SBSPSS/source/player/player.cpp
2001-01-25 15:25:46 +00:00

536 lines
10 KiB
C++

/*=========================================================================
player.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\player.h"
#ifndef __ANIM_HEADER__
#include "gfx\anim.h"
#endif
#ifndef __PAD_PADS_H__
#include "pad\pads.h"
#endif
#ifndef __PLAYER__PSSTATES_H__
#include "player\pstates.h"
#endif
#ifndef __PLAYER__PSJUMP_H__
#include "player\psjump.h"
#endif
#ifndef __PLAYER__PSRUN_H__
#include "player\psrun.h"
#endif
#ifndef __PLAYER__PSFALL_H__
#include "player\psfall.h"
#endif
#ifndef __PLAYER__PSIDLE_H__
#include "player\psidle.h"
#endif
#ifndef __PLAYER__PSBUTT_H__
#include "player\psbutt.h"
#endif
#ifndef __PLAYER__PSCHOP_H__
#include "player\pschop.h"
#endif
#ifndef __PLAYER__PSDUCK_H__
#include "player\psduck.h"
#endif
#ifndef __GAME_GAMESLOT_H__
#include "game\gameslot.h"
#endif
// to be removed
#include "gfx\tpage.h"
/* Std Lib
------- */
/* Data
---- */
#ifndef __ANIM_PLAYER_ANIM_HEADER__
#include <player_anim.h>
#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
CPlayerStateIdle stateIdle;
CPlayerStateJump stateJump;
CPlayerStateRun stateRun;
CPlayerStateFall stateFall;
CPlayerStateFallFar stateFallFar;
CPlayerStateButtBounce stateButtBounce;
CPlayerStateButtBounceFall stateButtBounceFall;
CPlayerStateButtBounceLand stateButtBounceLand;
CPlayerStateChop stateChop;
CPlayerStateRunChop stateRunChop;
CPlayerStateAirChop stateAirChop;
CPlayerStateDuck stateDuck;
CPlayerStateSoakUp stateSoackUp;
CPlayerStateGetUp stateGetup;
// Player with karate chop installed
CPlayer::PlayerMode CPlayer::s_modes=
{
{ {
8, // PM__JUMP_VELOCITY
10, // PM__MAX_JUMP_FRAMES
20, // PM__MAX_SAFE_FALL_FRAMES
4, // PM__GRAVITY_VALUE
8, // PM__TERMINAL_VELOCITY
8, // PM__MAX_RUN_VELOCITY
4, // PM__RUN_SPEEDUP
2, // PM__RUN_REVERSESLOWDOWN
1, // PM__RUN_SLOWDOWN
} },
{
&stateIdle, // STATE_IDLE
&stateJump, // STATE_JUMP
&stateRun, // STATE_RUN
&stateFall, // STATE_FALL
&stateFallFar, // STATE_FALLFAR
&stateButtBounce, // STATE_BUTTBOUNCE
&stateButtBounceFall, // STATE_BUTTFALL
&stateButtBounceLand, // STATE_BUTTLAND
&stateChop, // STATE_ATTACK
&stateRunChop, // STATE_RUNATTACK
&stateAirChop, // STATE_AIRATTACK
&stateDuck, // STATE_DUCK
&stateSoackUp, // STATE_SOAKUP
&stateGetup, // STATE_GETUP
}
};
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::init()
{
CThing::init();
sActor3dHdr *Hdr=m_skel.Load(ACTORS_SPONGEBOB_A3D);
m_skel.Init(Hdr);
TPLoadTex(ACTORS_SPONGEBOB_TEX);
m_skel.setAnimDatabase(CAnimDB::GetPlayerAnimBank());
m_animNo=0;
m_animFrame=0;
setState(STATE_IDLE);
m_moveVel.vx=0;
m_moveVel.vy=0;
setFacing(FACING_RIGHT);
m_lives=CGameSlotManager::getSlotData().m_lives;
m_invincibleFrameCount=INVIBCIBLE_FRAMES__START;
#ifdef __USER_paul__
Pos.vx=50;
Pos.vy=200;
#else
Pos.vx=10;
Pos.vy=10;
#endif
m_cameraOffsetTarget.vx=0;
m_cameraOffsetTarget.vy=0;
m_cameraOffset.vx=0;
m_cameraOffset.vy=0;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::shutdown()
{
CThing::shutdown();
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
DVECTOR ofs={0,0};
void CPlayer::think(int _frames)
{
int i;
CThing::think(_frames);
#ifndef __USER_paul__
int padInput=PadGetHeld(0);
int move=7*_frames;
if(padInput&PAD_UP) Pos.vy-=move;
if(padInput&PAD_DOWN) Pos.vy+=move;
if(padInput&PAD_LEFT) Pos.vx-=move;
if(padInput&PAD_RIGHT) Pos.vx+=move;
#else
if(_frames>=3)_frames=2;
for(i=0;i<_frames;i++)
{
// Think
m_currentState->think(this);
Pos.vx+=m_moveVel.vx>>VELOCITY_SHIFT;
Pos.vy+=m_moveVel.vy>>VELOCITY_SHIFT;
// Ground collision
if(isOnSolidGround())
{
if(m_moveVel.vy)
{
// Was falling.. so we've just hit the ground
if(m_state==STATE_BUTTFALL)
{
setState(STATE_BUTTLAND);
}
else if(m_state==STATE_FALLFAR)
{
setState(STATE_IDLE);
}
else if(m_moveVel.vx)
{
setState(STATE_RUN);
setAnimNo(ANIM_PLAYER_ANIM_RUNJUMPEND);
}
else
{
setState(STATE_IDLE);
setAnimNo(ANIM_PLAYER_ANIM_JUMPEND);
}
m_moveVel.vy=0;
m_fallFrames=0;
}
}
else
{
if(m_state!=STATE_JUMP&&m_state!=STATE_BUTTBOUNCE)
{
// Fall
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
m_moveVel.vy+=metrics->m_metric[PM__GRAVITY_VALUE];
if(m_moveVel.vy>=metrics->m_metric[PM__TERMINAL_VELOCITY]<<VELOCITY_SHIFT)
{
m_moveVel.vy=metrics->m_metric[PM__TERMINAL_VELOCITY]<<VELOCITY_SHIFT;
m_fallFrames++;
if(m_fallFrames>metrics->m_metric[PM__MAX_SAFE_FALL_FRAMES])
{
setState(STATE_FALLFAR);
}
}
}
}
// Flashing..
