/************************************************************************* "I Have No Tomatoes" Copyright (c) 2004, Mika Halttunen This software is provided 'as-is', without any express or implied warranty. In no event will the authors be held liable for any damages arising from the use of this software. Permission is granted to anyone to use this software for any purpose, including commercial applications, and to alter it and redistribute it freely, subject to the following restrictions: 1. The origin of this software must not be misrepresented; you must not claim that you wrote the original software. If you use this software in a product, an acknowledgment in the product documentation would be appreciated but is not required. 2. Altered source versions must be plainly marked as such, and must not be misrepresented as being the original software. 3. This notice may not be removed or altered from any source distribution. Mika Halttunen *************************************************************************/ #ifndef PLAYER_H #define PLAYER_H #include "init.h" #include "vect.h" #include "bonus.h" // Direction defines #define DIR_N 0 #define DIR_E 1 #define DIR_S 2 #define DIR_W 3 #define DIR_UP 0 #define DIR_DOWN 1 #define DIR_STAY 2 // Player class class PLAYER { public: int x, y; // Tile position int tx, ty; // Target tile position float offset; // Current offset int dir; // Direction int nextdir; // Next direction float size; // Sprite size float anim; // Animation counter bool walking; // Walking? bool turning; // Turning? int turning_counter; // Counter for the turning animation bool turn_key_down[3]; // Turning keys pressed down? bool alive; // Is the player alive? int death_counter; // Counts a few seconds before respawning int reload; // Reloading counter int num_bombs; // Number of active bombs (including flower bombs) int num_flower_bombs; // Number of active flower bombs bool dying; // Is the dying animation on? float die_anim; // Die animation counter int in_teleport; // Is the player teleporting? bool jumping; // Is the player jumping? float jump_pos; // Position in the jump arc (between 0 and 1) float jump_dist; // Total jump distance float jump_height; // Maximum jump height float jump_speed; // Jump speed (less than 1) int jump_tx, jump_ty; // Jump target tile VECT jump_dir; // Jump direction vector (in 2D) // Functions void clear(); // Clear the player void move(); // Move the player void draw(); // Draw the player bool check_collisions(); // Check the enemy collisions float get_real_x(); // Get current x with offset float get_real_y(); // Get current y with offset void pick_bonus(BONUS *b); // Pick a bonus up void die(); // The player dies // Jump void jump(int tx, int ty, float height, float speed); }; // Players extern PLAYER p1; extern PLAYER p2; void show_icon(int who); void load_players(); void draw_player_icons(); #endif