thug/Code/Sk/Objects/gap.h

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2016-02-13 21:39:12 +00:00
////////////////////////////////////////////////////////////
// gap.h
#ifndef __GAP_H__
#define __GAP_H__
#define __USE_MJB_LIST__
#ifndef __CORE_DEFINES_H
#include <core/defines.h>
#endif
#ifndef __CORE_MATH_H
#include <core/math.h>
#endif
#include <core/list.h>
#include <core/string/cstring.h>
#include <gel/scripting/array.h>
namespace Script
{
class CStruct;
class CScript;
}
namespace Obj
{
#define CANCEL_GROUND 0x00000001
#define CANCEL_AIR 0x00000002
#define CANCEL_RAIL 0x00000004
#define CANCEL_WALL 0x00000008
#define CANCEL_LIP 0x00000010
#define CANCEL_WALLPLANT 0x00000020
#define CANCEL_MANUAL 0x00000040
#define CANCEL_HANG 0x00000080
#define CANCEL_LADDER 0x00000100
#define CANCEL_SKATE 0x00000200
#define CANCEL_WALK 0x00000400
#define CANCEL_DRIVE 0x00000800
#define CANCEL_MASK 0x0000FFFF
#define REQUIRE_GROUND 0x00010000
#define REQUIRE_AIR 0x00020000
#define REQUIRE_RAIL 0x00040000
#define REQUIRE_WALL 0x00080000
#define REQUIRE_LIP 0x00100000
#define REQUIRE_WALLPLANT 0x00200000
#define REQUIRE_MANUAL 0x00400000
#define REQUIRE_HANG 0x00800000
#define REQUIRE_LADDER 0x01000000
#define REQUIRE_SKATE 0x02000000
#define REQUIRE_WALK 0x04000000
#define REQUIRE_DRIVE 0x08000000
#define REQUIRE_MASK 0xFFFF0000
class CGapCheck : public Lst::Node< CGapCheck >
{
public:
CGapCheck();
int Got();
void GetGap();
void GetGapPending();
void UnGetGapPending();
int GotGapPending();
void SetInfoForCamera(Mth::Vector pos, Mth::Vector dir);
Mth::Vector& GetSkaterStartPos() {return m_skater_start_pos;}
Mth::Vector& GetSkaterStartDir() {return m_skater_start_dir;}
void UnGetGap();
const char * GetText();
void SetText(const char *p);
void SetCount(int count);
void SetScore(int score) {m_score = score;}
int GetScore() {return m_score;};
void SetValid(bool valid);
void Reset();
private:
Mth::Vector m_skater_start_pos;
Mth::Vector m_skater_start_dir;
int m_got_pending; // number of times we have got this gap, but the landing of the combo is still pending
int m_got; // number of times we have got this gap
int m_score; // score for this gap
bool m_valid; // flag used when parsing gaps to remove any that no longer exist (from an old save)
Str::String m_name;
};
// CGapChecklist contains a list of gaps for the level
// these gaps (CGap) count how many times they have been got,
// and so this list is used to display the in-game gap checklist
// there is one of these for each level in an array in CSkaterCareer
//
class CGapChecklist
{
public:
CGapChecklist();
void FindGaps();
void GetGapByText(const char *p_text);
int GetGapChecklistIndex(const char *p_name);
void SetInfoForCamera(const char *p_name, Mth::Vector pos, Mth::Vector dir);
void AwardPendingGaps();
void AwardAllGaps();
void ClearPendingGaps();
bool ScriptAddGapsToMenu( Script::CStruct* pParams, Script::CScript* pScript );
bool ScriptCreateGapList( Script::CStruct* pParams, Script::CScript* pScript );
bool ScriptGotGap( Script::CStruct* pParams, Script::CScript* pScript );
bool ScriptGetLevelGapTotals( Script::CStruct* pParams, Script::CScript* pScript );
bool IsValid() {return m_valid;}
int NumGaps();
const char * GetGapText(int gap);
int GetGapCount(int gap);
int GetGapScore(int gap);
void GetSkaterStartPosAndDir(int gap, Mth::Vector *p_skaterStartPos, Mth::Vector *p_skaterStartDir);
void AddGapCheck(const char *p_name, int count, int score);
void FlushGapChecks();
bool GotAllGaps();
void Reset();
// semi-private, dammit...
void got_gap(Script::CStruct *pScriptStruct, const uint8 *pPC);
private:
Obj::CGapCheck * get_indexed_gapcheck(int gap_index);
bool m_valid; // true if we'd parsed the scripts for this level
Lst::Head< Obj::CGapCheck > m_gapcheck_list; // list of unique gaps in level, or NULL if none
};
// CGap is a gap we are in the middle of
class CGap : public Lst::Node< CGap >
{
public:
CGap();
~CGap();
public:
uint32 m_id; // checksum of the gap's ID
uint32 m_flags; // bit fields saying what cancles it
uint32 m_node; // source node
uint32 m_trickChecksum;
int m_numTrickOccurrences;
uint32 m_trickscript;
uint32 m_trickTextChecksum;
int m_spinMult;
bool m_requirePerfect;
int m_startGapTrickCount;
int m_numTaps;
// K: The position & direction the skater is facing when the StartGap command was executed.
// Used to determine a good camera position when showing the gap in the view-gaps menu.
Mth::Vector m_skater_start_pos;
Mth::Vector m_skater_start_dir;
// these arrays are used for arrays of tricks that must
// be completed in order to get the gap.
Script::CArray* mp_tricks;
};
// CGaptrick contains list if gaps we are in the middle of, that contain tricks
class CGapTrick : public Lst::Node< CGapTrick >
{
public:
CGapTrick();
void GetGapTrick();
public:
Str::String m_trickString;
uint32 m_id; // matches the gap's ID
uint32 m_node; // node this came from
uint32 m_script; // script to run when sucessful
bool m_got;
uint32 m_frame; // Logic frame number on which this was triggered
};
// Some gap utility functions
bool ScriptAddGapsToMenu( Script::CStruct* pParams, Script::CScript* pScript );
bool ScriptCreateGapList( Script::CStruct* pParams, Script::CScript* pScript );
bool ScriptGetLevelGapTotals( Script::CStruct* pParams, Script::CScript* pScript );
bool ScriptGiveAllGaps( Script::CStruct* pParams, Script::CScript* pScript );
} // end namespace obj
#endif