thug/Code/Sk/Objects/skater.h

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2016-02-13 21:39:12 +00:00
/*****************************************************************************
** **
** Neversoft Entertainment **
** **
** Copyright (C) 1999 - All Rights Reserved **
** **
******************************************************************************
** **
** Project: PS2 **
** **
** Module: Object (OBJ) **
** **
** File name: objects/skater.h **
** **
** Created: 01/25/99 - mjb **
** **
*****************************************************************************/
#ifndef __OBJECTS_SKATER_H
#define __OBJECTS_SKATER_H
/*****************************************************************************
** Includes **
*****************************************************************************/
#include <core/defines.h>
#include <core/support.h>
#include <core/math/vector.h>
#include <core/math/matrix.h>
#include <core/string/cstring.h>
// #include <core/timestampedflag.h>
// #include <sk/objects/skaterflags.h>
// #include <sk/objects/gap.h>
// #include <sk/objects/manual.h>
#include <sk/objects/movingobject.h>
#include <sk/objects/trickobject.h>
// #include <sk/objects/skaterpad.h>
// #include <sys/timer.h>
#include <gel/inpman.h>
// #include <gel/net/net.h>
#include <sk/modules/skate/score.h>
#include <sk/modules/skate/createatrick.h>
#include <gel/objptr.h>
#define SNAP_OVER_THIN_WALLS // snap over thin walls (like rails)
#define STICKY_WALLRIDES // attempt to snap sideways to wallrides
// temp debug macros
#define MESSAGE(a) { printf("M:%s:%i: %s\n", __FILE__ + 15, __LINE__, a); }
#define DUMPI(a) { printf("D:%s:%i: " #a " = %i\n", __FILE__ + 15, __LINE__, a); }
#define DUMPB(a) { printf("D:%s:%i: " #a " = %s\n", __FILE__ + 15, __LINE__, a ? "true" : "false"); }
#define DUMPF(a) { printf("D:%s:%i: " #a " = %g\n", __FILE__ + 15, __LINE__, a); }
#define DUMPE(a) { printf("D:%s:%i: " #a " = %e\n", __FILE__ + 15, __LINE__, a); }
#define DUMPS(a) { printf("D:%s:%i: " #a " = %s\n", __FILE__ + 15, __LINE__, a); }
#define DUMPP(a) { printf("D:%s:%i: " #a " = %p\n", __FILE__ + 15, __LINE__, a); }
#define DUMPC(a) { printf("D:%s:%i: " #a " = %s\n", __FILE__ + 15, __LINE__, Script::FindChecksumName(a)); }
#define DUMPV(a) { printf("D:%s:%i: " #a " = %g, %g, %g\n", __FILE__ + 15, __LINE__, (a)[X], (a)[Y], (a)[Z]); }
#define DUMP4(a) { printf("D:%s:%i: " #a " = %g, %g, %g, %g\n", __FILE__ + 15, __LINE__, (a)[X], (a)[Y], (a)[Z], (a)[W]); }
#define DUMPM(a) { DUMP4(a[X]); DUMP4(a[Y]); DUMP4(a[Z]); DUMP4(a[W]); }
#define MARK { printf("K:%s:%i: %s\n", __FILE__ + 15, __LINE__, __PRETTY_FUNCTION__); }
#define PERIODIC(n) for (static int p__ = 0; (p__ = ++p__ % (n)) == 0; )
#define RED MAKE_RGB(255, 0, 0)
#define GREEN MAKE_RGB(0, 255, 0)
#define BLUE MAKE_RGB(0, 0, 255)
#define YELLOW MAKE_RGB(200, 200, 0)
#define PURPLE MAKE_RGB(200, 0, 200)
#define CYAN MAKE_RGB(0, 200, 200)
// skater specific debug defines
#ifdef __NOPT_ASSERT__
#define HEADER { printf("%i:%s:%i: ", Tmr::GetRenderFrame(), __FILE__ + 15, __LINE__); }
