1 /************************************************************************* 2 3 "I Have No Tomatoes" 4 Copyright (c) 2004, Mika Halttunen 5 6 This software is provided 'as-is', without any express or implied 7 warranty. In no event will the authors be held liable for any damages 8 arising from the use of this software. 9 10 Permission is granted to anyone to use this software for any purpose, 11 including commercial applications, and to alter it and redistribute 12 it freely, subject to the following restrictions: 13 14 1. The origin of this software must not be misrepresented; you must 15 not claim that you wrote the original software. If you use this 16 software in a product, an acknowledgment in the product documentation 17 would be appreciated but is not required. 18 19 2. Altered source versions must be plainly marked as such, and must 20 not be misrepresented as being the original software. 21 22 3. This notice may not be removed or altered from any source 23 distribution. 24 25 26 Mika Halttunen <lsoft@mbnet.fi> 27 28 *************************************************************************/ 29 30 #ifndef PLAYER_H 31 #define PLAYER_H 32 33 #include "init.h" 34 #include "vect.h" 35 #include "bonus.h" 36 37 38 // Direction defines 39 #define DIR_N 0 40 #define DIR_E 1 41 #define DIR_S 2 42 #define DIR_W 3 43 44 #define DIR_UP 0 45 #define DIR_DOWN 1 46 #define DIR_STAY 2 47 48 49 // Player class 50 class PLAYER { 51 public: 52 int x, y; // Tile position 53 int tx, ty; // Target tile position 54 float offset; // Current offset 55 int dir; // Direction 56 int nextdir; // Next direction 57 58 float size; // Sprite size 59 float anim; // Animation counter 60 bool walking; // Walking? 61 bool turning; // Turning? 62 int turning_counter; // Counter for the turning animation 63 bool turn_key_down[3]; // Turning keys pressed down? 64 65 bool alive; // Is the player alive? 66 int death_counter; // Counts a few seconds before respawning 67 int reload; // Reloading counter 68 int num_bombs; // Number of active bombs (including flower bombs) 69 int num_flower_bombs; // Number of active flower bombs 70 71 bool dying; // Is the dying animation on? 72 float die_anim; // Die animation counter 73 74 int in_teleport; // Is the player teleporting? 75 76 bool jumping; // Is the player jumping? 77 float jump_pos; // Position in the jump arc (between 0 and 1) 78 float jump_dist; // Total jump distance 79 float jump_height; // Maximum jump height 80 float jump_speed; // Jump speed (less than 1) 81 int jump_tx, jump_ty; // Jump target tile 82 VECT jump_dir; // Jump direction vector (in 2D) 83 84 // Functions 85 void clear(); // Clear the player 86 void move(); // Move the player 87 void draw(); // Draw the player 88 bool check_collisions(); // Check the enemy collisions 89 float get_real_x(); // Get current x with offset 90 float get_real_y(); // Get current y with offset 91 void pick_bonus(BONUS *b); // Pick a bonus up 92 void die(); // The player dies 93 94 // Jump 95 void jump(int tx, int ty, float height, float speed); 96 }; 97 98 // Players 99 extern PLAYER p1; 100 extern PLAYER p2; 101 102 void show_icon(int who); 103 void load_players(); 104 void draw_player_icons(); 105 106 107 #endif 108 109 110