22 #ifndef DGDS_MINIGAMES_CHINA_TRAIN_H 23 #define DGDS_MINIGAMES_CHINA_TRAIN_H 35 kActionStandRight = 0,
44 kActionDeathScene = 9,
52 kActionHeroicJump = 17,
55 kActionStandLeft = 20,
76 ImageFlipMode _flipMode;
95 bool isBlocking()
const {
return _action == kActionBlock || _action == kActionBlockUp; }
96 bool isDucking()
const {
return _action == kActionDuckRight || _action == kActionDuckLeft; }
97 bool isFalling()
const {
return _action == kActionFallRight || _action == kActionFallLeft; }
98 bool isJumping()
const {
return _action == kActionJumpRight || _action == kActionJumpLeft; }
99 bool isStaggering()
const {
return _action == kActionStagger; }
100 bool isStanding()
const {
return _action == kActionStandRight || _action == kActionStandLeft; }
101 bool isWalking()
const {
return _action == kActionWalkLeft || _action == kActionWalkRight; }
103 bool isTong()
const {
return _type == kPlayerTong; }
104 bool isLucky()
const {
return _type == kPlayerLucky; }
109 void doClub(int16 damage);
113 void setAction(PlayerAction state,
bool flag);
115 void hit(int16 damage);
118 void computerDucks();
119 void checkDuck(
const TunnelData ¤tTunnel);
125 PlayerAction _action;
128 PlayerIntent _intent;
140 static int16 _blockSoundFlag;
151 void doScroll(int16 jumpOffset);
168 void checkTongFall(int16 xpos, int16 car);
170 const TunnelData &getCurrentTunnel()
const {
return _currentTunnel; }
172 bool checkGap(int16 xpos, int16 offset);
176 void setMenuResult(
bool yes);
181 void arcadeFadeout();
185 void handleVariables();
190 void makeNewTunnel();
192 void initScoreWindow();
194 void shadeLabel(int16 x, int16 y, int16 w, int16 h,
const char *label);
198 void drawCommandButtons();
201 void drawMountains(int16 num);
202 void drawBlock(int16 x1, int16 x2, int16 param_3, int16 y1, int16 y2, int16 param_6, int16 param_7, int16 param_8);
203 void drawButtons(int16 *buttons);
204 void shadePressButton(int16 x, int16 y);
205 void shadeButton(int16 x, int16 y);
206 void drawScoreWindow();
211 void drawCar(int16 xoff, int16 frame, int16 yoff);
213 bool calcBounce(int16 car);
221 bool _arcadeInitFlag;
222 int16 _arcadeDrawFlag;
225 int16 _lastMaskedArcadeFlag;
227 int16 _tongAttackCounter;
228 int16 _tongInjuredCounter;
229 int16 _tongRestTarget;
231 int16 _lastTongFatigue;
246 int16 _pressedCommandButton;
247 bool _leftButtonDown;
248 bool _rightButtonDown;
250 bool _playedTunnelSFX;
255 #endif // DGDS_MINIGAMES_CHINA_TRAIN_H Definition: managed_surface.h:51
Definition: china_train.h:74
Definition: china_train.h:90
Definition: china_train.h:143
signed char * fill(signed char *first, signed char *last, Value val)
Definition: algorithm.h:168
Definition: keyboard.h:294
Definition: china_train.h:84
Definition: china_train.h:159