#define DUMP_VELOCITY { if (Script::GetInteger(CRCD(0x71f0478a, "debug_skater_vel"))) { HEADER; printf("m_vel = %g, %g, %g (%g)\n", GetObject()->m_vel[X], GetObject()->m_vel[Y], GetObject()->m_vel[Z], GetObject()->m_vel.Length()); } }
#define DUMP_POSITION { if (Script::GetInteger(CRCD(0x029ade47, "debug_skater_pos"))) { HEADER; printf("m_pos = %g, %g, %g\n", GetObject()->m_pos[X], GetObject()->m_pos[Y], GetObject()->m_pos[Z]); } }
#define DUMP_SPOSITION { if (Script::GetInteger(CRCD(0x029ade47, "debug_skater_pos"))) { HEADER; printf("m_pos = %g, %g, %g\n", m_pos[X], m_pos[Y], m_pos[Z]); } }
#else
#define DUMP_VELOCITY { }
#define DUMP_POSITION { }
#define DUMP_SPOSITION { }
#endif
// if uncommented here, uncomment in skaterpad.cpp too
//#define PS2_SIMULATING_XBOX
#ifdef __PLAT_NGPS__
#ifdef PS2_SIMULATING_XBOX
#define BREAK_SPINE_BUTTONS (control_pad.m_L2.GetPressed() && control_pad.m_R2.GetPressed())
#define WALK_SPINE_BUTTONS (control_pad.m_L2.GetPressed() && control_pad.m_R2.GetPressed())
#else
#define BREAK_SPINE_BUTTONS (control_pad.m_L2.GetPressed() || control_pad.m_R2.GetPressed())
#define WALK_SPINE_BUTTONS (control_pad.m_R2.GetPressed())
#endif
#endif
#ifdef __PLAT_XBOX__
#define BREAK_SPINE_BUTTONS (control_pad.m_L2.GetPressed() && control_pad.m_R2.GetPressed())
#define WALK_SPINE_BUTTONS (control_pad.m_L2.GetPressed() && control_pad.m_R2.GetPressed())
#endif
#ifdef __PLAT_NGC__
#define BREAK_SPINE_BUTTONS (control_pad.m_L1.GetPressed() && control_pad.m_R1.GetPressed())
#define WALK_SPINE_BUTTONS (control_pad.m_L1.GetPressed() && control_pad.m_R1.GetPressed())
#endif
#define VERT_RECOVERY_BUTTONS (BREAK_SPINE_BUTTONS)
// #define USE_BIKE_PHYSICS (Script::GetInteger(CRCD(0x9e86d1c1,"use_bike_physics")))
// #define USE_WALK_PHYSICS (Script::GetInteger(CRCD(0x9ae06a83,"use_walk_physics")))
// #define CESS_SLIDE_BUTTONS (control_pad.m_R1.GetPressed() && USE_BIKE_PHYSICS)
#define SKITCH_BUTTON (control_pad.m_up.GetPressed() && control_pad.m_up.GetPressedTime()>(uint32)GetPhysicsInt(CRCD(0x19b2c752,"Skitch_Hold_Time")))
// These are defined here, so they can easily be switched from
// script flags to some more general cheat flags
//#define CHEAT_SNOWBOARD (control_pad.m_R1.GetPressed()) // (GetPhysicsInt("CheatSnowBoard",false) || GetCheat(GetPhysicsInt(0x9bc667b5))) //CHEAT_SNOWBOARD
#define CHEAT_SNOWBOARD 0 //(GetPhysicsInt("CheatSnowBoard",false) || GetCheat(GetPhysicsInt(0x9bc667b5))) //CHEAT_SNOWBOARD
#define CHEAT_MATRIX (Mdl::Skate::Instance()->GetCareer()->GetPhysicsInt(CRCD(0xc41d8a34,"CheatMatrix"),false) || GetCheat(GetPhysicsInt(0xf9514c9e))) // CHEAT_MATRIX
#define CHEAT_FIRST_PERSON 0//(GetPhysicsInt("CheatFirstPerson",false) || GetCheat(GetPhysicsInt(0xca459091))) // CHEAT_FIRST_PERSON
#define CHEAT_PERFECT_RAIL (Mdl::Skate::Instance()->GetCareer()->GetCheat(GetPhysicsInt(0xcd09e062))) // CHEAT_PERFECT_RAIL
#define CHEAT_PERFECT_MANUAL (Mdl::Skate::Instance()->GetCareer()->GetCheat(GetPhysicsInt(0xb38341c9))) // CHEAT_PERFECT_MANUAL
#define CHEAT_PERFECT_SKITCH (Mdl::Skate::Instance()->GetCareer()->GetCheat(GetPhysicsInt(0x69a1ce96))) // CHEAT_PERFECT_SKITCH
#define CHEAT_STATS_13 (Mdl::Skate::Instance()->GetCareer()->GetCheat(GetPhysicsInt(0x6b0f24bc)))
