy;
p->onp=isOnPlatform()!=NULL;
if(p->onp)
{
p->h=getHeightFromPlatformNoGround(Pos.vx,Pos.vy,150);
}
else
{
p->h=getHeightFromGround(Pos.vx,Pos.vy,150);
}
}
POSMEM *p=lastpos;
for(int i=0;i<NUM_LASTPOS;i++)
{
int x,y;
x=p->vx-m_cameraPos.vx;
y=p->vy-m_cameraPos.vy;
DrawLine(x-4,y-4,x+4,y+4,0,0,255,0);
DrawLine(x-4,y+4,x+4,y-4,0,0,255,0);
y=y+p->h;
if(p->onp)
{
DrawLine(x-6,y,x+6,y,255,0,255,0);
}
else
{
DrawLine(x-6,y,x+6,y,128,0,255,0);
}
p++;
}
#endif
// Render
DVECTOR sbPos=
{
Pos.vx-m_cameraPos.vx,
Pos.vy-m_cameraPos.vy,
};
renderSb(&sbPos,m_animNo,m_animFrame>>sbanimspeed);
m_currentPlayerModeClass->render(&sbPos);
// Health
if(!isWearingDivingHelmet())
{
// In water - Use normal SB face for health
static int s_fullHealthFrames[]=
{
FRM__HEALTH_FULL_1,
FRM__HEALTH_FULL_2,
FRM__HEALTH_FULL_3,
FRM__HEALTH_FULL_4,
FRM__HEALTH_FULL_5,
};
static int s_emptyHealthFrames[]=
{
FRM__HEALTH_EMPTY_1,
FRM__HEALTH_EMPTY_2,
FRM__HEALTH_EMPTY_3,
FRM__HEALTH_EMPTY_4,
FRM__HEALTH_EMPTY_5,
};
int i,x,y;
POLY_FT4 *ft4;
int *frames;
x=HEALTH_ICONX;
y=HEALTH_ICONY;
if(m_health==0||m_healthReactFrames)
{
frames=s_emptyHealthFrames;
}
else
{
frames=s_fullHealthFrames;
}
int ygap;
ygap=CGameScene::getSpriteBank()->getFrameHeader(*frames)->H;
for(i=5;i>0;i--)
{
ft4=CGameScene::getSpriteBank()->printFT4(*frames++,x,y,0,0,0);
setSemiTrans(ft4,i>m_health);
y+=ygap;
}
}
else
{
// Out of water - Use bowl of water
POLY_FT4 *ft4;
sFrameHdr *fh;
int V,W,H,partH;
ft4=CGameScene::getSpriteBank()->printFT4(FRM__WATERHILIGHT,HEALTH_ICONX,HEALTH_ICONY,0,0,0);
setSemiTrans(ft4,true);
fh=CGameScene::getSpriteBank()->getFrameHeader(FRM__WATER);
ft4=CGameScene::getSpriteBank()->printFT4(fh,0,0,0,0,0);
setSemiTrans(ft4,true);
V=fh->V;
W=fh->W;
H=fh->H;
partH=(H*(255-(m_healthWaterLevel>>WATERLEVELSHIFT)))>>8;
if(partH>H)partH=H;
setXYWH(ft4,HEALTH_ICONX,HEALTH_ICONY+(partH),W,H-partH);
ft4->v0=V+(partH);
ft4->v1=V+(partH);
CGameScene::getSpriteBank()->printFT4(FRM__WATERMETER,HEALTH_ICONX,HEALTH_ICONY,0,0,0);
}
// Mode specific ui
int itemX=COLLECTEDITEM_BASEX;
// Pickups
m_currentPlayerModeClass->renderModeUi();
if(isWearingBoots())
{
int x,y;
sFrameHdr *fh=CGameScene::getSpriteBank()->getFrameHeader(FRM__SHOE);
x=itemX-(fh->W/2);
y=COLLECTEDITEM_BASEY-(fh->H/2);
CGameScene::getSpriteBank()->printFT4(fh,x+2,y+2,0,0,0);
CGameScene::getSpriteBank()->printFT4(fh,x-2,y-2,0,0,0);
itemX+=COLLECTEDITEM_GAP;
}
/*
if(isWearingDivingHelmet())
{
sFrameHdr *fh=CGameScene::getSpriteBank()->getFrameHeader(FRM__HELMET);
CGameScene::getSpriteBank()->printFT4(fh,itemX-(fh->W/2),COLLECTEDITEM_BASEY-(fh->H/2),0,0,0);
itemX+=COLLECTEDITEM_GAP;
}
*/
}
/*----------------------------------------------------------------------
Function:
Purpose: Pre-calcs the visible edges of the map ( ie: the hard limits
for the camera pos )
Params: camera box ( in tiles )
Returns:
---------------------------------------------------------------------- */
void CPlayer::setCameraBox(CameraBox _cameraBox)
{
m_cameraPosLimitBox.x1=_cameraBox.x1;
m_cameraPosLimitBox.y1=_cameraBox.y1;
