SBSPSS/source/platform/platform.h
Charles 35fe355186
2001-05-02 19:52:33 +00:00

220 lines
5.2 KiB
C++

/*=========================================================================
platform.h
Author: CRB
Created:
Project: Spongebob
Purpose:
Copyright (c) 2000 Climax Development Ltd
===========================================================================*/
#ifndef __PLATFORM_PLATFORM_H__
#define __PLATFORM_PLATFORM_H__
//#include <dstructs.h>
#ifndef __THING_THING_H__
#include "thing/thing.h"
#endif
#include "Gfx/Actor.h"
#ifndef __ENEMY_NPCPATH_H__
#include "enemy\npcpath.h"
#endif
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
// temporary
#ifndef __GFX_SPRBANK_H__
#include "gfx\sprbank.h"
#endif
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// All platforms are fied to this width at the minute..
#define PLATFORMWIDTH 80
// The collision box is this high.. if SB keeps falling through platforms then it *should* be sufficient
// just to up this a bit
#define PLATFORMCOLLISIONHEIGHT 80
/*****************************************************************************/
class CNpcPlatform : public CPlatformThing
{
public:
enum NPC_PLATFORM_UNIT_TYPE
{
NPC_LINEAR_PLATFORM = 0,
NPC_CIRCULAR_PLATFORM = 1,
NPC_BUBBLE_PLATFORM,
NPC_COLLAPSING_BUBBLE_PLATFORM,
NPC_FISH_HOOK_PLATFORM,
NPC_RETRACTING_PLATFORM,
NPC_GEYSER_PLATFORM,
NPC_BOBBING_PLATFORM,
NPC_FALLING_PLATFORM,
NPC_CART_PLATFORM,
NPC_FISH_HOOK_2_PLATFORM,
NPC_BRANCH_PLATFORM,
NPC_SEESAW_PLATFORM,
NPC_OILDRUM_PLATFORM,
NPC_CRATE_PLATFORM,
NPC_BOUNCE_PLATFORM,
NPC_DUAL_PLATFORM,
NPC_PLAYER_BUBBLE_PLATFORM,
NPC_PLATFORM_TYPE_MAX,
};
void init();
void init( DVECTOR initPos );
void init( DVECTOR initPos, s32 initLifetime );
virtual void postInit();
void shutdown();
void think(int _frames);
virtual void render();
void setLayerCollision( class CLayerCollision *_layer ) {m_layerCollision=_layer;}
void setType( NPC_PLATFORM_UNIT_TYPE newType ) {m_type = newType;}
void setTypeFromMapEdit( u16 newType );
#ifdef REMOVETHIS
// virtual int checkCollisionAgainst(CThing *_thisThing, int _frames);
virtual s32 getNewYPos( CThing *_thisThing );
#endif
int getHeightFromPlatformAtPosition(int _x,int _y);
void setTiltable( bool isTiltable );
void addWaypoint( s32 xPos, s32 yPos );
void setGraphic( sThingPlatform *ThisPlatform );
void setGraphic( u8 graphicNum );
virtual void setWaypoints( sThingPlatform *ThisPlatform );
static NPC_PLATFORM_UNIT_TYPE getTypeFromMapEdit( u16 newType );
static CNpcPlatform *Create(sThingPlatform *ThisPlatform);
void setToShutdown();
u8 isSetToShutdown() {return( m_isShuttingDown );}
protected:
// NPC data structure definitions //
enum NPC_PLATFORM_LIFETIME_TYPE
{
NPC_PLATFORM_FINITE_LIFE = 0,
NPC_PLATFORM_INFINITE_LIFE = 1,
NPC_PLATFORM_FINITE_LIFE_RESPAWN,
NPC_PLATFORM_INFINITE_LIFE_COLLAPSIBLE,
};
enum NPC_PLATFORM_TIMER_TYPE
{
NPC_PLATFORM_TIMER_NONE = 0,
NPC_PLATFORM_TIMER_RESPAWN = 1,
};
enum
{
EXTEND_UP = true,
EXTEND_DOWN = false,
EXTEND_RIGHT = true,
EXTEND_LEFT = false,
EXTEND_CLOCKWISE = true,
EXTEND_ANTICLOCKWISE = false,
};
typedef struct NPC_PLATFORM_DATA_TYPE
{
FileEquate ActorType;
// FileEquate animData;
u16 initAnim;
u8 speed;
u16 turnSpeed;
bool detectCollision;
DAMAGE_TYPE damageToUserType;
u16 initHealth;
s32 lifetime;
NPC_PLATFORM_LIFETIME_TYPE lifetimeType;
s32 initTimer;
u8 initTimerType;
}
NPC_PLATFORM_DATA;
// functions
void reinit();
bool processSensor();
virtual void processMovement( int _frames );
virtual void processLifetime( int _frames );
void processShot();
void processClose( int _frames );
void processCollision();
virtual void processTimer( int _frames );
void processTilt( int _frames );
bool isCollisionWithGround();
// data
static NPC_PLATFORM_DATA m_data[NPC_PLATFORM_TYPE_MAX];
static s32 playerXDist;
static s32 playerYDist;
static s32 playerXDistSqr;
static s32 playerYDistSqr;
static class CLayerCollision *m_layerCollision;
// internal variables
NPC_PLATFORM_UNIT_TYPE m_type;
CNpcPath m_npcPath;
s32 m_heading;
s32 m_velocity;
s16 m_rotation;
DVECTOR m_base;
DVECTOR m_initPos;
u8 m_state;
bool m_animPlaying;
bool m_reversed;
s32 m_extension;
s32 m_lifetime;
s32 m_initLifetime;
NPC_PLATFORM_LIFETIME_TYPE m_lifetimeType;
bool m_contact;
s32 m_timer;
bool m_isActive;
u8 m_timerType;
bool m_detectCollision;
bool m_tiltable;
s32 m_tiltAngle;
s32 m_tiltVelocity;
bool m_extendDir;
int m_frame;
int m_animNo;
CModelGfx *m_modelGfx;
u8 m_isShuttingDown;
u8 m_platformWidth;
virtual void collidedWith(CThing *_thisThing);
static NPC_PLATFORM_UNIT_TYPE mapEditConvertTable[NPC_PLATFORM_TYPE_MAX];
protected:
virtual void setCollisionAngle(int newAngle); // Actually.. this probly doesn't need to be in the base calss anymore.. :/
void calculateBoundingBoxSize();
};
/*****************************************************************************/
#endif