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