SBSPSS/source/player/pmodes.h

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/*=========================================================================
pmodes.h
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __PLAYER_PMODES_H__
#define __PLAYER_PMODES_H__
/*----------------------------------------------------------------------
Includes
-------- */
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#ifndef _GLOBAL_HEADER_
#include "system\global.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
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/* Std Lib
------- */
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
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typedef enum
{
PM__JUMP_VELOCITY,
PM__MAX_JUMP_FRAMES,
PM__MAX_SAFE_FALL_FRAMES,
PM__MAX_RUN_VELOCITY,
PM__RUN_SPEEDUP,
PM__RUN_REVERSESLOWDOWN,
PM__RUN_SLOWDOWN,
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PM__GRAVITY,
PM__TERMINAL_VELOCITY,
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PM__BUTT_FALL_VELOCITY,
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PM__HITREACT_XVELOCITY,
PM__HITREACT_YVELOCITY,
PM__HITREACT_FRAMES,
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NUM_PLAYER_METRICS
}PLAYER_METRIC;
struct PlayerMetrics
{
s16 m_metric[NUM_PLAYER_METRICS];
};
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enum
{
DEFAULT_PLAYER_JUMP_VELOCITY=4,
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DEFAULT_PLAYER_MAX_JUMP_FRAMES=10,
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DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES=30,
DEFAULT_PLAYER_MAX_RUN_VELOCITY=6,
DEFAULT_PLAYER_RUN_SPEEDUP=2<<2,
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DEFAULT_PLAYER_RUN_REVERSESLOWDOWN=3<<2,
DEFAULT_PLAYER_RUN_SLOWDOWN=2<<2,
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DEFAULT_PLAYER_PLAYER_GRAVITY=2<<2,
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DEFAULT_PLAYER_TERMINAL_VELOCITY=8,
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DEFAULT_BUTT_FALL_VELOCITY=14,
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DEFAULT_HITREACT_XVELOCITY=5,
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DEFAULT_HITREACT_YVELOCITY=3-1,
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DEFAULT_HITREACT_FRAMES=15,
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};
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class CPlayerMode
{
public:
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virtual void initialise(class CPlayer *_player) {m_player=_player;}
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virtual void shutdown() {;}
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virtual void enter() {;}
virtual void think() {;}
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virtual void render(DVECTOR *_pos) {;}
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virtual void renderModeUi() {;} // Ui specific to this mode (eg: ammo)
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virtual int canDoLookAround() {return false;}
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virtual void springPlayerUp() {;}
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void inSoakUpState();
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virtual int setState(int _state) {return 0;}
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virtual int getState() {return STATE_IDLE;} // ARSE.. states need to go back in CPlayer! (pkg)
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int getPadInputHeld();
int getPadInputDown();
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virtual ATTACK_STATE getAttackState() {return ATTACK_STATE__NONE;}
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public:
DVECTOR getPlayerPos(); // Public so that the states can get the position for bubicle spawners
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protected:
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void setPlayerPos(DVECTOR *_pos); // Private so that they cannot directly alter it
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void respawn();
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class CPlayer *m_player;
};
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class CPlayerModeBase : public CPlayerMode
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{
public:
enum
{
VELOCITY_SHIFT=4,
};
virtual void enter();
virtual void think();
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virtual void render() {;}
virtual int canDoLookAround();
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virtual void springPlayerUp() {setState(STATE_SPRINGUP);}
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virtual ATTACK_STATE getAttackState();
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virtual int canTeeter() {return m_currentState==STATE_IDLE;}
virtual int canFallForever() {return m_currentState==STATE_BUTTFALL;}
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void thinkVerticalMovement();
void thinkHorizontalMovement();
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void playerHasHitGround();
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virtual const struct PlayerMetrics *getPlayerMetrics();
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virtual int setState(int _state);
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virtual int getState() {return m_currentState;}
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int getFacing();
void setFacing(int _facing);
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virtual int getAnimNo();
virtual void setAnimNo(int _animNo);
virtual void setAnimFrame(int _animFrame);
virtual int getAnimFrame();
virtual int getAnimFrameCount();
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int advanceAnimFrameAndCheckForEndOfAnim();
DVECTOR getMoveVelocity();
void zeroMoveVelocity();
void setMoveVelocity(DVECTOR *_moveVel);
int isOnEdge();
int canMoveLeft();
int canMoveRight();
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virtual void setPlayerCollisionSize(int _x,int _y,int _w,int _h);
virtual void getPlayerCollisionSize(int *_x,int *_y,int *_w,int *_h);
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int getIsInWater() {return m_player->getIsInWater();}
int getIsHealthFullSoICanStopSoakingUp() {return m_player->getIsHealthFullSoICanStopSoakingUp();}
int getIsHealthSoFullThatIDontNeedToSoakUp(){return m_player->getIsHealthSoFullThatIDontNeedToSoakUp();}
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void moveLeft();
void moveRight();
int slowdown();
void jump();
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void spring();
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void jumpback();
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void fall();
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void buttFall();
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private:
int m_fallFrames;
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protected:
virtual class CPlayerState **getStateTable();
private:
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class CPlayerState *m_currentStateClass;
PLAYER_STATE m_currentState;
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};
/*----------------------------------------------------------------------
Globals
------- */
/*----------------------------------------------------------------------
Functions
--------- */
/*---------------------------------------------------------------------- */
#endif /* __PLAYER_PMODES_H__ */
/*===========================================================================
end */