SBSPSS/source/player/player.h

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/*=========================================================================
player.h
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
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#ifndef __PLAYER_PLAYER_H__
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#define __PLAYER_PLAYER_H__
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/*----------------------------------------------------------------------
Includes
-------- */
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#ifndef __THING_THING_H__
#include "thing/thing.h"
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#endif
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#include "gfx/actor.h"
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#ifndef __DATA_STRUCTS_HEADER__
#include <dstructs.h>
#endif
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#ifndef __PLAYER_PSTATES_H__
#include "player\pstates.h"
#endif
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#ifndef __SOUND_SOUND_H__
#include "sound\sound.h"
#endif
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/* Std Lib
------- */
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
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typedef enum
{
PLAYER_MODE_BASICUNARMED,
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PLAYER_MODE_FULLUNARMED,
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PLAYER_MODE_BALLOON,
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PLAYER_MODE_BUBBLE_MIXTURE,
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PLAYER_MODE_NET,
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PLAYER_MODE_CORALBLOWER,
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PLAYER_MODE_JELLY_LAUNCHER,
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PLAYER_MODE_DEAD,
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PLAYER_MODE_FLY,
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PLAYER_MODE_CART,
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PLAYER_MODE_SWALLOW,
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NUM_PLAYERMODES,
}PLAYER_MODE;
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typedef enum
{
STATE_IDLE,
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STATE_IDLETEETER,
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STATE_JUMP,
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STATE_SPRINGUP,
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STATE_RUN,
STATE_FALL,
STATE_FALLFAR,
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STATE_HITGROUND,
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STATE_BUTTBOUNCE,
STATE_BUTTFALL,
STATE_BUTTLAND,
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STATE_BUTTBOUNCEUP,
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STATE_SOAKUP,
STATE_GETUP,
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STATE_LOOKDOWN,
STATE_LOOKDOWNRELAX,
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STATE_LOOKUP,
STATE_LOOKUPRELAX,
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STATE_JUMPBACK,
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STATE_CART,
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STATE_FLOAT,
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STATE_CELEBRATE,
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STATE_SWALLOW,
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NUM_STATES,
}PLAYER_STATE;
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typedef enum
{
PLAYER_ADDON_NET,
PLAYER_ADDON_CORALBLOWER,
PLAYER_ADDON_JELLYLAUNCHER,
PLAYER_ADDON_BUBBLEWAND,
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PLAYER_ADDON_JELLYFISHINNET,
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PLAYER_ADDON_GLOVE,
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NUM_PLAYER_ADDONS,
NO_ADDON,
}PLAYER_ADDONS;
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enum
{
FACING_LEFT=+1,
FACING_RIGHT=-1,
};
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typedef enum
{
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DAMAGE__NONE, // put in so that an item can push the user but not damage them
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DAMAGE__FALL,
DAMAGE__ELECTROCUTION,
DAMAGE__LAVA,
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DAMAGE__HIT_ENEMY,
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DAMAGE__SHOCK_ENEMY,
DAMAGE__GAS_ENEMY,
DAMAGE__POISON_ENEMY,
DAMAGE__SWALLOW_ENEMY,
DAMAGE__PINCH_ENEMY,
DAMAGE__SQUASH_ENEMY,
DAMAGE__BURN_ENEMY,
DAMAGE__BITE_ENEMY,
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DAMAGE__COLLISION_DAMAGE,
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DAMAGE__KILL_OUTRIGHT,
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}DAMAGE_TYPE;
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typedef enum
{
DEATHTYPE__NORMAL,
DEATHTYPE__DRYUP,
DEATHTYPE__SQUASH,
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DEATHTYPE__LIQUID,
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} DEATH_TYPE;
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typedef enum
{
REACT__LEFT=-1,
REACT__UP=0,
REACT__RIGHT=+1,
REACT__GET_DIRECTION_FROM_THING=123,
REACT__NO_REACTION=234,
}REACT_DIRECTION;
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// The input from the control pad is remapped to this rather than keeping it in the
// normal pad format. This allows us to store all input in one byte ( as opposed to
// two bytes ) for demo recording and means that the player state codes don't have
// to keep using CPadConfig to remap the controls internally.