if(m_invincibleFrameCount)
{
m_invincibleFrameCount--;
}
}
#endif
m_invincibleFrameCount=0;
// Move the camera offset
for(i=0;i<_frames;i++)
{
m_cameraOffsetTarget=ofs;
m_cameraOffset=ofs;
/*
int moveDelta;
moveDelta=(m_cameraOffset.vx-m_cameraOffsetTarget.vx);
if(moveDelta)
{
if(moveDelta<0)
{
moveDelta>>=2;
if(moveDelta==0)moveDelta=1;
}
else if(moveDelta>0)
{
moveDelta>>=2;
if(moveDelta==0)moveDelta=-1;
}
m_cameraOffset.vx+=moveDelta;
}
*/
}
if(Pos.vx<0)Pos.vx=0;
if(Pos.vy<0)Pos.vy=0;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int panim=-1;
SVECTOR ppos={0,1024,5000};
void CPlayer::render()
{
CThing::render();
// Render
if(m_invincibleFrameCount==0||m_invincibleFrameCount&2)
{
m_skel.setPos(&ppos);
m_skel.setFrame(m_animFrame);
if(panim!=-1)
m_skel.setAnimNo(panim);
else
m_skel.setAnimNo(m_animNo);
m_skel.Animate(this);
m_skel.Render(this);
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
DVECTOR CPlayer::getCameraPos()
{
DVECTOR cameraPos;
cameraPos.vx=Pos.vx;//+m_cameraOffset.vx;
cameraPos.vy=Pos.vy;//+m_cameraOffset.vy;
return cameraPos;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
const PlayerMetrics *CPlayer::getPlayerMetrics()
{
return &s_modes.m_metrics;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::setState(PLAYER_STATE _state)
{
m_currentState=s_modes.m_states[_state];
m_currentState->enter(this);
m_state=_state;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::getFacing()
{
return m_facing;
}
void CPlayer::setFacing(int _facing)
{
if(m_facing!=_facing)
{
switch(_facing)
{
case FACING_LEFT:
m_facing=FACING_LEFT;
m_skel.setAng(1024);
break;
case FACING_RIGHT:
m_facing=FACING_RIGHT;
m_skel.setAng(-1024);
break;
default:
ASSERT(0);
break;
}
}
}
int CPlayer::getAnimFrame()
{
return m_animFrame;
}
void CPlayer::setAnimFrame(int _animFrame)
{
m_animFrame=_animFrame;
}
int CPlayer::getAnimFrameCount()
{
return m_skel.getFrameCount();
}
int CPlayer::getAnimNo()
{
return m_animNo;
}
void CPlayer::setAnimNo(int _animNo)
{
m_animNo=_animNo;
m_animFrame=0;
}
DVECTOR CPlayer::getMoveVelocity()
{
return m_moveVel;
}
void CPlayer::setMoveVelocity(DVECTOR *_moveVel)
{
m_moveVel=*_moveVel;
}
int CPlayer::getPadInput()
{
return PadGetHeld(0);
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::isOnSolidGround()
{
return Pos.vy>16*15;
}
void CPlayer::moveLeft()
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
setFacing(FACING_LEFT);
if(m_moveVel.vx<=0)
{
m_moveVel.vx-=metrics->m_metric[PM__RUN_SPEEDUP];
if(m_moveVel.vx<-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
{
m_moveVel.vx=-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
}
}
else
{
m_moveVel.vx-=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
}
}
void CPlayer::moveRight()
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
setFacing(FACING_RIGHT);
if(m_moveVel.vx>=0)
{
m_moveVel.vx+=metrics->m_metric[PM__RUN_SPEEDUP];
if(m_moveVel.vx>metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
{
m_moveVel.vx=metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
}
}
else
{
m_moveVel.vx+=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
}
}
void CPlayer::slowdown()
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
if(m_moveVel.vx<0)
{
m_moveVel.vx+=metrics->m_metric[PM__RUN_SLOWDOWN];
if(m_moveVel.vx>0)m_moveVel.vx=0;
}
else if(m_moveVel.vx>0)
{
m_moveVel.vx-=metrics->m_metric[PM__RUN_SLOWDOWN];
if(m_moveVel.vx<0)m_moveVel.vx=0;
}
}
void CPlayer::jump()
{
}
void CPlayer::fall()
{
}
/*===========================================================================
end */