m_cameraPosLimitBox.x2=_cameraBox.x2-(32*MAP2D_BLOCKSTEPSIZE); // Made up numbers! :) (pkg);
m_cameraPosLimitBox.y2=_cameraBox.y2-(16*MAP2D_BLOCKSTEPSIZE);
m_playerPosLimitBox.x1=_cameraBox.x1+64;
m_playerPosLimitBox.y1=_cameraBox.y1+64;
m_playerPosLimitBox.x2=_cameraBox.x2-64;
m_playerPosLimitBox.y2=_cameraBox.y2-64;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getHeightFromGround(int _x,int _y,int _maxHeight)
{
int height;
height=CGameScene::getCollision()->getHeightFromGround(_x,_y,_maxHeight);
if(height>=_maxHeight)
{
CThing *platform;
platform=isOnPlatform();
if(platform)
{
int platformHeight=((CNpcPlatform*)platform)->getHeightFromPlatformAtPosition(_x,_y);
if ( platformHeight < height )
{
height = platformHeight;
if(height>_maxHeight)height=_maxHeight;
else if(height<-_maxHeight)height=-_maxHeight;
}
}
}
return height;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getHeightFromPlatformNoGround(int _x,int _y,int _maxHeight)
{
CThing *platform;
int height;
platform=isOnPlatform();
ASSERT(platform);
height=((CNpcPlatform*)platform)->getHeightFromPlatformAtPosition(_x,_y);
if(height>_maxHeight)height=_maxHeight;
else if(height<-_maxHeight)height=-_maxHeight;
return height;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getHeightFromGroundNoPlatform(int _x,int _y,int _maxHeight=32)
{
return( CGameScene::getCollision()->getHeightFromGround(_x,_y,_maxHeight) );
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::addHealth(int _health)
{
if(!isWearingDivingHelmet())
{
m_health+=_health;
if(m_health>MAX_HEALTH)
{
m_health=MAX_HEALTH;
}
}
else
{
m_healthWaterLevel+=WATERHEALTHPART*_health;
if(m_healthWaterLevel>WATERMAXHEALTH)
{
m_healthWaterLevel=WATERMAXHEALTH;
}
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::addLife()
{
m_lives++;
if(m_lives>MAX_LIVES)
{
m_lives=MAX_LIVES;
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
ATTACK_STATE CPlayer::getAttackState()
{
return m_currentPlayerModeClass->getAttackState();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::registerAddon(PLAYER_ADDONS _addon)
{
if(!s_addonActorGfx[_addon])
{
FileEquate sbk;
sbk=s_addonActorPoolNames[_addon];
s_addonActorGfx[_addon]=CActorPool::GetActor(sbk);
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::setMode(PLAYER_MODE _mode)
{
int state;
if(_mode==PLAYER_MODE_DEAD)
{
ASSERT(m_currentMode!=PLAYER_MODE_DEAD);
m_lastModeBeforeDeath=m_currentMode;
}
resetPlayerCollisionSizeToBase();
if(m_currentPlayerModeClass)
{
state=m_currentPlayerModeClass->getState();
}
else
{
state=STATE_IDLE;
}
m_currentMode=_mode;
m_currentPlayerModeClass=s_playerModes[_mode];
if(!m_currentPlayerModeClass->setState(state))
{
m_currentPlayerModeClass->setState(STATE_IDLE);
m_moveVelocity.vx=m_moveVelocity.vy=0;
}
m_currentPlayerModeClass->enter();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getFacing()
{
return m_facing;
}
void CPlayer::setFacing(int _facing)
{
m_facing=_facing;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getAnimFrame()
{
return m_animFrame;
}
void CPlayer::setAnimFrame(int _animFrame)
{
m_animFrame=_animFrame;
}
