/*========================================================================= 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__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 ---- */ /*---------------------------------------------------------------------- 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; CPlayerStateDuck stateDuck; CPlayerStateSoakUp stateSoackUp; CPlayerStateGetUp stateGetup; CPlayerState *CPlayer::s_states[NUM_STATES]= { &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_CHOP &stateRunChop, // STATE_RUNCHOP &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 } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::shutdown() { CThing::shutdown(); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::think(int _frames) { 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(int 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(m_moveVel.vy&&isOnSolidGround()) { 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); } else { setState(STATE_IDLE); } m_moveVel.vy=0; } if(m_invincibleFrameCount) { m_invincibleFrameCount--; } } #endif if(Pos.vx<0)Pos.vx=0; if(Pos.vy<0)Pos.vy=0; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ int panim=-1; int MASK=2; void CPlayer::render() { CThing::render(); // Render if(m_invincibleFrameCount==0|| m_invincibleFrameCount&MASK) { 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: ---------------------------------------------------------------------- */ PlayerMetrics s_normalPlayerMetrics= { { 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 } }; const PlayerMetrics *CPlayer::getPlayerMetrics() { return &s_normalPlayerMetrics; } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayer::setState(PLAYER_STATE _state) { m_currentState=s_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(512); break; case FACING_RIGHT: m_facing=FACING_RIGHT; m_skel.setAng(3096+512); 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>400; } 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]<m_metric[PM__MAX_RUN_VELOCITY]<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]<m_metric[PM__MAX_RUN_VELOCITY]<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 */