SBSPSS/source/player/player.h
Charles 0a80b2b09c
2001-08-17 16:04:11 +00:00

548 lines
14 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
#include "gfx/actor.h"
#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,
PLAYER_MODE_CART,
PLAYER_MODE_SWALLOW,
NUM_PLAYERMODES,
}PLAYER_MODE;
typedef enum
{
STATE_IDLE,
STATE_IDLETEETER,
STATE_JUMP,
STATE_SPRINGUP,
STATE_RUN,
STATE_FALL,
STATE_FALLFAR,
STATE_HITGROUND,
STATE_BUTTBOUNCE,
STATE_BUTTFALL,
STATE_BUTTLAND,
STATE_BUTTBOUNCEUP,
STATE_SOAKUP,
STATE_GETUP,
STATE_LOOKDOWN,
STATE_LOOKDOWNRELAX,
STATE_LOOKUP,
STATE_LOOKUPRELAX,
STATE_JUMPBACK,
STATE_CART,
STATE_FLOAT,
STATE_CELEBRATE,
STATE_SWALLOW,
NUM_STATES,
}PLAYER_STATE;
typedef enum
{
PLAYER_ADDON_NET,
PLAYER_ADDON_CORALBLOWER,
PLAYER_ADDON_JELLYLAUNCHER,
PLAYER_ADDON_BUBBLEWAND,
PLAYER_ADDON_JELLYFISHINNET,
PLAYER_ADDON_GLOVE,
NUM_PLAYER_ADDONS,
NO_ADDON,
}PLAYER_ADDONS;
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__COLLISION_DAMAGE,
DAMAGE__KILL_OUTRIGHT,
}DAMAGE_TYPE;
typedef enum
{
DEATHTYPE__NORMAL,
DEATHTYPE__DRYUP,
DEATHTYPE__SQUASH,
DEATHTYPE__LIQUID,
DEATHTYPE__FALL_TO_DEATH,
} DEATH_TYPE;
typedef enum
{
REACT__LEFT=-1,
REACT__UP=0,
REACT__RIGHT=+1,
REACT__GET_DIRECTION_FROM_THING=123,
REACT__NO_REACTION=234,
}REACT_DIRECTION;
// 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_FIRE =1<<5,
PI_CATCH =1<<6,
PI_WEAPONCHANGE =1<<7,
}PLAYERINPUT;
// For getAttackState()
typedef enum
{
ATTACK_STATE__NONE,
ATTACK_STATE__KARATE,
ATTACK_STATE__BUTT_BOUNCE,
} ATTACK_STATE;
// Special anim that means SB will not get drawn
// Just pass it to setAnimNo() like a normal anim
#define ANIM_SPONGEBOB_DONOTDRAW -1
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
class CPlayer : public CPlayerThing
{
public:
enum
{
MAX_LIVES=99,
WATERLEVELSHIFT=5,
WATERMAXHEALTH=(255<<WATERLEVELSHIFT),
WATERMINSOAKUPLEVEL=(245<<WATERLEVELSHIFT), // SB won't auto soak unless water is lower than this
WATER_COUNTER_STARTSCALE=50, // Scale of text
WATER_COUNTER_ENDSCALE=511,
WATER_COUNTER_R1=59, // Colour of text
WATER_COUNTER_G1=118,
WATER_COUNTER_B1=253,
WATER_COUNTER_R2=255,
WATER_COUNTER_G2=28,
WATER_COUNTER_B2=17,
WATER_COUNTER_SECONDTIME=15<<CPlayer::WATERLEVELSHIFT, // Each digit lasts this many frames..
