264 lines
5.0 KiB
C++
264 lines
5.0 KiB
C++
/*=========================================================================
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player.h
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Author: PKG
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Created:
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Project: Spongebob
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Purpose:
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Copyright (c) 2001 Climax Development Ltd
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===========================================================================*/
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#ifndef __PLAYER_PLAYER_H__
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#define __PLAYER_PLAYER_H__
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/*----------------------------------------------------------------------
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Includes
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-------- */
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#ifndef __GAME_THING_H__
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#include "game/thing.h"
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#endif
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#ifndef __GFX_SKELSPNG_H__
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#include "gfx/skelspng.h"
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#endif
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#ifndef __DATA_STRUCTS_HEADER__
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#include <dstructs.h>
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#endif
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#ifndef __PLAYER_PSTATES_H__
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#include "player\pstates.h"
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#endif
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#ifndef __SOUND_SOUND_H__
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#include "sound\sound.h"
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#endif
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/* Std Lib
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------- */
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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typedef enum
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{
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STATE_IDLE,
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STATE_IDLETEETER,
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STATE_JUMP,
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STATE_RUN,
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STATE_FALL,
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STATE_FALLFAR,
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STATE_BUTTBOUNCE,
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STATE_BUTTFALL,
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STATE_BUTTLAND,
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STATE_ATTACK,
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STATE_RUNATTACK,
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STATE_AIRATTACK,
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STATE_DUCK,
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STATE_SOAKUP,
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STATE_GETUP,
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STATE_DEAD,
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NUM_STATES,
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}PLAYER_STATE;
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typedef enum
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{
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PLAYER_MODE_BASICUNARMED,
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PLAYER_MODE_FULLUNARMED,
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PLAYER_MODE_SQUEAKYBOOTS,
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PLAYER_MODE_CORALBLOWER,
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NUM_PLAYERMODES,
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}PLAYER_MODE;
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enum
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{
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FACING_LEFT=+1,
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FACING_RIGHT=-1,
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};
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typedef enum
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{
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PM__JUMP_VELOCITY,
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PM__MAX_JUMP_FRAMES,
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PM__MAX_SAFE_FALL_FRAMES,
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PM__MAX_RUN_VELOCITY,
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PM__RUN_SPEEDUP,
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PM__RUN_REVERSESLOWDOWN,
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PM__RUN_SLOWDOWN,
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NUM_PLAYER_METRICS
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}PLAYER_METRIC;
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typedef enum
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{
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DAMAGE__FALL,
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DAMAGE__ELECTROCUTION,
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DAMAGE__LAVA,
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}DAMAGE_TYPE;
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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struct PlayerMetrics
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{
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s16 m_metric[NUM_PLAYER_METRICS];
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};
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class CPlayer : public CThing
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{
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public:
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enum
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{
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VELOCITY_SHIFT=2
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};
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void init();
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void shutdown();
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void think(int _frames);
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void render();
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DVECTOR getCameraPos();
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void setLayerCollision(class CLayerCollision *_layer) {m_layerCollision=_layer;}
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protected:
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enum
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{
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DEFAULT_PLAYER_JUMP_VELOCITY=4,
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DEFAULT_PLAYER_MAX_JUMP_FRAMES=12,
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DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES=20,
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DEFAULT_PLAYER_MAX_RUN_VELOCITY=8,
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DEFAULT_PLAYER_RUN_SPEEDUP=4,
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DEFAULT_PLAYER_RUN_REVERSESLOWDOWN=2,
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DEFAULT_PLAYER_RUN_SLOWDOWN=1,
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PLAYER_GRAVITY=4,
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PLAYER_TERMINAL_VELOCITY=8,
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};
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const PlayerMetrics *getPlayerMetrics();
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// State
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int setState(PLAYER_STATE _state);
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void setMode(PLAYER_MODE _mode);
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int getFacing();
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void setFacing(int _facing);
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int getAnimFrame();
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void setAnimFrame(int _animFrame);
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int getAnimFrameCount();
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int getAnimNo();
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void setAnimNo(int _animNo);
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DVECTOR getMoveVelocity();
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void setMoveVelocity(DVECTOR *_moveVel);
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DVECTOR getPlayerPos();
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int getPadInputHeld();
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int getPadInputDown();
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// Collision
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int isOnSolidGround();
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int isOnEdge();
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int canMoveLeft();
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int canMoveRight();
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// Movement
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void moveLeft();
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void moveRight();
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void slowdown();
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void jump();
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void fall();
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void takeDamage(DAMAGE_TYPE _damage);
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friend class CPlayerState;
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private:
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typedef struct
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{
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PlayerMetrics m_metrics;
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class CPlayerState *m_states[NUM_STATES];
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}PlayerMode;
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public:
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typedef struct
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{
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int m_frame;
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CSoundMediator::SFXID m_sfxId;
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} AnimFrameSfx;
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private:
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typedef struct
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{
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int m_numAnimFrameSfx;
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const struct AnimFrameSfx *m_animFrameSfx;
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} AnimSfx;
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static const AnimSfx s_animSfx[];
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int m_animFrame;
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int m_animNo;
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CSkelSpongeBob m_skel;
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DVECTOR m_moveVel;
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int m_facing;
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int m_fallFrames;
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enum
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{
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INVIBCIBLE_FRAMES__START=120, // Invincible for this many frames at start of life
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INVINCIBLE_FRAMES__HIT=50, // Invincible for this many frames after taking damage
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LOOKAROUND_DELAY=90, // Frames before look around starts
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LOOKAROUND_SCROLLSPEED=2, // Speed to scroll at
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LOOKAROUND_MAXSCROLL=60, // Maximum distance to scroll
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LOOKAROUND_RESETSPEED=6, // Speed of scroll back when look around ended
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};
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int m_invincibleFrameCount;
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static PlayerMode s_modes[NUM_PLAYERMODES];
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int m_currentMode;
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class CPlayerState *m_currentStateClass;
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PLAYER_STATE m_currentState;
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int m_lives;
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DVECTOR m_cameraOffsetTarget;
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DVECTOR m_cameraOffset;
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int m_cameraLookYOffset;
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int m_cameraLookTimer;
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void updatePadInput();
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virtual int readPadInput();
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int m_padInput; // Controls that are being held down
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int m_lastPadInput; // Last frames controls
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int m_padInputDown; // Controls that were pressed this frame
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// Pointer to the collision layer for the current map
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class CLayerCollision *m_layerCollision;
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};
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/*----------------------------------------------------------------------
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Globals
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------- */
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/*----------------------------------------------------------------------
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Functions
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--------- */
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/*---------------------------------------------------------------------- */
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#endif /* __PLAYER_PLAYER_H__ */
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/*===========================================================================
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end */
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