#define CHEAT_KID 0//(GetCheat(GetPhysicsInt(0x406e5a16)))
#define CHEAT_SIM (Mdl::Skate::Instance()->GetCareer()->GetCheat(GetPhysicsInt(0x2b87107a)))
#define CHEAT_MOON (Mdl::Skate::Instance()->GetCareer()->GetCheat(GetPhysicsInt(0x9c8c6df1)))
#define CHEAT_SLOMO (Mdl::Skate::Instance()->GetCareer()->GetCheat(GetPhysicsInt(0xf163e7e0))) // CHEAT_SLOMO
#define CHEAT_DISCO (Mdl::Skate::Instance()->GetCareer()->GetCheat(GetPhysicsInt(0x9fc22bda))) // CHEAT_DISCO
////////////////////////////////////////////////////////////////////////
// The following #defines generally enable a bunch of prints
// that track the changes in value or state of a particular
// aspect of the physics.
// Some of them will also display debugging lines
//
//#define DEBUG_WALKING
//#define DEBUG_ACC_LINES
//#define DEBUG_INSIDE_OBJECT
//#define DEBUG_SKITCHING
//#define DEBUG_BOUNCE_OFF_WALL
//#define DEBUG_WALLRIDE
//#define DEBUG_VELOCITY
//#define DEBUG_POSITION
//#define DEBUG_SPINE
//#define SHOW_MOVEMENT_LINES
//#define DEBUG_UBERFRIG
//#define DEBUG_DISPLAY_MATRIX
//#define DEBUG_MATRIX
//#define DEBUG_COL_FLAGS
//#define DEBUG_RAILS
//#define DEBUG_TERRAIN
//#define DEBUG_AIR_SNAP_UP
//#define DEBUG_SHOW_ALL_COLLISION_LINES
//#define DEBUG_SHOW_SIDE_PUSH_LINES
//#define DEBUG_TRIGGERS
//#define DEBUG_GAPS
//#define DEBUG_STATES
//#define DEBUG_VERT
//#define DEBUG_RECOVER
//#define DEBUG_BRAKE
//#define DEBUG_FRICTION
//#define DEBUG_HIGH_SCORE_GOALS
#define STOPPED_TURN_RAMP_TIME 600 // ms ramp time for turning when stopped
/*****************************************************************************
** Forward Declarations **
*****************************************************************************/
// These are for network games
#define vNUM_LAG_FRAMES 1.0f
#define vFORCE_SEND_INTERVAL 15 // every 15 frames, send a full network object update
class CContact;
namespace Script
{
class CComponent;
}
namespace Mdl
{
class Skate;
}
namespace Nx
{
class CCollCache;
}
namespace Gfx
{
class Camera;
}
namespace Obj
{
class CRailNode;
class CSkaterProfile;
class CMovieManager;
class CTrickBufferComponent;
class CAnimationComponent;
class CModelComponent;
class CShadowComponent;
class CTrickComponent;
class CTriggerComponent;
class CInputComponent;
class CSkaterCameraComponent;
class CVibrationComponent;
class CSkaterSoundComponent;
class CSkaterGapComponent;
class CSkaterRotateComponent;
class CSkaterScoreComponent;
class CSkaterStateHistoryComponent;
class CSkaterCorePhysicsComponent;
class CSkaterPhysicsControlComponent;
class CWalkComponent;
class CStatsManagerComponent;
/*****************************************************************************
** Defines **
*****************************************************************************/
/*****************************************************************************
** Class Definitions **
*****************************************************************************/
enum EViewMode
{
GAMEPLAY_SKATER_ACTIVE,
VIEWER_SKATER_PAUSED,
VIEWER_SKATER_ACTIVE,
NUM_VIEW_MODES
};
#define MAX_TRICK_NAME_CHARS 50
// Used for storing any info needed to restore the skater after it is
// hidden during a replay.