typedef enum
{
PI_NONE =0,
PI_UP =1<<0,
PI_DOWN =1<<1,
PI_LEFT =1<<2,
PI_RIGHT =1<<3,
PI_JUMP =1<<4,
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PI_FIRE =1<<5,
PI_CATCH =1<<6,
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PI_WEAPONCHANGE =1<<7,
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}PLAYERINPUT;
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// For getAttackState()
typedef enum
{
ATTACK_STATE__NONE,
ATTACK_STATE__KARATE,
ATTACK_STATE__BUTT_BOUNCE,
} ATTACK_STATE;
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// Special anim that means SB will not get drawn
// Just pass it to setAnimNo() like a normal anim
#define ANIM_SPONGEBOB_DONOTDRAW -1
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/*----------------------------------------------------------------------
Structure defintions
-------------------- */
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class CPlayer : public CPlayerThing
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{
public:
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enum
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{
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MAX_LIVES=99,
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WATERLEVELSHIFT=5,
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WATERMAXHEALTH=(255<<WATERLEVELSHIFT),
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WATERMINSOAKUPLEVEL=(245<<WATERLEVELSHIFT), // SB won't auto soak unless water is lower than this
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WATER_COUNTER_STARTSCALE=50, // Scale of text
WATER_COUNTER_ENDSCALE=511,
WATER_COUNTER_R1=59, // Colour of text
WATER_COUNTER_G1=118,
WATER_COUNTER_B1=253,
WATER_COUNTER_R2=255,
WATER_COUNTER_G2=28,
WATER_COUNTER_B2=17,
WATER_COUNTER_SECONDTIME=15<<CPlayer::WATERLEVELSHIFT, // Each digit lasts this many frames..
WATER_COUNTER_MOVINGTIME=5<<CPlayer::WATERLEVELSHIFT, // ..and spends this longing moving into position
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};
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typedef struct
{
s16 x1,y1;
s16 x2,y2;
} CameraBox;
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virtual void init();
virtual void shutdown();
virtual void think(int _frames);
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void detectHazardousSurface();
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virtual void render();
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virtual int dontKillDuringLevelRespawn() {return true;}
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virtual void shove(DVECTOR move);
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void moveLeft(); // This is only for camera scroll right now
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void moveRight(); // " " " " "
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void fall(); // " " " " "
void buttFall(); // " " " " "
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virtual int moveVertical(int _moveDistance);
virtual int moveHorizontal(int _moveDistance);
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int isTryingToConversateWithFriend() {return m_allowConversation;}
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DVECTOR getCameraPos() {return m_cameraPos;}
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void setCameraBox(CameraBox _cameraBox);
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void setRespawnPos(DVECTOR _respawn) {m_respawnPos=_respawn;}
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void setRespawnPosAndRingTelephone(DVECTOR _respawn);
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// This isn't funny anymore.. :(
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int getHeightFromGround(int _x,int _y,int _maxHeight=32);
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int getHeightFromPlatformNoGround(int _x,int _y,int _maxHeight=32);
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int getHeightFromGroundNoPlatform(int _x,int _y,int _maxHeight=32);
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void setLedgeLookAhead(int _lookAhead) {m_ledgeLookAhead=_lookAhead;}
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void addLife();
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void addSpatula(int Count=1) {m_numSpatulasHeld+=Count;}
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int getSpatulasHeld() {return m_numSpatulasHeld;}
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ATTACK_STATE getAttackState();
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int isRecoveringFromHit() {return m_invincibleFrameCount!=0||m_currentMode==PLAYER_MODE_DEAD;}
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void registerAddon(PLAYER_ADDONS _addon);
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DVECTOR *getMoveVelocity() {return &m_moveVelocity;}
void setMoveVelocity(const DVECTOR *_moveVelocity) {m_moveVelocity=*_moveVelocity;}
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public:
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void setMode(PLAYER_MODE _mode);
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PLAYER_MODE getMode() {return m_currentMode;}
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int getFacing();
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void setFacing(int _facing);
