215 lines
4.5 KiB
C++
215 lines
4.5 KiB
C++
/*=========================================================================
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psidle.cpp
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Author: PKG
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Created:
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Project: Spongebob
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Purpose:
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Copyright (c) 2001 Climax Development Ltd
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===========================================================================*/
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/*----------------------------------------------------------------------
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Includes
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-------- */
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#include "player\psidle.h"
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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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#ifndef __PAD_PADS_H__
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#include "pad\pads.h"
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#endif
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#ifndef __UTILS_HEADER__
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#include "utils\utils.h"
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#endif
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/* Std Lib
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------- */
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/* Data
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---- */
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#ifndef __ANIM_PLAYER_ANIM_HEADER__
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#include <player_anim.h>
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#endif
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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/*----------------------------------------------------------------------
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Function Prototypes
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------------------- */
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/*----------------------------------------------------------------------
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Vars
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---- */
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CPlayerStateIdle::IdleAnims CPlayerStateIdle::s_idleAnims[]=
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{
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// start frame loop frame end frame loop count
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// { -1, ANIM_PLAYER_ANIM_IDLEGENERIC04, -1, 4 },
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// { -1, ANIM_PLAYER_ANIM_IDLEGENERIC04, -1, 10 },
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// { -1, ANIM_PLAYER_ANIM_IDLEGENERIC03, -1, 3 },
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{ -1, ANIM_PLAYER_ANIM_IDLEBOOTS, -1, 4 },
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{ -1, ANIM_PLAYER_ANIM_IDLECORAL, -1, 10 },
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{ -1, ANIM_PLAYER_ANIM_WAKEUP, -1, 1 },
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};
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int CPlayerStateIdle::s_numIdleAnims=sizeof(CPlayerStateIdle::s_idleAnims)/sizeof(CPlayerStateIdle::IdleAnims);
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerStateIdle::enter(CPlayer *_player)
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{
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m_idleTime=0;
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m_currentIdleAnim=0;
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m_animState=ANIMSTATE_END;
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setNextIdleAnim(_player);
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerStateIdle::think(CPlayer *_player)
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{
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int control;
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control=getPadInput(_player);
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if(advanceAnimFrameAndCheckForEndOfAnim(_player))
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{
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setNextIdleAnim(_player);
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}
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if(control&CPadConfig::getButton(CPadConfig::PAD_CFG_JUMP))
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{
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setState(_player,STATE_JUMP);
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}
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else if(control&(CPadConfig::getButton(CPadConfig::PAD_CFG_LEFT)|CPadConfig::getButton(CPadConfig::PAD_CFG_RIGHT)))
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{
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setState(_player,STATE_RUN);
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}
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else if(control&CPadConfig::getButton(CPadConfig::PAD_CFG_ACTION))
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{
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setState(_player,STATE_ATTACK);
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}
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else if(control&CPadConfig::getButton(CPadConfig::PAD_CFG_DOWN))
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{
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setState(_player,STATE_DUCK);
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerStateIdle::setNextIdleAnim(CPlayer *_player)
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{
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IdleAnims *anims;
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int finished=false;
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anims=&s_idleAnims[m_currentIdleAnim];
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switch(m_animState)
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{
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case ANIMSTATE_START:
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m_animState=ANIMSTATE_LOOP;
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setAnimNo(_player,anims->m_loopFrame);
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break;
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case ANIMSTATE_LOOP:
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if(--m_loopCount<=0)
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{
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if(anims->m_endFrame==-1)
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{
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finished=true;
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}
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else
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{
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m_animState=ANIMSTATE_END;
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setAnimNo(_player,anims->m_endFrame);
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}
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}
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else
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{
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setAnimNo(_player,anims->m_loopFrame);
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}
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break;
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case ANIMSTATE_END:
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finished=true;
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break;
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}
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if(finished)
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{
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int animNo;
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if(m_idleTime<5)
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{
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m_currentIdleAnim=0; // First anim in list is the default idle
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}
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else
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{
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if(s_numIdleAnims)
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{
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// Randomly choose the next anim to run
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int lastAnim;
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lastAnim=m_currentIdleAnim;
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do
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{
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m_currentIdleAnim=getRndRange(s_numIdleAnims);
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}while(m_currentIdleAnim==lastAnim);
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}
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else
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{
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m_currentIdleAnim=0;
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}
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}
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// Start playing the anim
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anims=&s_idleAnims[m_currentIdleAnim];
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if(anims->m_startFrame==-1)
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{
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// No start anim - go straight into loop
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animNo=anims->m_loopFrame;
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m_animState=ANIMSTATE_LOOP;
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}
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else
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{
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// Play start anim for this idle
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animNo=anims->m_startFrame;
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m_animState=ANIMSTATE_START;
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}
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m_loopCount=anims->m_loopCount;
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setAnimNo(_player,animNo);
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m_idleTime++;
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}
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}
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/*===========================================================================
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end */
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