SBSPSS/source/projectl/projectl.h

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/*=========================================================================
projectl.h
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#ifndef __PROJECTL_PROJECTL_H__
#define __PROJECTL_PROJECTL_H__
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#ifndef __THING_THING_H__
#include "thing/thing.h"
#endif
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/*****************************************************************************/
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class CProjectile : public CEnemyProjectileThing
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{
public:
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enum PROJECTILE_MOVEMENT_TYPE
{
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PROJECTILE_FIXED = 0,
PROJECTILE_DUMBFIRE = 1,
PROJECTILE_USER_SEEK,
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PROJECTILE_GAS_CLOUD,
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};
enum PROJECTILE_LIFETIME_TYPE
{
PROJECTILE_FINITE_LIFE = 0,
PROJECTILE_INFINITE_LIFE = 1,
};
enum PROJECTILE_STATE
{
PROJECTILE_ATTACK = 0,
PROJECTILE_RETURN = 1,
};
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void init();
void init( DVECTOR initPos, s16 initHeading );
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void init( DVECTOR initPos, s16 initHeading, PROJECTILE_MOVEMENT_TYPE initMoveType, PROJECTILE_LIFETIME_TYPE initLifeType );
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void init( DVECTOR initPos, s16 initHeading, PROJECTILE_MOVEMENT_TYPE initMoveType, PROJECTILE_LIFETIME_TYPE initLifeType, s32 initLifetime );
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void shutdown();
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void setToShutdown();
u8 isSetToShutdown() {return( m_isShuttingDown );}
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void think(int _frames);
virtual void render();
void processEvent( GAME_EVENT evt, CThing *sourceThing );
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void setMovementType( PROJECTILE_MOVEMENT_TYPE moveType );
PROJECTILE_MOVEMENT_TYPE getMovementType();
void setState( PROJECTILE_STATE newState );
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void setLifeTime( PROJECTILE_LIFETIME_TYPE lifeType );
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void setPosition( DVECTOR newPos );
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void setLayerCollision( class CLayerCollision *_layer ) {m_layerCollision=_layer;}
private:
class CLayerCollision *m_layerCollision;
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protected:
DVECTOR getScreenOffset();
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bool processTargetSeek( int _frames, DVECTOR targetPos );
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void collidedWith( CThing *_thisThing );
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class SpriteBank *m_spriteBank;
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DVECTOR m_initPos;
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s16 m_heading;
s32 m_lifetime;
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s32 m_extension;
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PROJECTILE_MOVEMENT_TYPE m_movementType;
PROJECTILE_LIFETIME_TYPE m_lifetimeType;
PROJECTILE_STATE m_state;
u16 m_turnSpeed;
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u8 m_isShuttingDown;
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};
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/*****************************************************************************/
class CPlayerProjectile : public CPlayerProjectileThing
{
public:
enum PLAYER_PROJECTILE_MOVEMENT_TYPE
{
PLAYER_PROJECTILE_DUMBFIRE = 0,
};
enum PLAYER_PROJECTILE_LIFETIME_TYPE
{
PLAYER_PROJECTILE_FINITE_LIFE = 0,
PLAYER_PROJECTILE_INFINITE_LIFE = 1,
};
void init();
void init( DVECTOR initPos, s16 initHeading );
void init( DVECTOR initPos, s16 initHeading, PLAYER_PROJECTILE_MOVEMENT_TYPE initMoveType, PLAYER_PROJECTILE_LIFETIME_TYPE initLifeType );
void init( DVECTOR initPos, s16 initHeading, PLAYER_PROJECTILE_MOVEMENT_TYPE initMoveType, PLAYER_PROJECTILE_LIFETIME_TYPE initLifeType, s32 initLifetime );
void shutdown();
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void setToShutdown();
u8 isSetToShutdown() {return( m_isShuttingDown );}
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virtual void think(int _frames);
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virtual void render();
void processEvent( GAME_EVENT evt, CThing *sourceThing );
void setMovementType( PLAYER_PROJECTILE_MOVEMENT_TYPE moveType );
PLAYER_PROJECTILE_MOVEMENT_TYPE getMovementType();
void setLifeTime( PLAYER_PROJECTILE_LIFETIME_TYPE lifeType );
void setPosition( DVECTOR newPos );
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void setLayerCollision( class CLayerCollision *_layer ) {m_layerCollision=_layer;}
private:
class CLayerCollision *m_layerCollision;
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protected:
DVECTOR getScreenOffset();
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void collidedWith( CThing *_thisThing );
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class SpriteBank *m_spriteBank;
DVECTOR m_initPos;
s16 m_heading;
s32 m_lifetime;
s32 m_extension;
PLAYER_PROJECTILE_MOVEMENT_TYPE m_movementType;
PLAYER_PROJECTILE_LIFETIME_TYPE m_lifetimeType;
u16 m_turnSpeed;
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int m_frame;
POLY_FT4 *SprFrame;
u8 m_reversed;
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u8 m_isShuttingDown;
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};
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/*****************************************************************************/
#endif