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player.h
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player.h
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// Open Mugen is a redevelopment of Elecbyte's M.U.G.E.N wich will be 100% compatible to it
// Copyright (C) 2004 Sahin Vardar
//
// If you know bugs or have a wish on Open Muegn o
// Feel free and email me: [email protected] ICQ:317502935
// Web: http://openmugen.sourceforge.net/
// --------------------------------------------------------------------------
//
// This program is free software; you can redistribute it and/or modify
// it under the terms of the GNU General Public License as published by
// the Free Software Foundation; either version 2 of the License, or
// (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU General Public License for more details.
// You should have received a copy of the GNU General Public License
// along with this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
#ifndef __PLAYER__H
#define __PLAYER__H
#define NUMFUNCT_CONTROL 140
class CPlayer
{
CAllocater *m_pAlloc;
CVideoSystem *m_pVideoSystem;
CSffManager m_SffManager;
CAirManager m_AirManager;
CStateManager m_StateManager;
CGameTimer *m_pTimer;
CVirtualMachine *m_pVMachine;
CControllerExecuter m_ControllerExec;
CCmdManager m_CmdManager;
// 读取配置,映射按键
KEYBOARDDATA *m_keyData;
//Player information
float x,y;
float xVel,yVel;
float nGround;
s32 nAnimNumber;
u32 nStateTime;
u8 nStateType;
u8 nPhysic;
u8 nMoveType;
u8 nSprPrio;
s16 nLife;
s16 nPower;
bool bHitDefPresit;
bool bHitCounterPresit;
bool bMoveHitPresit;
bool bCtrl;
bool bRightFaced;
bool bDebugInfo;
bool bHitDef;
bool bAlive;
PLSTATEDEF *lpCurrStatedef;
public:
PLAYERCONST myPlayerConst;
CPlayer();
~CPlayer();
void SetPointers(CVideoSystem *p,CAllocater *a,CGameTimer *t);
bool LoadPlayer(const char* strPlayer);
void UpDatePlayer();
void DrawPlayer();
//Set functions
void SetKeyBoard(int playerid);
void SetVM(CVirtualMachine *p){m_pVMachine=p;}
void SetPos(s16 xAxis,s16 yAxis){x=xAxis;y=yAxis;}
void VelSetX(float xvel){xVel=xvel;}
void VelSetY(float yvel){yVel=yvel;}
void SetDebug(bool bDebug){bDebugInfo=bDebug;}
void FaceLeft(){bRightFaced=false;}
void FaceRight(){bRightFaced=true;}
//Set the the ground value of the stage
void SetGroundValue(float yLimit){nGround=yLimit;}
//Player Controllers
void ChangeState(s32 nSateNumber);
//trigger functions
char *GetCommand(){return (char*)m_CmdManager.GetCurrentCommandName();}
bool IsPlayerAlive(){return bAlive;}
s32 GetAnim(){return nAnimNumber;}
ActionElement *GetCurrAnim(){return m_SffManager.GetCurrAnimation();}
bool IsAnimAviable(s32 nAnim);
bool IsCtrl(){return bCtrl;}
const char* GetPlayerName(){return this->myPlayerConst.PlayerData.szPlayerName;}
private:
bool CheckState(PLSTATE* tempState);
void ExecuteController(PLSTATE* tempState);
void HandleFSM();
void HandlePhysic();
void UpDateFacing();
void Debug();
public:// control函数
void InitFunctTable();
typedef void (CPlayer::*ptControl)(PLSTATE*);
ptControl pFuncTable[NUMFUNCT_CONTROL];
void ControlType_ChangeAnim(PLSTATE* );
void ControlType_ChangeState(PLSTATE* );
};
#endif