WATER_COUNTER_MOVINGTIME=5<<CPlayer::WATERLEVELSHIFT, // ..and spends this longing moving into position
};
typedef struct
{
s16 x1,y1;
s16 x2,y2;
} CameraBox;
virtual void init();
virtual void shutdown();
virtual void think(int _frames);
void detectHazardousSurface();
virtual void render();
virtual int dontKillDuringLevelRespawn() {return true;}
virtual void shove(DVECTOR const &move);
void moveLeft(); // This is only for camera scroll right now
void moveRight(); // " " " " "
void fall(); // " " " " "
void buttFall(); // " " " " "
virtual int moveVertical(int _moveDistance);
virtual int moveHorizontal(int _moveDistance);
void forceFall();
int isTryingToConversateWithFriend() {return m_allowConversation;}
DVECTOR const &getCameraPos() {return m_cameraPos;}
void setCartCam(int _flag) {m_cartCamActive=_flag;}
void setReverseCameraMovement(int _flag) {m_reverseCameraMovement=_flag;}
void setCameraBox(CameraBox _cameraBox);
void setRespawnPos(DVECTOR const &_respawn) {m_respawnPos=_respawn;}
void setRespawnPosAndRingTelephone(DVECTOR const &_respawn);
// This isn't funny anymore.. :(
int getHeightFromGround(int _x,int _y,int _maxHeight=32);
int getHeightFromPlatformNoGround(int _x,int _y,int _maxHeight=32);
int getHeightFromGroundNoPlatform(int _x,int _y,int _maxHeight=32);
void setLedgeLookAhead(int _lookAhead);
void addLife();
void addSpatula(int Count=1);
int getSpatulasHeld() {return m_numSpatulasHeld;}
ATTACK_STATE getAttackState();
int isRecoveringFromHit() {return m_invincibleFrameCount!=0||m_currentMode==PLAYER_MODE_DEAD;}
int isDead() {return m_currentMode==PLAYER_MODE_DEAD;}
int wasLastHitElectrical() {return m_recoveringFromElectrocution;}
void registerAddon(PLAYER_ADDONS _addon);
DVECTOR *getMoveVelocity() {return &m_moveVelocity;}
void setMoveVelocity(const DVECTOR *_moveVelocity) {m_moveVelocity=*_moveVelocity;}
public:
void setMode(PLAYER_MODE _mode);
PLAYER_MODE getMode() {return m_currentMode;}
int getFacing();
void setFacing(int _facing);
int getAnimFrame();
void setAnimFrame(int _animFrame);
int getAnimFrameCount();
int getAnimNo();
void setAnimNo(int _animNo);
void springPlayerUp(int _springHeight=55); // Springy branches
void floatPlayerUp(); // Geysers
void teleportTo(int _x,int _y);
private:
void processTeleportToCommand();
int m_teleportPending;
DVECTOR m_teleportPendingPos;
void playAnimFrameSfx(int _animNo,int _animFrame);
void calcCameraFocusPointTarget();
DVECTOR m_moveVelocity;
int m_allowConversation;
public:
DVECTOR const &getPlayerPos() {return Pos;}
void setPlayerPos(DVECTOR *_pos) {Pos=*_pos;}
void ignoreNewlyPressedButtonsOnPadThisThink();
PLAYERINPUT getPadInputHeld() {return m_padInput;}
PLAYERINPUT getPadInputDown() {return m_padInputDown;}
int tryingToManuallyPickupWeapon() {return m_tryingToManuallyPickupWeapon;}
int tryingToAutomaticallyPickupWeapon() {return m_tryingToAutomaticallyPickupWeapon;}
void inSoakUpState();
void takeDamage(DAMAGE_TYPE _damage,REACT_DIRECTION _reactDirection=REACT__UP,CThing *_thing=NULL);
void respawn();
void setCanExitLevelNow() {m_canExitLevel=true;}
