SBSPSS/source/player/player.h
2001-03-31 18:22:38 +00:00

315 lines
6.8 KiB
C++

/*=========================================================================
player.h
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
#ifndef __PLAYER_PLAYER_H__
#define __PLAYER_PLAYER_H__
/*----------------------------------------------------------------------
Includes
-------- */
#ifndef __THING_THING_H__
#include "thing/thing.h"
#endif
#ifndef __GFX_SKELSPNG_H__
#include "gfx/skelspng.h"
#endif
#ifndef __DATA_STRUCTS_HEADER__
#include <dstructs.h>
#endif
#ifndef __PLAYER_PSTATES_H__
#include "player\pstates.h"
#endif
#ifndef __SOUND_SOUND_H__
#include "sound\sound.h"
#endif
/* Std Lib
------- */
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
typedef enum
{
PLAYER_MODE_BASICUNARMED,
PLAYER_MODE_FULLUNARMED,
PLAYER_MODE_BALLOON,
PLAYER_MODE_BUBBLE_MIXTURE,
PLAYER_MODE_NET,
PLAYER_MODE_CORALBLOWER,
//PLAYER_MODE_JELLY_LAUNCHER,
PLAYER_MODE_DEAD,
PLAYER_MODE_FLY,
NUM_PLAYERMODES,
}PLAYER_MODE;
typedef enum
{
STATE_IDLE,
STATE_IDLETEETER,
STATE_JUMP,
STATE_RUN,
STATE_FALL,
STATE_FALLFAR,
STATE_BUTTBOUNCE,
STATE_BUTTFALL,
STATE_BUTTLAND,
STATE_DUCK,
STATE_SOAKUP,
STATE_GETUP,
NUM_STATES,
}PLAYER_STATE;
enum
{
FACING_LEFT=+1,
FACING_RIGHT=-1,
};
typedef enum
{
DAMAGE__NONE, // put in so that an item can push the user but not damage them
DAMAGE__FALL,
DAMAGE__ELECTROCUTION,
DAMAGE__LAVA,
DAMAGE__HIT_ENEMY,
DAMAGE__SHOCK_ENEMY,
DAMAGE__GAS_ENEMY,
DAMAGE__POISON_ENEMY,
DAMAGE__SWALLOW_ENEMY,
DAMAGE__PINCH_ENEMY,
DAMAGE__SQUASH_ENEMY,
DAMAGE__BURN_ENEMY,
DAMAGE__BITE_ENEMY,
}DAMAGE_TYPE;
// 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,
PI_ACTION =1<<5,
}PLAYERINPUT;
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
class CPlayer : public CPlayerThing
{
public:
enum
{
MAX_HEALTH=5,
MAX_LIVES=99,
};
virtual void init();
virtual void shutdown();
virtual void think(int _frames);
virtual void render();
virtual void shove(DVECTOR move);
virtual void setHasPlatformCollided( bool newVal );
virtual bool getHasPlatformCollided();
DVECTOR getCameraPos() {return m_cameraPos;}
void setLayerCollision(class CLayerCollision *_layer) {m_layerCollision=_layer;}
void setMapSize(DVECTOR _mapSize);
void setRespawnPos(DVECTOR _respawn) {m_respawnPos=_respawn;}
int getHeightFromGround(int _x,int _y,int _maxHeight=32);
void addHealth(int _health);
void addLife();
public:
void setMode(PLAYER_MODE _mode);
int getFacing();
void setFacing(int _facing);
int getAnimFrame();
void setAnimFrame(int _animFrame);
int getAnimFrameCount();
int getAnimNo();
void setAnimNo(int _animNo);
DVECTOR getPlayerPos() {return Pos;}
void setPlayerPos(DVECTOR *_pos) {Pos=*_pos;}
PLAYERINPUT getPadInputHeld() {return m_padInput;}
PLAYERINPUT getPadInputDown() {return m_padInputDown;}
class CLayerCollision *getLayerCollision() {return m_layerCollision;}
void takeDamage(DAMAGE_TYPE _damage);
void respawn();
public:
typedef struct
{
int m_frame;
CSoundMediator::SFXID m_sfxId;
} AnimFrameSfx;
private:
typedef struct
{
int m_numAnimFrameSfx;
const struct AnimFrameSfx *m_animFrameSfx;
} AnimSfx;
static const AnimSfx s_animSfx[];
int m_animFrame;
int m_animNo;
CSkelSpongeBob m_skel;
DVECTOR m_playerScreenGeomPos;
DVECTOR m_cameraPos;
int m_cameraScrollDir;
int m_facing;
enum
{
INVINCIBLE_FRAMES__START=120, // Invincible for this many frames at start of life
INVINCIBLE_FRAMES__HIT=50, // Invincible for this many frames after taking damage
LOOKAROUND_DELAY=90, // Frames before look around starts
LOOKAROUND_SCROLLSPEED=2, // Speed to scroll at
LOOKAROUND_MAXSCROLL=60, // Maximum distance to scroll
LOOKAROUND_RESETSPEED=6, // Speed of scroll back when look around ended
};
int m_invincibleFrameCount; // Initial invincibility and also invincibility after taking damage
static class CPlayerMode *s_playerModes[NUM_PLAYERMODES];
class CPlayerMode *m_currentPlayerModeClass;
int m_currentMode;
int m_lives;
DVECTOR m_cameraOffset;
void updatePadInput();
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
// Various info about the current map
class CLayerCollision *m_layerCollision;
DVECTOR m_mapCameraEdges;
DVECTOR m_mapEdge;
DVECTOR m_respawnPos;
// Powerups
private:
enum
{
SQUEAKY_BOOTS_TIME=60*10,
INVINCIBILITY_RING_TIME=60*10,
};
public:
void giveGlasses() {m_glassesFlag=true;}
void giveSqueakyBoots() {m_squeakyBootsTimer=SQUEAKY_BOOTS_TIME;}
void giveInvinvibilityRing() {m_invinvibilityRingTimer=INVINCIBILITY_RING_TIME;}
void giveDivingHelmet() {m_divingHelmet=true;}
void giveBubbleAmmo() {m_bubbleAmmo+=10;if(m_bubbleAmmo>99)m_bubbleAmmo=99;}
void useOneBubble() {m_bubbleAmmo--;}
int getBubbleAmmo() {return m_bubbleAmmo;}
private:
int m_glassesFlag;
int m_squeakyBootsTimer;
int m_invinvibilityRingTimer;
int m_divingHelmet;
int m_bubbleAmmo;
// Platforms
public:
void setPlatform(CThing *_newPlatform);
void clearPlatform();
CThing *isOnPlatform() {return m_platform;}
private:
CThing *m_platform;
/*
private:
CThing *m_platform;
bool m_onPlatform;
bool m_prevOnPlatform;
DVECTOR m_prevPlatformPos;
*/
private:
bool m_hasPlatformCollided;
// Graphical resources
public:
class FontBank *getFontBank() {return m_fontBank;}
class SpriteBank *getSpriteBank() {return m_spriteBank;}
enum
{
POWERUPUI_ICONX=40,
POWERUPUI_ICONY=200,
POWERUPUI_TEXTX=60,
POWERUPUI_TEXTY=200,
POWERUPUI_OT=5,
};
private:
class FontBank *m_fontBank;
class SpriteBank *m_spriteBank;
};
/*----------------------------------------------------------------------
Globals
------- */
/*----------------------------------------------------------------------
Functions
--------- */
/*---------------------------------------------------------------------- */
#endif /* __PLAYER_PLAYER_H__ */
/*===========================================================================
end */