int CPlayer::getAnimFrameCount()
{
return m_actorGfx->getFrameCount(m_animNo)<<sbanimspeed;
}
int CPlayer::getAnimNo()
{
return m_animNo;
}
void CPlayer::setAnimNo(int _animNo)
{
m_animNo=_animNo;
setAnimFrame(0);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::springPlayerUp()
{
m_currentPlayerModeClass->springPlayerUp();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::teleportTo(int _x,int _y)
{
DVECTOR pos={_x,_y};
CameraBox releaseCamBox={0,0,29999,29999};
setCameraBox(releaseCamBox);
setPos(pos);
setRespawnPos(pos);
calcCameraFocusPointTarget();
m_currentCamFocusPoint=m_currentCamFocusPointTarget;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::playAnimFrameSfx(int _animNo,int _animFrame)
{
static int lastAnimNo=-1;
static const AnimSfx *sfx;
if(_animNo!=lastAnimNo)
{
// Lookup the new anim number and cache it for next time :)
int i;
sfx=s_animSfx;
for(i=0;i<s_numAnimSfx;i++)
{
if(sfx->m_animNumber==_animNo)
{
break;
}
sfx++;
}
if(i==s_numAnimSfx)
{
// No sfx for this anim
sfx=NULL;
}
lastAnimNo=_animNo;
}
// Are there any sounds for this anim at this frame?
if(sfx)
{
const AnimFrameSfx *frameSfx;
int i;
ASSERT(sfx->m_numAnimFrameSfx);
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++;
}
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::calcCameraFocusPointTarget()
{
m_currentCamFocusPointTarget.vx=Pos.vx+MAP2D_CENTRE_X-(m_cameraXScrollPos>>CAMERA_ACCURACYSHIFT);
m_currentCamFocusPointTarget.vy=Pos.vy+MAP2D_CENTRE_Y-m_cameraFallYScrollPos;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::respawn()
{
setMode(m_lastModeBeforeDeath);
m_allowConversation=false;
m_health=MAX_HEALTH;
m_healthWaterLevel=WATERMAXHEALTH;
m_healthReactFrames=0;
m_invincibleFrameCount=INVINCIBLE_FRAMES__START;
Pos=m_respawnPos;
m_cameraLookOffset=0;
m_lockCamera=false;
m_cameraXScrollDir=0;
m_cameraXScrollPos=0;
m_cameraFallYScrollPos=0;
m_isFalling=false;
m_fallFrames=false;
m_cameraFallYScrollSpeed=0;
calcCameraFocusPointTarget();
m_currentCamFocusPoint=m_currentCamFocusPointTarget;
m_cameraPos.vx=m_currentCamFocusPoint.vx;
m_cameraPos.vy=m_currentCamFocusPoint.vy;
m_padLookAroundTimer=0;
m_ledgeLookAhead=m_lastLedgeLookAhead=0;
m_ledgeLookOffset=0;
m_ledgeLookTimer=0;
m_squeakyBootsTimer=0;
m_invincibilityRingTimer=0;
m_bubbleAmmo=0;
m_jellyAmmo=0;
m_jellyfishAmmoCount=0;
m_moveVelocity.vx=m_moveVelocity.vy=0;
clearPlatform();
updateCollisionArea();
m_lives--;
}
/*----------------------------------------------------------------------
Function:
Purpose: Yes - This function is fat! It can be tidied up when all of the anims
are finalised. Etracting the repeated code to a function will probly not
improve things cos of the amount of data that would need to be passed about.
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::renderSb(DVECTOR *_pos,int _animNo,int _animFrame)
{
int playerMode;
int trans;
int addon;
POLY_FT4 *ft4;
if(m_currentMode==PLAYER_MODE_DEAD)
{
playerMode=m_lastModeBeforeDeath;
}
else
{
playerMode=m_currentMode;
}
trans=m_invincibleFrameCount||m_invincibilityRingTimer;
// Render an addon?