int getCanExitLevelNow() {return m_canExitLevel&&getMode()!=PLAYER_MODE_DEAD;}
void collectedQuestItem();
int getLivesLeft();
public:
typedef struct
{
int m_frame;
CSoundMediator::SFXID m_sfxId;
} AnimFrameSfx;
void renderSb(DVECTOR *_pos,int _animNo,int _animFrame);
int canDoLookAround();
private:
typedef struct
{
int m_animNumber;
int m_numAnimFrameSfx;
const struct AnimFrameSfx *m_animFrameSfx;
} AnimSfx;
static const AnimSfx s_animSfx[];
static const int s_numAnimSfx;
int m_animFrame;
int m_animNo;
CActorGfx *m_actorGfx;
int m_cartCamActive;
int m_reverseCameraMovement;
DVECTOR m_cameraPos;
DVECTOR m_currentCamFocusPointTarget;
DVECTOR m_currentCamFocusPoint;
int m_facing;
int m_padLookAroundTimer;
int m_ledgeLookAhead;
int m_ledgeLookOffset;
int m_ledgeLookTimer;
enum
{
INVINCIBLE_FRAMES__START=200, // Invincible for this many frames at start of life
INVINCIBLE_FRAMES__HIT=120, // Invincible for this many frames after taking damage
};
int m_invincibleFrameCount; // Initial invincibility and also invincibility after taking damage
int m_recoveringFromElectrocution; // TRUE is last hit was electrical
static class CPlayerMode *s_playerModes[NUM_PLAYERMODES];
class CPlayerMode *m_currentPlayerModeClass;
PLAYER_MODE m_currentMode;
PLAYER_MODE m_lastModeBeforeDeath;
public:
DEATH_TYPE getDeathType() {return m_deathType;}
void dieYouPorousFreak(DEATH_TYPE _deathType=DEATHTYPE__NORMAL);
void setSBOTPosToFront();
private:
void setSBOTPos(int _ot);
private:
int m_numSpatulasHeld;
int m_spatulaWarningTimer;
int m_healthWaterLevel;
int m_helmetSoundTimer; // Timer for breathing sound when using the helmet
DEATH_TYPE m_deathType;
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
int m_ignoreNewlyPressedButtonsOnPadThisThink;
int m_tryingToManuallyPickupWeapon;
int m_tryingToAutomaticallyPickupWeapon;
// Various info about the current map
CameraBox m_cameraPosLimitBox;
CameraBox m_playerPosLimitBox;
DVECTOR m_respawnPos;
int m_canExitLevel;
// Powerups
private:
enum
{
SQUEAKY_BOOTS_TIME=60*10,
SQUEAKY_BOOTS_FLASH_TIME=60*2,
INVINCIBILITY_RING_TIME=60*10,
INITIAL_BUBBLE_BLOWER_AMMO=10,
BUBBLE_BLOWER_AMMO_IN_PICKUP=10,
MAX_BUBBLE_BLOWER_AMMO=20,
INITIAL_JELLY_LAUNCHER_AMMO=6,
JELLY_LAUNCHER_AMMO_IN_PICKUP=6,
MAX_JELLY_LAUNCHER_AMMO=20,
PANT_FLASH_TIME=128,
PANT_FLASH_Y_OFFSET=-90,
MAX_JELLFISH_IN_NET=5,
};
public:
void giveSqueakyBoots() {m_squeakyBootsTimer=SQUEAKY_BOOTS_TIME;}
int isWearingBoots() {return m_squeakyBootsTimer;}
void giveInvincibilityRing() {m_invincibilityRingTimer=INVINCIBILITY_RING_TIME;}
void giveDivingHelmet() {m_divingHelmet=true;}
int isWearingDivingHelmet() {return m_divingHelmet;}
void giveBubbleAmmo() {m_bubbleAmmo+=BUBBLE_BLOWER_AMMO_IN_PICKUP;if(m_bubbleAmmo>MAX_BUBBLE_BLOWER_AMMO)m_bubbleAmmo=MAX_BUBBLE_BLOWER_AMMO;}
void giveBubbleAmmoFromWeapon() {m_bubbleAmmo+=INITIAL_BUBBLE_BLOWER_AMMO;if(m_bubbleAmmo>MAX_BUBBLE_BLOWER_AMMO)m_bubbleAmmo=MAX_BUBBLE_BLOWER_AMMO;}
void setBubbleAmmo(int _amount) {m_bubbleAmmo=_amount;if(m_bubbleAmmo>MAX_BUBBLE_BLOWER_AMMO)m_bubbleAmmo=MAX_BUBBLE_BLOWER_AMMO;}
void useOneBubble() {m_bubbleAmmo--;}
