SBSPSS/source/player/player.h
2001-03-01 20:30:25 +00:00

315 lines
6.2 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_PMODES_H__
#include "player\pmodes.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_SQUEAKYBOOTS,
PLAYER_MODE_BALLOON,
PLAYER_MODE_NET,
PLAYER_MODE_CORALBLOWER,
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_ATTACK,
STATE_RUNATTACK,
STATE_AIRATTACK,
STATE_DUCK,
STATE_SOAKUP,
STATE_GETUP,
STATE_DEAD,
NUM_STATES,
}PLAYER_STATE;
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__HIT_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
-------------------- */
struct PlayerMetrics
{
s16 m_metric[NUM_PLAYER_METRICS];
};
class CPlayer : public CPlayerThing
{
public:
enum
{
VELOCITY_SHIFT=4,
};
virtual void init();
virtual void shutdown();
virtual void think(int _frames);
virtual void render();
DVECTOR getCameraPos();
void setLayerCollision(class CLayerCollision *_layer) {m_layerCollision=_layer;}
void setMapSize(DVECTOR _mapSize);
void setRespawnPos(DVECTOR _respawn) {m_respawnPos=_respawn;}
enum
{
MAX_HEALTH=5,
MAX_LIVES=99,
};
void addHealth(int _health);
void addLife();
protected:
enum
{
DEFAULT_PLAYER_JUMP_VELOCITY=4,
DEFAULT_PLAYER_MAX_JUMP_FRAMES=12,
DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES=30,
DEFAULT_PLAYER_MAX_RUN_VELOCITY=8,
DEFAULT_PLAYER_RUN_SPEEDUP=4<<2,
DEFAULT_PLAYER_RUN_REVERSESLOWDOWN=3<<2,
DEFAULT_PLAYER_RUN_SLOWDOWN=2<<2,
PLAYER_GRAVITY=4<<2,
PLAYER_TERMINAL_VELOCITY=8,
};
const PlayerMetrics *getPlayerMetrics();
// State
int setState(PLAYER_STATE _state);
public:
void setMode(PLAYER_MODE _mode);
private:
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();
void setPlayerPos(DVECTOR *_pos);
PLAYERINPUT getPadInputHeld();
PLAYERINPUT getPadInputDown();
// Collision
int isOnSlippySurface();
int isOnEdge();
int canMoveLeft();
int canMoveRight();
// Movement
void moveLeft();
void moveRight();
void slowdown();
void jump();
void fall();
void respawn();
void takeDamage(DAMAGE_TYPE _damage);
friend class CPlayerState;
private:
typedef struct
{
PlayerMetrics m_metrics;
class CPlayerMode *m_modeControl;
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_playerScreenPos;
DVECTOR m_cameraPos;
int m_cameraScrollDir;
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;
void thinkVerticalMovement();
void thinkHorizontalMovement();
static PlayerMode s_modes[NUM_PLAYERMODES];
int m_currentMode;
class CPlayerState *m_currentStateClass;
PLAYER_STATE m_currentState;
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;
};
/*----------------------------------------------------------------------
Globals
------- */
/*----------------------------------------------------------------------
Functions
--------- */
/*---------------------------------------------------------------------- */
#endif /* __PLAYER_PLAYER_H__ */
/*===========================================================================
end */