addon=s_addonNumbers[playerMode];
if(addon!=NO_ADDON)
{
s8 addonAnimNo=s_animMapNet[addon][_animNo];
if(addonAnimNo!=-1)
{
CActorGfx *addonGfx=s_addonActorGfx[addon];
if(addonGfx)
{
if(_animFrame>=addonGfx->getFrameCount(addonAnimNo))
{
PAUL_DBGMSG("FRAME OVERRUN ON SPONGEBOB ADDON! ( %d vs %d )",m_actorGfx->getFrameCount(_animNo),addonGfx->getFrameCount(addonAnimNo));
}
else
{
ft4=addonGfx->Render(*_pos,addonAnimNo,_animFrame,m_facing==FACING_RIGHT?0:1);
setSemiTrans(ft4,trans);
}
}
}
}
// Render JFish in a net?
if(playerMode==PLAYER_MODE_NET&&getJellyFishAmmo())
{
s8 addonAnimNo=s_animMapNet[PLAYER_ADDON_JELLYFISHINNET][_animNo];
if(addonAnimNo!=-1)
{
CActorGfx *addonGfx=s_addonActorGfx[PLAYER_ADDON_JELLYFISHINNET];
if(addonGfx)
{
if(_animFrame>=addonGfx->getFrameCount(addonAnimNo))
{
PAUL_DBGMSG("FRAME OVERRUN ON SPONGEBOB JELLYFISH ADDON! ( %d vs %d )",m_actorGfx->getFrameCount(_animNo),addonGfx->getFrameCount(addonAnimNo));
}
else
{
u32 colour;
colour=getColourOfNextJellyfishAmmo();
ft4=addonGfx->Render(*_pos,addonAnimNo,_animFrame,m_facing==FACING_RIGHT?0:1);
setRGB0(ft4,(colour)&0xff,(colour>>8)&0x0ff,(colour>>16)&0xff);
setSemiTrans(ft4,trans);
}
}
}
}
// Render glasses addon?
if(isWearingGlasses())
{
s8 addonAnimNo=s_animMapNet[PLAYER_ADDON_GLASSES][_animNo];
if(addonAnimNo!=-1)
{
CActorGfx *addonGfx=s_addonActorGfx[PLAYER_ADDON_GLASSES];
if(addonGfx)
{
if(_animFrame>=addonGfx->getFrameCount(addonAnimNo))
{
PAUL_DBGMSG("FRAME OVERRUN ON SPONGEBOB GLASSES ADDON! ( %d vs %d )",m_actorGfx->getFrameCount(_animNo),addonGfx->getFrameCount(addonAnimNo));
}
else
{
ft4=addonGfx->Render(*_pos,addonAnimNo,_animFrame,m_facing==FACING_RIGHT?0:1);
setSemiTrans(ft4,trans);
}
}
}
}
// Render glove addon?
if(m_currentMode==PLAYER_MODE_FULLUNARMED)
{
s8 addonAnimNo=s_animMapNet[PLAYER_ADDON_GLOVE][_animNo];
if(addonAnimNo!=-1)
{
CActorGfx *addonGfx=s_addonActorGfx[PLAYER_ADDON_GLOVE];
if(addonGfx)
{
if(_animFrame>=addonGfx->getFrameCount(addonAnimNo))
{
PAUL_DBGMSG("FRAME OVERRUN ON SPONGEBOB GLOVE ADDON! ( %d vs %d )",m_actorGfx->getFrameCount(_animNo),addonGfx->getFrameCount(addonAnimNo));
}
else
{
ft4=addonGfx->Render(*_pos,addonAnimNo,_animFrame,m_facing==FACING_RIGHT?0:1);
setSemiTrans(ft4,trans);
}
}
}
}
// Render SB
ft4=m_actorGfx->Render(*_pos,_animNo,_animFrame,m_facing==FACING_RIGHT?0:1);
setSemiTrans(ft4,trans);
}
/*----------------------------------------------------------------------
Function:
Purpose: Says whether SB can do the look up/down thing
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::canDoLookAround()
{
return m_currentPlayerModeClass->canDoLookAround();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::inSoakUpState()
{
if(isWearingDivingHelmet()&&
(CGameScene::getCollision()->getCollisionBlock(Pos.vx,Pos.vy)&COLLISION_TYPE_MASK)==COLLISION_TYPE_FLAG_WATER)
{
m_healthWaterLevel+=waterSoakUpSpeed;
if(m_healthWaterLevel>WATERMAXHEALTH)
{
m_healthWaterLevel=WATERMAXHEALTH;
}
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params: When _reactDirection is REACT__GET_DIRECTION_FROM_THING then
_thing must point to the thing that caused the damage
Returns:
---------------------------------------------------------------------- */
#if defined(__USER_daveo__)
int invincibleSponge=true; // NB: This is for debugging purposes only so don't try and use it for a permenant cheat mode..
