SBSPSS/source/player/player.h
2001-02-08 16:51:16 +00:00

264 lines
5.0 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 __GAME_THING_H__
#include "game/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
{
STATE_IDLE,
STATE_IDLETEETER,
STATE_JUMP,
STATE_RUN,
STATE_FALL,
STATE_FALLFAR,
STATE_BUTTBOUNCE,
STATE_BUTTFALL,
STATE_BUTTLAND,
STATE_ATTACK,
STATE_RUNATTACK,
STATE_AIRATTACK,
STATE_DUCK,
STATE_SOAKUP,
STATE_GETUP,
STATE_DEAD,
NUM_STATES,
}PLAYER_STATE;
typedef enum
{
PLAYER_MODE_BASICUNARMED,
PLAYER_MODE_FULLUNARMED,
PLAYER_MODE_SQUEAKYBOOTS,
PLAYER_MODE_CORALBLOWER,
NUM_PLAYERMODES,
}PLAYER_MODE;
enum
{
FACING_LEFT=+1,
FACING_RIGHT=-1,
};
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,
NUM_PLAYER_METRICS
}PLAYER_METRIC;
typedef enum
{
DAMAGE__FALL,
DAMAGE__ELECTROCUTION,
DAMAGE__LAVA,
}DAMAGE_TYPE;
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
struct PlayerMetrics
{
s16 m_metric[NUM_PLAYER_METRICS];
};
class CPlayer : public CThing
{
public:
enum
{
VELOCITY_SHIFT=2
};
void init();
void shutdown();
void think(int _frames);
void render();
DVECTOR getCameraPos();
void setLayerCollision(class CLayerCollision *_layer) {m_layerCollision=_layer;}
protected:
enum
{
DEFAULT_PLAYER_JUMP_VELOCITY=4,
DEFAULT_PLAYER_MAX_JUMP_FRAMES=12,
DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES=20,
DEFAULT_PLAYER_MAX_RUN_VELOCITY=8,
DEFAULT_PLAYER_RUN_SPEEDUP=4,
DEFAULT_PLAYER_RUN_REVERSESLOWDOWN=2,
DEFAULT_PLAYER_RUN_SLOWDOWN=1,
PLAYER_GRAVITY=4,
PLAYER_TERMINAL_VELOCITY=8,
};
const PlayerMetrics *getPlayerMetrics();
// State
int setState(PLAYER_STATE _state);
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 getMoveVelocity();
void setMoveVelocity(DVECTOR *_moveVel);
DVECTOR getPlayerPos();
int getPadInputHeld();
int getPadInputDown();
// Collision
int isOnSolidGround();
int isOnEdge();
int canMoveLeft();
int canMoveRight();
// Movement
void moveLeft();
void moveRight();
void slowdown();
void jump();
void fall();
void takeDamage(DAMAGE_TYPE _damage);
friend class CPlayerState;
private:
typedef struct
{
PlayerMetrics m_metrics;
class CPlayerState *m_states[NUM_STATES];
}PlayerMode;
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_moveVel;
int m_facing;
int m_fallFrames;
enum
{
INVIBCIBLE_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;
static PlayerMode s_modes[NUM_PLAYERMODES];
int m_currentMode;
class CPlayerState *m_currentStateClass;
PLAYER_STATE m_currentState;
int m_lives;
DVECTOR m_cameraOffsetTarget;
DVECTOR m_cameraOffset;
int m_cameraLookYOffset;
int m_cameraLookTimer;
void updatePadInput();
virtual int readPadInput();
int m_padInput; // Controls that are being held down
int m_lastPadInput; // Last frames controls
int m_padInputDown; // Controls that were pressed this frame
// Pointer to the collision layer for the current map
class CLayerCollision *m_layerCollision;
};
/*----------------------------------------------------------------------
Globals
------- */
/*----------------------------------------------------------------------
Functions
--------- */
/*---------------------------------------------------------------------- */
#endif /* __PLAYER_PLAYER_H__ */
/*===========================================================================
end */