This commit is contained in:
Paul 2001-03-23 20:09:14 +00:00
parent 13b2fbf0a8
commit c59ef39aa0
17 changed files with 366 additions and 910 deletions

View file

@ -25,18 +25,18 @@
#include "game\gameslot.h"
#endif
#ifndef __GAME_GAME_H__
#include "game\game.h"
#endif
#ifndef __LAYER_COLLISION_H__
#include "level\collision.h"
#include "level\layercollision.h"
#endif
#ifndef __PLAYER_PMODES_H__
#include "player\pmodes.h"
#endif
#ifndef __PLAYER_PMFLY_H__
#include "player\pmfly.h"
#endif
// to be removed
#include "gfx\tpage.h"
@ -47,11 +47,6 @@
/* Data
---- */
#ifndef __ANIM_SPONGEBOB_HEADER__
#include <ACTOR_SPONGEBOB_ANIM.h>
#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
@ -88,16 +83,6 @@ POWER-UPS
mm & bb ring timed
*/
// mode:
// enter
// think
// render
// states setState()
// metrics getMetrics()
// override setAnimNo,setAnimFrame?
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
@ -138,32 +123,14 @@ static void writeDemoControls()
#ifdef _STATE_DEBUG_
static const char *s_stateText[NUM_STATES]=
{
"IDLE",
"IDLETEETER",
"JUMP",
"RUN",
"FALL",
"FALLFAR",
"BUTTBOUNCE",
"BUTTFALL",
"BUTTLAND",
"ATTACK",
"RUNATTACK",
"AIRATTACK",
"DUCK",
"SOAKUP",
"GETUP",
"DEAD",
};
static const char *s_modeText[NUM_PLAYERMODES]=
{
"BASICUNARMED",
"FULLUNARMED",
"BALLOON",
"NET",
"CORALBLOWER",
// "FULLUNARMED",
// "BALLOON",
// "NET",
// "CORALBLOWER",
"FLY",
};
#include "gfx\font.h"
FontBank s_debugFont;
@ -191,6 +158,14 @@ int CAMERA_SCROLLSPEED=60; // Speed of the scroll ( 60=1 tile scrolled every
CPlayerModeBasic PLAYERMODE;
CPlayerModeFly PLAYERMODEFLY;
CPlayerMode *CPlayer::s_playerModes[NUM_PLAYERMODES]=
{
&PLAYERMODE, // PLAYER_MODE_BASICUNARMED
&PLAYERMODEFLY, // PLAYER_MODE_FLY
};
/*----------------------------------------------------------------------
@ -205,15 +180,21 @@ void CPlayer::init()
m_layerCollision=NULL;
m_onPlatform = false;
m_prevOnPlatform = false;
// m_onPlatform = false;
// m_prevOnPlatform = false;
m_skel.Init(ACTORS_SPONGEBOB_A3D);
TPLoadTex(ACTORS_ACTOR_SPONGEBOB_TEX);
for(int i=0;i<NUM_PLAYERMODES;i++)
{
s_playerModes[i]->initialise(this);
}
m_currentPlayerModeClass=NULL;
setMode(PLAYER_MODE_BASICUNARMED);
m_animNo=0;
m_animFrame=0;
m_currentMode=PLAYER_MODE_BASICUNARMED;
setFacing(FACING_RIGHT);
respawn();
@ -289,9 +270,9 @@ if(newmode!=-1)
{
// Think
updatePadInput();
m_currentStateClass->think(this);
thinkVerticalMovement();
thinkHorizontalMovement();
// s_modes[m_currentMode].m_modeControl->think();
// m_currentStateClass->think(this);
m_currentPlayerModeClass->think();
// Powerups
if(m_squeakyBootsTimer)
@ -310,21 +291,11 @@ if(newmode!=-1)
}
#ifdef _STATE_DEBUG_
sprintf(posBuf,"%03d (%02d) ,%03d (%02d) = dfg:%+02d",Pos.vx,Pos.vx&0x0f,Pos.vy,Pos.vy&0x0f,m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy));
#endif
if(Pos.vx<64)Pos.vx=64;
else if(Pos.vx>m_mapEdge.vx-64)Pos.vx=m_mapEdge.vx-64;
if(Pos.vy<64)Pos.vy=64;
else if(Pos.vy>m_mapEdge.vy-64)Pos.vy=m_mapEdge.vy-64;
// Teeter if on an edge
if(m_currentState==STATE_IDLE&&isOnEdge())
{
setState(STATE_IDLETEETER);
}
// Look around
int pad=getPadInputHeld();
@ -359,8 +330,6 @@ if(PadGetDown(0)&PAD_CIRCLE)
}
}
}
s_modes[m_currentMode].m_modeControl->think(this);
}
@ -404,206 +373,6 @@ if(PadGetDown(0)&PAD_CIRCLE)
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::thinkVerticalMovement()
{
int colHeight;
colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,1);
//New collision stuff (pkg)
//if(m_layerCollision->getCollisionType(Pos.vx,Pos.vy+(m_moveVel.vy>>VELOCITY_SHIFT))&COLLISION_TYPE_MASK)
//{
// m_moveVel.vy=0;
// return;
//}
if(colHeight>=0)
{
// Above or on the ground
// Are we falling?