#else
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,REACT_DIRECTION _reactDirection,CThing *_thing)
{
if(m_invincibleFrameCount==0&& // Don't take damage if still recovering from the last hit
m_invincibilityRingTimer==0&& // Or if we have the invincibility ring on
m_currentPlayerModeClass->getState()!=STATE_SOAKUP&& // Or soaking up
m_currentMode!=PLAYER_MODE_DEAD) // Or already dead! :)
{
int ouchThatHurt=true;
int ouchThatHurtSoMuchThatImJustGoingToDieNow=false;
// Check if we are currently immune to this damage type
switch(_damage)
{
case DAMAGE__NONE:
ouchThatHurt=false;
break;
case DAMAGE__ELECTROCUTION:
case DAMAGE__SHOCK_ENEMY:
if(m_squeakyBootsTimer)
{
ouchThatHurt=false;
}
break;
case DAMAGE__FALL:
case DAMAGE__LAVA:
case DAMAGE__HIT_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:
case DAMAGE__COLLISION_DAMAGE:
break;
case DAMAGE__KILL_OUTRIGHT:
ouchThatHurt=ouchThatHurtSoMuchThatImJustGoingToDieNow=true;
break;
}
if(ouchThatHurt)
{
int died=false;
if(invincibleSponge)
{
m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;
}
else
{
if(!isWearingDivingHelmet())
{
if(!ouchThatHurtSoMuchThatImJustGoingToDieNow)
{
m_health--;
}
else
{
m_health=-1;
}
if(m_health<0)
{
died=true;
}
}
else
{
if(!ouchThatHurtSoMuchThatImJustGoingToDieNow)
{
m_healthWaterLevel-=WATERHEALTHPART;
}
else
{
m_health=-1;
}
if(m_healthWaterLevel<0)
{
died=true;
}
}
}
if(died)
{
DEATH_TYPE deathType;
switch(_damage)
{
case DAMAGE__SQUASH_ENEMY:
deathType=DEATHTYPE__SQUASH;
break;
default:
deathType=DEATHTYPE__NORMAL;
break;
}
dieYouPorousFreak(deathType);
}
else
{
if(_reactDirection!=REACT__NO_REACTION)
{
if(_reactDirection==REACT__GET_DIRECTION_FROM_THING)
{
ASSERT(_thing);
if(Pos.vx<_thing->getPos().vx)
{
_reactDirection=REACT__LEFT;
}
else
{
_reactDirection=REACT__RIGHT;
}
}
m_moveVelocity.vx=((int)_reactDirection);
switch(_reactDirection)
{
case REACT__LEFT:
setFacing(FACING_RIGHT);
break;
case REACT__RIGHT:
setFacing(FACING_LEFT);
break;
case REACT__UP:
case REACT__GET_DIRECTION_FROM_THING:
case REACT__NO_REACTION:
break;
}
m_currentPlayerModeClass->setState(STATE_JUMPBACK);
}
m_invincibleFrameCount=INVINCIBLE_FRAMES__HIT;
m_healthReactFrames=25;
}
}
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::dieYouPorousFreak(DEATH_TYPE _deathType)
{
ASSERT(m_currentMode!=PLAYER_MODE_DEAD);
m_deathType=_deathType;
CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_DEFEATED_JINGLE);
setMode(PLAYER_MODE_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_FIRE))
{
input=(PLAYERINPUT)(input|PI_FIRE);
}
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_CATCH))
{
input=(PLAYERINPUT)(input|PI_CATCH);
}
if(pad&CPadConfig::getButton(CPadConfig::PAD_CFG_WEAPONCHANGE))
{
input=(PLAYERINPUT)(input|PI_WEAPONCHANGE);
}
#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::giveJellyFishAmmo(u32 _colour)
{
ASSERT(!isJellyFishAmmoFull());
m_jellyfishAmmoColours[m_jellyfishAmmoCount]=_colour;
m_jellyfishAmmoCount++;
}
void CPlayer::useOneJellyFishAmmo()
{
ASSERT(m_jellyfishAmmoCount!=0);
int i;
m_jellyfishAmmoCount--;
for(i=0;i<m_jellyfishAmmoCount;i++)
{
m_jellyfishAmmoColours[i]=m_jellyfishAmmoColours[i+1];