// Doesn't contain much at the moment.
class CSkaterModelRestorationInfo
{
public:
//bool mShadowOn;
Mth::Vector mPreReplayPos;
Mth::Matrix mPreReplayDisplayMatrix;
uint32 mAtomicStates;
};
class CSkater : public CMovingObject
{
friend class Mdl::Skate;
public:
void DodgyTest();
enum EPushStyle
{
vNEVER_MONGO = 0x8b966093, // "never_mongo"
vALWAYS_MONGO = 0x16c6df0b, // "always_mongo"
vMONGO_WHEN_SWITCH = 0x0cdba4f9 // "mongo_when_switch"
};
enum EStat
{
STATS_AIR = 0,
STATS_RUN,
STATS_OLLIE,
STATS_SPEED,
STATS_SPIN,
STATS_FLIPSPEED,
STATS_SWITCH,
STATS_RAILBALANCE,
STATS_LIPBALANCE,
STATS_MANUAL,
NUM_ESTATS
};
///////////////////////////////////////////////////////////////////////////////////////////////
// Player specific
public:
void UpdateStats( Obj::CSkaterProfile* pSkaterProfile );
void UpdateSkaterInfo( Obj::CSkaterProfile* pSkaterProfile );
float GetStat(EStat stat);
void SetStat(EStat stat, float value);
float GetStattedValue(const char *pName, EStat stat);
float GetScriptedStat(Script::CStruct *pSS);
float GetScriptedStat(const uint32 checksum);
float GetScriptedStat(uint32 Checksum, Script::CStruct *pSetOfStats);
// float GetHeight();
// Here's some data that needs to be stored
// from the skater profile, in case various
// scripts ask for it
uint32 m_pushStyle;
bool m_isGoofy;
bool m_isPro;
int m_isMale;
enum
{
MAX_LEN_FIRST_NAME = 64
};
char m_firstName[MAX_LEN_FIRST_NAME];
// Name of the skater, eg Hawk, Caballero, etc.
// Grabbed from the skater profile.
uint32 m_skaterNameChecksum;
Str::String m_displayName;
protected:
CSkaterModelRestorationInfo m_model_restoration_info;
public :
CSkater ( int player_num, CBaseManager* p_obj_man, bool local_client, int obj_id, int heap_num, bool should_tristrip);
virtual ~CSkater ( void );
// void HideForReplayPlayback();
// void RestoreAfterReplayPlayback();
///////////////////////////////////////////////////////////////////////////
// Sub Games
public:
bool m_always_special;
///////////////////////////////////////////////////////////////////////////////////////////////
// Kind of redundant
public:
void RemoveFromCurrentWorld( void );
void AddToCurrentWorld ( void );
bool IsInWorld( void );
///////////////////////////////////////////////////////////////////////////////////////////
// fundamental to both skater and physics
public:
virtual void Pause();
virtual void UnPause();
virtual bool CallMemberFunction( uint32 Checksum, Script::CStruct *pParams, Script::CScript *pScript );
virtual void Init(Obj::CSkaterProfile* pSkaterProfile);
protected :
void Construct(Obj::CSkaterProfile* pSkaterProfile);
bool _function0( uint32 Checksum, Script::CStruct *pParams, Script::CScript *pScript );
bool _function1( uint32 Checksum, Script::CStruct *pParams, Script::CScript *pScript );
///////////////////////////////////////////////////////////////////////////////////
// Network
public:
void Resync( void );
protected:
int m_last_restart_node;
////////////////////////////////////////////////////////////////////////////////////////////
// Rendering related
public:
Mth::Matrix& GetDisplayMatrix( void );
void SetDisplayMatrix( Mth::Matrix& matrix );
protected:
// True if sparks will be automatically switched off when
// the skater comes off a rail.