if(m_moveVel.vy>0)
{
// Yes.. Check to see if we're about to hit/go through the ground
colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy+(m_moveVel.vy>>VELOCITY_SHIFT),PLAYER_TERMINAL_VELOCITY+1);
if(colHeight<=0)
{
// Just hit the ground
// Stick at ground level
Pos.vy+=(m_moveVel.vy>>VELOCITY_SHIFT)+colHeight;
m_moveVel.vy=0;
m_fallFrames=0;
if(m_currentMode!=PLAYER_MODE_BALLOON)
{
if(m_currentState==STATE_BUTTFALL)
{
// Landed from a butt bounce
setState(STATE_BUTTLAND);
}
else if(m_currentState==STATE_FALLFAR)
{
// Landed from a painfully long fall
setState(STATE_IDLE);
takeDamage(DAMAGE__FALL);
m_moveVel.vx=0;
CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_LAND_AFTER_FALL);
}
else if(m_moveVel.vx)
{
// Landed from a jump with x movement
setState(STATE_RUN);
}
else
{
// Landed from a jump with no x movement
setState(STATE_IDLE);
setAnimNo(ANIM_SPONGEBOB_JUMPEND);
}
}
}
}
else if(colHeight)
{
if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&&
m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&&
m_currentState!=STATE_JUMP)
{
// Was floating in the air.. fall!
if ( !m_onPlatform )
{
setState(STATE_FALL);
}
}
}
}
else
{
/*
// Below ground
// Perhaps we should be falling?
if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&&
m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&&
m_currentState!=STATE_JUMP)
{
setState(STATE_FALL);
}
*/
}
Pos.vy+=m_moveVel.vy>>VELOCITY_SHIFT;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayer::thinkHorizontalMovement()
{
if(m_moveVel.vx)
{
//New collision stuff (pkg)
//if(m_layerCollision->getCollisionType(Pos.vx+(m_moveVel.vx>>VELOCITY_SHIFT),Pos.vy)&COLLISION_TYPE_MASK)
//{
// m_moveVel.vx=0;
// return;
//}
int colHeight;
colHeight=m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,5);
if(colHeight==0)
{
// Ok.. we're on the ground. What happens if we move left/right
colHeight=m_layerCollision->getHeightFromGround(Pos.vx+(m_moveVel.vx>>VELOCITY_SHIFT),Pos.vy);
if(colHeight<-8)
{
// Big step up. Stop at the edge of the obstruction
int dir,vx,cx,i;
if(m_moveVel.vx<0)
{
dir=-1;
vx=-m_moveVel.vx>>VELOCITY_SHIFT;
}
else
{
dir=+1;
vx=m_moveVel.vx>>VELOCITY_SHIFT;
}
cx=Pos.vx;
for(i=0;i<vx;i++)
{
if(m_layerCollision->getHeightFromGround(cx,Pos.vy)<-8)
{
break;
}
cx+=dir;
}
Pos.vx=cx-dir;
// If running then go to idle, otherwise leave in same state
if(m_currentState==STATE_RUN)
{
setState(STATE_IDLE);
}
m_moveVel.vx=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=m_layerCollision->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
{
// In the air
// if(!(colHeight<0&&m_currentState==STATE_JUMP)) // Lets you jump through platforms from below
if(colHeight>=0) // Lets you jump through platforms from below
{
colHeight=m_layerCollision->getHeightFromGround(Pos.vx+(m_moveVel.vx>>VELOCITY_SHIFT),Pos.vy,5);
if(colHeight<0)
{
// Stop at the edge of the obstruction
int dir,vx,cx,i;
if(m_moveVel.vx<0)
{
dir=-1;
vx=-m_moveVel.vx>>VELOCITY_SHIFT;
}
else
{
dir=+1;
vx=m_moveVel.vx>>VELOCITY_SHIFT;
}
cx=Pos.vx;
for(i=0;i<vx;i++)
{
if(m_layerCollision->getHeightFromGround(cx,Pos.vy)<0)
{
break;
}
cx+=dir;
}
Pos.vx=cx-dir;
m_moveVel.vx=0;
}
}
}
Pos.vx+=m_moveVel.vx>>VELOCITY_SHIFT;
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
@ -629,6 +398,7 @@ void CPlayer::render()
CPlayerThing::render();
#ifdef _STATE_DEBUG_
sprintf(posBuf,"%03d (%02d) ,%03d (%02d) = dfg:%+02d",Pos.vx,Pos.vx&0x0f,Pos.vy,Pos.vy&0x0f,m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy));
s_debugFont.print(40,40,posBuf);
#endif
@ -666,8 +436,6 @@ if(eyes!=-1)
