SBSPSS/source/player/pmbubble.cpp
2001-03-30 19:27:26 +00:00

172 lines
3.7 KiB
C++

/*=========================================================================
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 <ACTOR_SPONGEBOB_ANIM.h>
#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 */