int getBubbleAmmo() {return m_bubbleAmmo;}
int isHoldingBubbleWand() {return m_currentMode==PLAYER_MODE_BUBBLE_MIXTURE;}
void giveJellyAmmo() {m_jellyAmmo+=JELLY_LAUNCHER_AMMO_IN_PICKUP;if(m_jellyAmmo>MAX_JELLY_LAUNCHER_AMMO)m_jellyAmmo=MAX_JELLY_LAUNCHER_AMMO;}
void giveJellyAmmoFromWeapon() {m_jellyAmmo+=INITIAL_JELLY_LAUNCHER_AMMO;if(m_jellyAmmo>MAX_JELLY_LAUNCHER_AMMO)m_jellyAmmo=MAX_JELLY_LAUNCHER_AMMO;}
void useOneJelly() {m_jellyAmmo--;}
int getJellyAmmo() {return m_jellyAmmo;}
void giveJellyFishAmmo() {m_jellyfishAmmoCount++;if(m_jellyfishAmmoCount>MAX_JELLFISH_IN_NET)m_jellyfishAmmoCount=MAX_JELLFISH_IN_NET;}
void useOneJellyFishAmmo() {m_jellyfishAmmoCount--;}
int isJellyFishAmmoFull() {return m_jellyfishAmmoCount==MAX_JELLFISH_IN_NET;}
int getJellyFishAmmo() {return m_jellyfishAmmoCount;}
int isHoldingNet() {return m_currentMode==PLAYER_MODE_NET;}
int isHoldingBalloon() {return m_currentMode==PLAYER_MODE_BALLOON;}
void setIsInWater(int _in) {m_isInWater=_in;m_helmetSoundTimer=0;}
int getIsInWater() {return m_isInWater;}
int getIsHelmetFullSoICanStopSoakingUp() {return m_healthWaterLevel==WATERMAXHEALTH;}
int getIsHelmetSoFullThatIDontNeedToSoakUp(){return m_healthWaterLevel>=WATERMINSOAKUPLEVEL;}
void justButtBouncedABadGuy(); // Also fugly.. :/
void setFloating();
private:
int m_squeakyBootsTimer;
int m_invincibilityRingTimer;
int m_divingHelmet;
int m_bubbleAmmo;
int m_jellyAmmo;
int m_jellyfishAmmoCount;
int m_isInWater;
int m_pantFlashTimer;
int m_hasReceivedExtraLifeFor100Spats;
// Platforms
public:
void setPlatform(CThing *_newPlatform);
void setLockoutPlatform(CThing *_newPlatform);
void clearPlatform();
CThing *isOnPlatform() {return m_platform;}
private:
CThing *m_platform;
CThing *m_lockoutPlatform;
// Player collision size
public:
enum
{
COLSIZE_BASE_WIDTH=30,
COLSIZE_BASE_HEIGHT=60,
HEIGHT_FOR_HEAD_COLLISION=64,
};
void resetPlayerCollisionSizeToBase();
void setPlayerCollisionSize(int _x,int _y,int _w,int _h);
void getPlayerCollisionSize(int *_x,int *_y,int *_w,int *_h);
// Graphical resources
public:
class FontBank *getFontBank() {return m_fontBank;}
class ScalableFontBank *getScalableFontBank() {return m_scalableFontBank;}
enum
{
SB_UI_XBASE=40,
SB_UI_YBASE=40,
SB_UI_GAP_FROM_SPAT_COUNT_TO_PICKUPS=50,
SB_UI_GAP_BETWEEN_ITEMS=5,
POWERUPUI_ICONX=400,
POWERUPUI_ICONY=40,
POWERUPUI_TEXTX=440,
POWERUPUI_TEXTY=37,
POWERUPUI_OT=0,
};
private:
class FontBank *m_fontBank;
class ScalableFontBank *m_scalableFontBank;
public:
// Movement tracking for barrels
s32 getMovement() {return( m_xMove );}
s8 getMoveLeftRight() {return( m_moveLeftRight );}
void setMoveLeftRight( s8 newLeftRight ) {m_moveLeftRight = newLeftRight;}
private:
s32 m_xMove;
s8 m_moveLeftRight;
};
/*----------------------------------------------------------------------
Globals
------- */
/*----------------------------------------------------------------------
Functions
--------- */
/*---------------------------------------------------------------------- */
#endif /* __PLAYER_PLAYER_H__ */
/*===========================================================================
end */