#ifdef _STATE_DEBUG_
char buf[128];
sprintf(buf,"STATE: %s",s_stateText[m_currentState]);
s_debugFont.print(40,200,buf);
sprintf(buf,"MODE: %s",s_modeText[m_currentMode]);
s_debugFont.print(40,210,buf);
#endif
@ -708,19 +476,6 @@ if(eyes!=-1)
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
DVECTOR CPlayer::getCameraPos()
{
return m_cameraPos;
}
/*----------------------------------------------------------------------
Function:
Purpose: Pre-calcs the visible edges of the map ( ie: the hard limits
@ -766,43 +521,6 @@ void CPlayer::addLife()
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
const PlayerMetrics *CPlayer::getPlayerMetrics()
{
return &s_modes[m_currentMode].m_metrics;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::setState(PLAYER_STATE _state)
{
CPlayerState *nextState;
int ret=false;
nextState=s_modes[m_currentMode].m_states[_state];
if(nextState)
{
m_currentStateClass=nextState;
m_currentStateClass->enter(this);
m_currentState=_state;
ret=true;
}
return ret;
}
/*----------------------------------------------------------------------
Function:
@ -813,14 +531,8 @@ int CPlayer::setState(PLAYER_STATE _state)
void CPlayer::setMode(PLAYER_MODE _mode)
{
m_currentMode=_mode;
// Need to do something about this setState() for when the new mode doesn't have that state (pkg)
if(!setState(m_currentState))
{
m_moveVel.vx=0;
m_moveVel.vy=0;
setState(STATE_IDLE);
}
s_modes[m_currentMode].m_modeControl->enter(this);
m_currentPlayerModeClass=s_playerModes[_mode];
m_currentPlayerModeClass->enter();
}
@ -905,245 +617,6 @@ void CPlayer::setAnimNo(int _animNo)
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
DVECTOR CPlayer::getMoveVelocity()
{
return m_moveVel;
}
void CPlayer::setMoveVelocity(DVECTOR *_moveVel)
{
m_moveVel=*_moveVel;
}
DVECTOR CPlayer::getPlayerPos()
{
return Pos;
}
void CPlayer::setPlayerPos(DVECTOR *_pos)
{
Pos=*_pos;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
PLAYERINPUT CPlayer::getPadInputHeld()
{
return m_padInput;
}
PLAYERINPUT CPlayer::getPadInputDown()
{
return m_padInputDown;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::isOnSlippySurface()
{
return false;
/* (pkg)
int ret=false;
if(m_layerCollision->getHeightFromGround(Pos.vx,Pos.vy,5)==0&&
m_layerCollision->getCollisionType(Pos.vx,Pos.vy)&COLLISION_TYPE_FLAG_SLIPPERY)
{
ret=true;
}
return ret;
*/
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns: FACING_LEFT if left half of player is hanging, FACING_RIGHT
if right half of player is hanging or 0 if no part of the
player is hanging
---------------------------------------------------------------------- */
int csize=5;
int cheight=15;
int CPlayer::isOnEdge()
{
int ret=0;
if(m_layerCollision->getHeightFromGround(Pos.vx-csize,Pos.vy,cheight+1)>cheight)
{
ret=FACING_LEFT;
}
else if(m_layerCollision->getHeightFromGround(Pos.vx+csize,Pos.vy,cheight+1)>cheight)
{
ret=FACING_RIGHT;
}
return ret;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
int CPlayer::canMoveLeft()
{
return m_layerCollision->getHeightFromGround(Pos.vx-1,Pos.vy,16)>-8?true:false;
}
int CPlayer::canMoveRight()
{
return m_layerCollision->getHeightFromGround(Pos.vx+1,Pos.vy,16)>-8?true:false;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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];
}
if(m_moveVel.vx<-CAMERA_STARTMOVETHRESHOLD||m_cameraScrollPos.vx<-CAMERA_SCROLLTHRESHOLD<<8)
{
m_cameraScrollDir=+1;
}
else if(m_moveVel.vx>-CAMERA_STOPMOVETHRESHOLD)
{
m_cameraScrollDir=0;
}
}
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];
}