bool mSparksRequireRail;
bool mSparksOn;
void SparksOff();
void SparksOn();
// The skater's shadow will move beneath him (if directional) when he is in the air.
int m_air_timer;
//////////////////////////////////////////////////////////////////////////////////////////////
// high level accessors
public:
int GetHeapIndex( void );
////////////////////////////////////////////////////////////////////////////////////////////////
// Level gameplay related
public:
void MoveToRandomRestart( void );
virtual void Reset();
virtual void SkipToRestart(int node, bool walk=false);
virtual void MoveToRestart(int node);
// should be private:
// Dan: I'd like to remove this, but it's still used by CEmiter, which is skater specific and does not
// currently use ProximTriggerComponents
bool m_inside; // flag set up by proxim node triggering
protected:
////////////////////////////////////////////////////////////////////////////////////////////////
// Misc
public:
Lst::Node< CSkater >* GetLinkNode( void );
//////////////////////////////////////////////////////////////////////////////
// Tricks
public:
// CreateATrick
Game::CCreateATrick* m_created_trick[Game::vMAX_CREATED_TRICKS];
void AddCATInfo(Script::CStruct *pStuff);
void LoadCATInfo(Script::CStruct *pStuff);
int m_num_cat_animations_on;
bool m_cat_bail_done;
bool m_cat_flip_skater_180;
bool m_cat_animations_done;
bool m_cat_rotations_done;
float m_cat_hold_time;
int m_cat_total_x;
int m_cat_total_y;
int m_cat_total_z;
// Stat Goals
void AddStatGoalInfo(Script::CStruct *pStuff);
void LoadStatGoalInfo(Script::CStruct *pStuff);
// Chapter Status
void AddChapterStatusInfo(Script::CStruct *pStuff);
void LoadChapterStatusInfo(Script::CStruct *pStuff);
public:
////////////////////////////////////////////////////////////////////////////////
// script
void JumpToScript(uint32 ScriptChecksum, Script::CStruct *pParams=NULL);
void JumpToScript(const char *pScriptName, Script::CStruct *pParams=NULL);
protected :
void UpdateCamera(bool instantly = false);
void UpdateCameras( bool instantly );
public:
void DeleteResources(void);
void ResetPhysics(bool walk=false,bool in_cleanup=false);
virtual void ResetStates();
virtual void ResetAnimation();
virtual void ResetInitScript(bool walk, bool in_cleanup);
protected:
// Moved this from the CMovingObject class
// since we're trying to remove functionality
// from the moving object class, and because
// the skater was the only thing that was
// calling it...
void MovingObj_Reset( void );
public:
void UpdateShadow(const Mth::Vector& pos, const Mth::Matrix& matrix);
// K: Added for use by replay code so that it can playback pad vibrations
SIO::Device *GetDevice();
protected:
Lst::Node< CSkater > m_link_node; // linked list node for list of skaters
// pointers to oft used components of the skater
CAnimationComponent* mp_animation_component;
CModelComponent* mp_model_component;
CShadowComponent* mp_shadow_component;
CTrickComponent* mp_trick_component;
CVibrationComponent* mp_vibration_component;
CTriggerComponent* mp_trigger_component;
CInputComponent* mp_input_component;
CSkaterSoundComponent* mp_skater_sound_component;
CSkaterGapComponent* mp_skater_gap_component;
CSkaterRotateComponent* mp_skater_rotate_component;
CSkaterScoreComponent* mp_skater_score_component;
CSkaterStateHistoryComponent* mp_skater_state_history_component;
CSkaterCorePhysicsComponent* mp_skater_core_physics_component;
CSkaterPhysicsControlComponent* mp_skater_physics_control_component;
CWalkComponent* mp_walk_component;
CStatsManagerComponent* mp_stats_manager_component;
public:
// allow external code rapid access to these components
CSkaterStateHistoryComponent* GetStateHistory ( )
{
Dbg_Assert(mp_skater_state_history_component);
return mp_skater_state_history_component;
}
protected:
float m_stat[NUM_ESTATS]; // all the stats
int m_heap_index; // Which skater heap is this skater using
bool m_local_client; // Is this cient being controlled by my PS2
int m_skater_number; // 0 or 1 (maybe 2 or 3)
int m_viewing_mode; // 0 = normal, 1 = frozen, move cam, 2 = move, freeze cam
public:
int GetViewingMode ( ) { return m_viewing_mode; }
protected:
// is the skater in the world?