}
}
int CPlayer::isJellyFishAmmoFull()
{
return m_jellyfishAmmoCount==MAX_JELLFISH_IN_NET;
}
int CPlayer::getJellyFishAmmo()
{
return m_jellyfishAmmoCount;
}
u32 CPlayer::getColourOfNextJellyfishAmmo()
{
ASSERT(m_jellyfishAmmoCount!=0);
return m_jellyfishAmmoColours[0];
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::justButtBouncedABadGuy()
{
m_currentPlayerModeClass->setState(STATE_BUTTBOUNCEUP);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::shove( DVECTOR move )
{
int colHeight;
// X movement
colHeight=CGameScene::getCollision()->getHeightFromGround(Pos.vx+move.vx,Pos.vy,5);
if(colHeight<0)
{
// Stop at the edge of the obstruction
int dir,vx,cx,i;
if(move.vx<0)
{
dir=-1;
vx=move.vx;
}
else
{
dir=+1;
vx=move.vx;
}
cx=Pos.vx;
for(i=0;i<vx;i++)
{
if(CGameScene::getCollision()->getHeightFromGround(cx,Pos.vy)<0)
{
break;
}
cx+=dir;
}
if(i)
Pos.vx=cx-dir;
}
else
{
// No obstruction
Pos.vx+=move.vx;
}
// Y movement
colHeight=CGameScene::getCollision()->getHeightFromGround(Pos.vx,Pos.vy+move.vy,5);
if(colHeight<0)
{
// Stop at the edge of the obstruction
int dir,vy,cy,i;
if(move.vy<0)
{
dir=-1;
vy=move.vy;
}
else
{
dir=+1;
vy=move.vy;
}
cy=Pos.vy;
for(i=0;i<vy;i++)
{
if(CGameScene::getCollision()->getHeightFromGround(Pos.vx,cy)<0)
{
break;
}
cy+=dir;
}
if(i)
Pos.vy=cy-dir;
}
else
{
// No obstruction
Pos.vy+=move.vy;
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::moveLeft()
{
if(m_moveVelocity.vx<-CAMERA_STARTMOVETHRESHOLD||m_cameraXScrollPos<-(CAMERA_SCROLLTHRESHOLD*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT)
{
m_cameraXScrollDir=+1;
}
else if(m_moveVelocity.vx>-CAMERA_STOPMOVETHRESHOLD)
{
m_cameraXScrollDir=0;
}
}
void CPlayer::moveRight()
{
if(m_moveVelocity.vx>CAMERA_STARTMOVETHRESHOLD||m_cameraXScrollPos>(CAMERA_SCROLLTHRESHOLD*CAMERA_TILESIZE)<<CAMERA_ACCURACYSHIFT)
{
m_cameraXScrollDir=-1;
}
else if(m_moveVelocity.vx<CAMERA_STOPMOVETHRESHOLD)
{
m_cameraXScrollDir=0;
}
}
void CPlayer::fall()
{
m_isFalling=true;
}
void CPlayer::buttFall()
{
m_cameraFallYScrollSpeed=CAMERA_FALL_DROP_SPEED;
m_isFalling=true;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::setPlatform(CThing *_newPlatform)
{
m_platform=_newPlatform;
}
void CPlayer::clearPlatform()
{
m_platform=NULL;
}
void CPlayer::setHasPlatformCollided( bool newVal )
{
m_hasPlatformCollided = newVal;
}
bool CPlayer::getHasPlatformCollided()
{
return( m_hasPlatformCollided );
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::moveVertical(int _moveDistance)
{
DVECTOR pos;
int hitGround;
pos=Pos;
hitGround=false;
// Are we falling?
if(_moveDistance>0)
{
int colHeightBefore,colHeightAfter;
// Yes.. Check to see if we're about to hit/go through the ground/platform
colHeightBefore=getHeightFromGround(pos.vx,pos.vy,16);
colHeightAfter=getHeightFromGround(pos.vx,pos.vy+_moveDistance,16);
if(isOnPlatform()&&
!(colHeightBefore>=0&&colHeightAfter<=0))
{
colHeightBefore=getHeightFromPlatformNoGround(pos.vx,pos.vy,16);
colHeightAfter=getHeightFromPlatformNoGround(pos.vx,pos.vy+_moveDistance,16);
}
if(colHeightBefore>=0&&colHeightAfter<=0)
{
// About to hit a 'fall to death' block?
