/*========================================================================= pmbubble.cpp Author: PKG Created: Project: Spongebob Purpose: Copyright (c) 2001 Climax Development Ltd ===========================================================================*/ /*---------------------------------------------------------------------- Includes -------- */ #include "player\pmbubble.h" /* Std Lib ------- */ /* Data ---- */ #ifndef __ANIM_SPONGEBOB_HEADER__ #include #endif /*---------------------------------------------------------------------- Tyepdefs && Defines ------------------- */ /*---------------------------------------------------------------------- Structure defintions -------------------- */ /*---------------------------------------------------------------------- Function Prototypes ------------------- */ /*---------------------------------------------------------------------- Vars ---- */ /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBubbleMixture::enter() { CSoundMediator::playSfx(CSoundMediator::SFX_BUBBLE_WAND); m_blowing=false; m_bubbleDelay=0; m_bubbleCount=BUBBLE_AMMO; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBubbleMixture::think() { // If we're blowing then restore the 'real' anim number/frame before // doing the think so that the rest of the code doesn't know what // is going on ;) if(m_blowing) { setAnimNo(m_savedAnimNo); setAnimFrame(m_savedAnimFrame); } CPlayerModeBase::think(); if(m_bubbleDelay) { // Delay so that you can't blow all of your bubbles really quickly m_bubbleDelay--; } else { // Start to blow? if(!m_blowing&&getPadInputDown()&PI_ACTION&&canBlowBubbleFromThisState()) { // Spawn the bubbly platform thingy..! // pos is m_player->getPos(); // dir is m_player->getFacing(); // Start the anim off m_blowFrame=0; m_blowing=true; } } // Blowing? if(m_blowing) { m_player->setAnimNo(ANIM_SPONGEBOB_KARATE); m_player->setAnimFrame(m_blowFrame); m_blowFrame++; if(m_blowFrame>=m_player->getAnimFrameCount()) { m_player->setAnimNo(m_savedAnimNo); m_player->setAnimFrame(m_savedAnimFrame); m_blowing=false; m_bubbleDelay=BUBBLE_DELAY; if(--m_bubbleCount==0) { m_player->setMode(PLAYER_MODE_FULLUNARMED); } } } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerModeBubbleMixture::setAnimNo(int _animNo) { CPlayerModeBase::setAnimNo(_animNo); m_savedAnimNo=_animNo; } void CPlayerModeBubbleMixture::setAnimFrame(int _animFrame) { CPlayerModeBase::setAnimFrame(_animFrame); m_savedAnimFrame=_animFrame; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int CPlayerModeBubbleMixture::canBlowBubbleFromThisState() { int ret=false; switch(getState()) { case STATE_IDLE: case STATE_IDLETEETER: case STATE_JUMP: case STATE_RUN: case STATE_FALL: ret=true; break; case STATE_FALLFAR: case STATE_BUTTBOUNCE: case STATE_BUTTFALL: case STATE_BUTTLAND: case STATE_DUCK: case STATE_SOAKUP: case STATE_GETUP: break; } return ret; } /*=========================================================================== end */