bool m_in_world;
// For custom restart point
Mth::Vector m_restart_pos;
Mth::Matrix m_restart_matrix;
bool m_restart_walking;
bool m_restart_valid;
public:
const char* GetDisplayName();
void SetAlwaysSpecial(bool on) {m_always_special = on;}
void ToggleAlwaysSpecial() {m_always_special = !m_always_special;}
// this used to be in the skater profile, but I changed it
// because it was confusing when called from multiplayer games.
bool SkaterEquals( Script::CStruct* pParams );
public:
// Returns a pointer to this skater's score object.
Mdl::Score *GetScoreObject();
bool IsLocalClient() {return m_local_client;}
int GetSkaterNumber() {return m_skater_number;}
Gfx::Camera *GetActiveCamera( void );
CCompositeObject* CSkater::GetCamera ( );
void SetViewMode( EViewMode view_mode );
int GetViewMode() { return m_viewing_mode; }
// hack to allow the collision radius to be adjusted while in a car
float m_rigid_body_collision_radius_boost;
void SetRigidBodyCollisionRadiusBoost ( float rigid_body_collision_radius_boost ) { m_rigid_body_collision_radius_boost = rigid_body_collision_radius_boost; }
void ResetRigidBodyCollisionRadiusBoost ( ) { m_rigid_body_collision_radius_boost = 0.0f; }
float GetRigidBodyCollisionRadiusBoost ( ) { return m_rigid_body_collision_radius_boost; }
friend class CSkaterCam;
friend class CSkaterCameraComponent;
friend class CTrickComponent;
friend class CSkaterLoopingSoundComponent;
friend class CSkaterSoundComponent;
friend class CSkaterGapComponent;
friend class CSkaterRotateComponent;
friend class CSkaterLocalNetLogicComponent;
friend class CSkaterNonLocalNetLogicComponent;
friend class CSkaterScoreComponent;
friend class CSkaterMatrixQueriesComponent;
friend class CSkaterStateHistoryComponent;
friend class CSkaterPhysicsControlComponent;
friend class CSkaterCorePhysicsComponent;
friend class CSkaterAdjustPhysicsComponent;
friend class CSkaterFinalizePhysicsComponent;
friend class CSkaterCleanupStateComponent;
friend class CSkaterFlipAndRotateComponent;
private:
// skater physics variables beyond those inherited from CCompositeObject
};
/*****************************************************************************
** Private Declarations **
*****************************************************************************/
/*****************************************************************************
** Private Prototypes **
*****************************************************************************/
/*****************************************************************************
** Public Declarations **
*****************************************************************************/
extern bool DebugSkaterScripts;
/*****************************************************************************
** Public Prototypes **
*****************************************************************************/
/*****************************************************************************
** Inline Functions **
*****************************************************************************/
int GetPhysicsInt(const char *p_name, Script::EAssertType assert = Script::NO_ASSERT);
int GetPhysicsInt(uint32 id, Script::EAssertType assert = Script::NO_ASSERT);
float GetPhysicsFloat(const char *p_name, Script::EAssertType assert = Script::NO_ASSERT);
float GetPhysicsFloat(uint32 id, Script::EAssertType assert = Script::NO_ASSERT);
} // namespace Obj
#endif // __OBJECTS_SKATER_H