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int getAnimFrame();
void setAnimFrame(int _animFrame);
int getAnimFrameCount();
int getAnimNo();
void setAnimNo(int _animNo);
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void springPlayerUp(int _springHeight=55); // Springy branches
void floatPlayerUp(); // Geysers
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void teleportTo(int _x,int _y);
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private:
void playAnimFrameSfx(int _animNo,int _animFrame);
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void calcCameraFocusPointTarget();
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DVECTOR m_moveVelocity;
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int m_allowConversation;
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public:
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DVECTOR getPlayerPos() {return Pos;}
void setPlayerPos(DVECTOR *_pos) {Pos=*_pos;}
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void ignoreNewlyPressedButtonsOnPadThisThink();
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PLAYERINPUT getPadInputHeld() {return m_padInput;}
PLAYERINPUT getPadInputDown() {return m_padInputDown;}
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int tryingToManuallyPickupWeapon() {return m_tryingToManuallyPickupWeapon;}
int tryingToAutomaticallyPickupWeapon() {return m_tryingToAutomaticallyPickupWeapon;}
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void inSoakUpState();
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void takeDamage(DAMAGE_TYPE _damage,REACT_DIRECTION _reactDirection=REACT__UP,CThing *_thing=NULL);
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void respawn();
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void setCanExitLevelNow() {m_canExitLevel=true;}
int getCanExitLevelNow() {return m_canExitLevel;}
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void collectedQuestItem();
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int getLivesLeft() {return m_lives;}
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public:
typedef struct
{
int m_frame;
CSoundMediator::SFXID m_sfxId;
} AnimFrameSfx;
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void renderSb(DVECTOR *_pos,int _animNo,int _animFrame);
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int canDoLookAround();
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private:
typedef struct
{
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int m_animNumber;
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int m_numAnimFrameSfx;
const struct AnimFrameSfx *m_animFrameSfx;
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} AnimSfx;
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static const AnimSfx s_animSfx[];
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static const int s_numAnimSfx;
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int m_animFrame;
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int m_animNo;
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CActorGfx *m_actorGfx;
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int m_lockCamera;
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DVECTOR m_cameraPos;
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DVECTOR m_currentCamFocusPointTarget;
DVECTOR m_currentCamFocusPoint;
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int m_facing;
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int m_padLookAroundTimer;
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int m_ledgeLookAhead,m_lastLedgeLookAhead;
int m_ledgeLookOffset;
int m_ledgeLookTimer;
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enum
{
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INVINCIBLE_FRAMES__START=200, // Invincible for this many frames at start of life
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INVINCIBLE_FRAMES__HIT=120, // Invincible for this many frames after taking damage
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};
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int m_invincibleFrameCount; // Initial invincibility and also invincibility after taking damage
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static class CPlayerMode *s_playerModes[NUM_PLAYERMODES];
class CPlayerMode *m_currentPlayerModeClass;
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PLAYER_MODE m_currentMode;
PLAYER_MODE m_lastModeBeforeDeath;
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public:
DEATH_TYPE getDeathType() {return m_deathType;}
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private:
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int m_lives;
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int m_numSpatulasHeld;
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int m_healthWaterLevel;
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int m_helmetSoundTimer; // Timer for breathing sound when using the helmet
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void dieYouPorousFreak(DEATH_TYPE _deathType=DEATHTYPE__NORMAL);
DEATH_TYPE m_deathType;
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void updatePadInput();
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protected:
virtual PLAYERINPUT readPadInput();
private:
PLAYERINPUT m_padInput; // Controls that are being held down
PLAYERINPUT m_lastPadInput; // Last frames controls