if((CGameScene::getCollision()->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_DEATH)
{
// No
// Stick at ground level
pos.vy+=colHeightAfter+_moveDistance;
_moveDistance=0;
hitGround=true;
}
else
{
// Yeah!
if(m_currentMode!=PLAYER_MODE_DEAD)
{
// Lock the camera, kill the player and let him fall to his death..
setMode(PLAYER_MODE_DEAD);
m_lockCamera=true;
}
}
}
}
else if(_moveDistance<0)
{
// Must be below ground
// Are we jumping into an impassable block?
if((CGameScene::getCollision()->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_NORMAL&&
getHeightFromGround(pos.vx,pos.vy+_moveDistance)<=0)
{
pos.vy=(pos.vy&0xfff0);
_moveDistance=0;
hitGround=true;
}
}
else
{
// Stood on any important types of collision?
switch(CGameScene::getCollision()->getCollisionBlock(pos.vx,pos.vy+_moveDistance)&COLLISION_TYPE_MASK)
{
case COLLISION_TYPE_FLAG_DAMAGE:
takeDamage(DAMAGE__COLLISION_DAMAGE);
break;
default:
break;
}
}
pos.vy+=_moveDistance;
setPlayerPos(&pos);
return hitGround;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::moveHorizontal(int _moveDistance)
{
int hitWall;
hitWall=false;
if(_moveDistance)
{
CLayerCollision *collision=CGameScene::getCollision();
DVECTOR pos;
int colHeight;
pos=getPlayerPos();
colHeight=getHeightFromGround(pos.vx,pos.vy,5);
if(colHeight==0)
{
// Ok.. we're on the ground. What happens if we move left/right
colHeight=getHeightFromGround(pos.vx+_moveDistance,pos.vy);
if(colHeight<-8)
{
// Big step up. Stop at the edge of the obstruction
int dir,vx,cx,i;
if(_moveDistance<0)
{
dir=-1;
vx=-_moveDistance;
}
else
{
dir=+1;
vx=_moveDistance;
}
cx=pos.vx;
for(i=0;i<vx;i++)
{
if(getHeightFromGround(cx,pos.vy)<-8)
{
break;
}
cx+=dir;
}
if(i)
pos.vx=cx-dir;
hitWall=true;
_moveDistance=0;
// Get the height at this new position and then try the step-up code below.
// Without this, there are problems when you run up a slope and hit a wall at the same time
colHeight=getHeightFromGround(pos.vx,pos.vy);
}
if(colHeight&&colHeight>=-8&&colHeight<=8)
{
// Small step up/down. Follow the contour of the level
pos.vy+=colHeight;
}
}
else if(colHeight>0) // Lets you jump through platforms from below
{
if((CGameScene::getCollision()->getCollisionBlock(pos.vx+_moveDistance,pos.vy)&COLLISION_TYPE_MASK)!=COLLISION_TYPE_FLAG_NORMAL&&
getHeightFromGround(pos.vx+_moveDistance,pos.vy,5)<0)
{
// Stop at the edge of the obstruction
int dir,vx,cx,i;
if(_moveDistance<0)
{
dir=-1;
vx=-_moveDistance;
}
else
{
dir=+1;
vx=_moveDistance;
}
cx=pos.vx;
for(i=0;i<vx;i++)
{
if(getHeightFromGround(cx,pos.vy)<0)
{
break;
}
cx+=dir;
}
if(i)
cx-=dir;
pos.vx=cx;
_moveDistance=0;
}
}
pos.vx+=_moveDistance;
setPlayerPos(&pos);
}
return hitWall;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::resetPlayerCollisionSizeToBase()
{
setPlayerCollisionSize(0,-COLSIZE_BASE_HEIGHT/2,COLSIZE_BASE_WIDTH,COLSIZE_BASE_HEIGHT);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::setPlayerCollisionSize(int _x,int _y,int _w,int _h)
{
setCollisionSize(_w,_h);
setCollisionCentreOffset(_x,_y);
}
void CPlayer::getPlayerCollisionSize(int *_x,int *_y,int *_w,int *_h)
{
DVECTOR offset,size;
offset=getCollisionCentreOffset();
size=getCollisionSize();
*_x=offset.vx;
*_y=offset.vy;
*_w=size.vx;
*_h=size.vy;
}
/*===========================================================================
end */