if(m_moveVel.vx>CAMERA_STARTMOVETHRESHOLD||m_cameraScrollPos.vx>CAMERA_SCROLLTHRESHOLD<<8)
{
m_cameraScrollDir=-1;
}
else if(m_moveVel.vx<CAMERA_STOPMOVETHRESHOLD)
{
m_cameraScrollDir=0;
}
}
void CPlayer::slowdown()
{
const PlayerMetrics *metrics;
int stopSpeed;
metrics=getPlayerMetrics();
if(isOnSlippySurface())
{
stopSpeed=SLIPSPEED;
}
else
{
stopSpeed=0;
}
if(m_moveVel.vx<0)
{
if(-stopSpeed<m_moveVel.vx)
{
stopSpeed=-m_moveVel.vx;
}
m_moveVel.vx+=metrics->m_metric[PM__RUN_SLOWDOWN];
if(m_moveVel.vx>-stopSpeed)
{
m_moveVel.vx=-stopSpeed;
if(m_currentState==STATE_RUN)
{
setState(STATE_IDLE);
}
}
}
else if(m_moveVel.vx>0)
{
if(stopSpeed>m_moveVel.vx)
{
stopSpeed=m_moveVel.vx;
}
m_moveVel.vx-=metrics->m_metric[PM__RUN_SLOWDOWN];
if(m_moveVel.vx<stopSpeed)
{
m_moveVel.vx=stopSpeed;
if(m_currentState==STATE_RUN)
{
setState(STATE_IDLE);
}
}
}
}
void CPlayer::jump()
{
}
void CPlayer::fall()
{
const PlayerMetrics *metrics;
metrics=getPlayerMetrics();
m_moveVel.vy+=PLAYER_GRAVITY;
if(m_moveVel.vy>=PLAYER_TERMINAL_VELOCITY<<VELOCITY_SHIFT)
{
m_moveVel.vy=PLAYER_TERMINAL_VELOCITY<<VELOCITY_SHIFT;
m_fallFrames++;
if(m_currentState!=STATE_BUTTFALL)
{
if(m_fallFrames>metrics->m_metric[PM__MAX_SAFE_FALL_FRAMES])
{
setState(STATE_FALLFAR);
}
}
}
}
/*----------------------------------------------------------------------
Function:
Purpose:
@ -1152,27 +625,23 @@ void CPlayer::fall()
---------------------------------------------------------------------- */
void CPlayer::respawn()
{
setState(STATE_IDLE);
// setState(STATE_IDLE);
// Strip any items that the player might be holding
if(m_currentMode!=PLAYER_MODE_BASICUNARMED)
{
setMode(PLAYER_MODE_FULLUNARMED);
}
else
{
// if(m_currentMode!=PLAYER_MODE_BASICUNARMED)
// {
// setMode(PLAYER_MODE_FULLUNARMED);
// }
// else
// {
setMode(PLAYER_MODE_BASICUNARMED);
}
// }
s_health=MAX_HEALTH;
m_invincibleFrameCount=INVIBCIBLE_FRAMES__START;
Pos=m_respawnPos;
m_moveVel.vx=0;
m_moveVel.vy=0;
m_fallFrames=0;
}
/*----------------------------------------------------------------------
Function:
Purpose:
@ -1229,7 +698,7 @@ void CPlayer::takeDamage(DAMAGE_TYPE _damage)
else
{
CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_DEFEATED_JINGLE);
setState(STATE_DEAD);
// setState(STATE_DEAD);
}
}
}
@ -1332,11 +801,13 @@ PLAYERINPUT CPlayer::readPadInput()
Params:
Returns:
---------------------------------------------------------------------- */
/*
void CPlayer::clearPlatform()
{
m_prevOnPlatform = m_onPlatform;
m_onPlatform = false;
}
*/
/*----------------------------------------------------------------------
Function:
@ -1344,6 +815,7 @@ void CPlayer::clearPlatform()
Params:
Returns:
---------------------------------------------------------------------- */
/*
void CPlayer::setPlatform( CThing *newPlatform )
{
int colHeight;
@ -1381,7 +853,7 @@ void CPlayer::setPlatform( CThing *newPlatform )
if ( !m_prevOnPlatform )
{
if( m_currentMode != PLAYER_MODE_BALLOON )
// if( m_currentMode != PLAYER_MODE_BALLOON )
{
m_fallFrames=0;
@ -1462,6 +934,7 @@ void CPlayer::setPlatform( CThing *newPlatform )
newPlatform->removeChild( this );
}
}
*/
/*----------------------------------------------------------------------
Function:
@ -1469,6 +942,7 @@ void CPlayer::setPlatform( CThing *newPlatform )
Params:
Returns:
---------------------------------------------------------------------- */
/*
void CPlayer::shove( DVECTOR move )
{
DVECTOR newPos;
@ -1490,6 +964,7 @@ void CPlayer::shove( DVECTOR move )
Pos.vy = newPos.vy;
}
}
*/
/*===========================================================================
end */