PLAYERINPUT m_padInputDown; // Controls that were pressed this frame
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int m_ignoreNewlyPressedButtonsOnPadThisThink;
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int m_tryingToManuallyPickupWeapon;
int m_tryingToAutomaticallyPickupWeapon;
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// Various info about the current map
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CameraBox m_cameraPosLimitBox;
CameraBox m_playerPosLimitBox;
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DVECTOR m_respawnPos;
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int m_canExitLevel;
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// Powerups
private:
enum
{
SQUEAKY_BOOTS_TIME=60*10,
INVINCIBILITY_RING_TIME=60*10,
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MAX_BUBBLE_BLOWER_AMMO=99,
MAX_JELLY_LAUNCHER_AMMO=99,
MAX_JELLFISH_IN_NET=5,
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};
public:
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void giveSqueakyBoots() {m_squeakyBootsTimer=SQUEAKY_BOOTS_TIME;}
int isWearingBoots() {return m_squeakyBootsTimer;}
void giveInvincibilityRing() {m_invincibilityRingTimer=INVINCIBILITY_RING_TIME;}
void giveDivingHelmet() {m_divingHelmet=true;}
int isWearingDivingHelmet() {return m_divingHelmet;}
void giveBubbleAmmo() {m_bubbleAmmo+=10;if(m_bubbleAmmo>MAX_BUBBLE_BLOWER_AMMO)m_bubbleAmmo=MAX_BUBBLE_BLOWER_AMMO;}
void useOneBubble() {m_bubbleAmmo--;}
int getBubbleAmmo() {return m_bubbleAmmo;}
void giveJellyAmmo() {m_jellyAmmo+=6;if(m_jellyAmmo>MAX_JELLY_LAUNCHER_AMMO)m_jellyAmmo=MAX_JELLY_LAUNCHER_AMMO;}
void useOneJelly() {m_jellyAmmo--;}
int getJellyAmmo() {return m_jellyAmmo;}
void giveJellyFishAmmo(u32 _colour);
void useOneJellyFishAmmo();
int isJellyFishAmmoFull();
int getJellyFishAmmo();
u32 getColourOfNextJellyfishAmmo();
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void setIsInWater(int _in) {m_isInWater=_in;m_helmetSoundTimer=0;}
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int getIsInWater() {return m_isInWater;}
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int getIsHelmetFullSoICanStopSoakingUp() {return m_healthWaterLevel==WATERMAXHEALTH;}
int getIsHelmetSoFullThatIDontNeedToSoakUp(){return m_healthWaterLevel>=WATERMINSOAKUPLEVEL;}
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int isHoldingNet() {return m_currentMode==PLAYER_MODE_NET;}
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void justButtBouncedABadGuy(); // Also fugly.. :/
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void setFloating();
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private:
int m_squeakyBootsTimer;
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int m_invincibilityRingTimer;
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int m_divingHelmet;
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int m_bubbleAmmo;
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int m_jellyAmmo;
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int m_jellyfishAmmoCount;
u32 m_jellyfishAmmoColours[MAX_JELLFISH_IN_NET];
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int m_isInWater;
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// Platforms
public:
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void setPlatform(CThing *_newPlatform);
void clearPlatform();
CThing *isOnPlatform() {return m_platform;}
private:
CThing *m_platform;
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// Player collision size
public:
enum
{
COLSIZE_BASE_WIDTH=30,
COLSIZE_BASE_HEIGHT=60,
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HEIGHT_FOR_HEAD_COLLISION=64,
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};
void resetPlayerCollisionSizeToBase();
void setPlayerCollisionSize(int _x,int _y,int _w,int _h);
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void getPlayerCollisionSize(int *_x,int *_y,int *_w,int *_h);
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// Graphical resources
public:
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class FontBank *getFontBank() {return m_fontBank;}
class ScalableFontBank *getScalableFontBank() {return m_scalableFontBank;}
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enum
{
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SB_UI_XBASE=40,
SB_UI_YBASE=40,
SB_UI_GAP_FROM_SPAT_COUNT_TO_PICKUPS=50,
SB_UI_GAP_BETWEEN_ITEMS=5,
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POWERUPUI_ICONX=400,
POWERUPUI_ICONY=40,
POWERUPUI_TEXTX=440,
POWERUPUI_TEXTY=37,
POWERUPUI_OT=0,
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};
private:
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class FontBank *m_fontBank;
class ScalableFontBank *m_scalableFontBank;
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public:
// Movement tracking for barrels
s32 getMovement() {return( m_xMove );}
private:
s32 m_xMove;
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};
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/*----------------------------------------------------------------------
Globals
------- */
/*----------------------------------------------------------------------
Functions
--------- */
/*---------------------------------------------------------------------- */
#endif /* __PLAYER_PLAYER_H__ */
/*===========================================================================
end */