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123 lines
3.9 KiB
C++
123 lines
3.9 KiB
C++
//****************************************************************************
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//* MODULE: Sk/Components
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//* FILENAME: SkaterStateComponent.h
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//* OWNER: Dan
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//* CREATION DATE: 3/31/3
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//****************************************************************************
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#ifndef __COMPONENTS_SKATERSTATECOMPONENT_H__
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#define __COMPONENTS_SKATERSTATECOMPONENT_H__
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#include <core/defines.h>
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#include <core/support.h>
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#include <core/timestampedflag.h>
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#include <sk/objects/skaterflags.h>
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#include <gel/object/basecomponent.h>
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#include <gfx/nxflags.h>
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#define CRC_SKATERSTATE CRCD(0x43686585, "SkaterState")
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#define GetSkaterStateComponent() ((Obj::CSkaterStateComponent*)GetComponent(CRC_SKATERSTATE))
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#define GetSkaterStateComponentFromObject(pObj) ((Obj::CSkaterStateComponent*)(pObj)->GetComponent(CRC_SKATERSTATE))
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namespace Script
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{
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class CScript;
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class CStruct;
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}
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namespace Obj
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{
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enum
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{
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vFIREBALL,
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vNUM_POWERUPS
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};
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enum EPhysicsStateType
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{
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NO_STATE = -1,
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SKATING,
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WALKING,
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# ifdef TESTING_GUNSLINGER
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RIDING
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# endif
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};
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class CSkaterStateComponent : public CBaseComponent
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{
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friend class CSkaterNonLocalNetLogicComponent;
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friend class CSkaterLocalNetLogicComponent;
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friend class CSkaterCorePhysicsComponent;
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friend class CSkaterAdjustPhysicsComponent;
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friend class CSkaterFinalizePhysicsComponent;
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friend class CSkaterFlipAndRotateComponent;
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friend class CSkaterPhysicsControlComponent;
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friend class CWalkComponent;
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public:
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CSkaterStateComponent();
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virtual ~CSkaterStateComponent();
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public:
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virtual void Update();
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virtual void InitFromStructure( Script::CStruct* pParams );
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virtual void RefreshFromStructure( Script::CStruct* pParams );
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virtual EMemberFunctionResult CallMemberFunction( uint32 Checksum, Script::CStruct* pParams, Script::CScript* pScript );
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virtual void GetDebugInfo( Script::CStruct* p_info );
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static CBaseComponent* s_create();
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public:
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void Reset ( );
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bool DoingTrick ( ) { return m_doing_trick; }
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bool HasPowerup( uint32 type );
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void ClearPowerups( void );
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void PickedUpPowerup( uint32 type );
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void SetDoingTrick ( bool doing_trick ) { m_doing_trick = doing_trick; }
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EStateType GetState ( ) { return m_state; }
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bool GetFlag ( ESkaterFlag flag ) { return m_skater_flags[flag].Get(); }
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ETerrainType GetTerrain ( ) { return m_terrain; }
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Mth::Vector& GetCameraDisplayNormal ( ) { return m_camera_display_normal; }
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Mth::Vector& GetCameraCurrentNormal ( ) { return m_camera_current_normal; }
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Mth::Vector& GetSpineVel ( ) { return m_spine_vel; }
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bool GetJumpedOutOfLipTrick ( ) { return mJumpedOutOfLipTrick; }
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float GetHeight ( ) { return m_height; }
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bool GetDriving ( ) { return m_driving; }
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bool GetPhysicsState ( ) { return m_physics_state; }
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private:
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EStateType m_state;
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EPhysicsStateType m_physics_state;
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CTimestampedFlag m_skater_flags [ NUM_ESKATERFLAGS ];
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bool m_doing_trick;
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ETerrainType m_terrain; // current terrain type on which the skater is skating
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Mth::Vector m_spine_vel; // velocity to move over the spine
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bool mJumpedOutOfLipTrick; // Gets set when the player jumps out of a lip trick, and reset when they land.
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// Controlled by the c-code, not script.
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// Used by the camera.
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Mth::Vector m_camera_display_normal; // skater's up vector for the purposes of the camera
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Mth::Vector m_camera_current_normal; // skater's up vector for the purposes of the camera
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bool m_driving; // true if the skater is driving a car
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float m_height;
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bool m_powerups[vNUM_POWERUPS];
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};
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}
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#endif
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