thug/Code/Sk/Components/SkaterStateComponent.h
2016-02-14 08:39:12 +11:00

123 lines
3.9 KiB
C++

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