/*==========================================================================
*
* Copyright (C) 1995-1997 Microsoft Corporation. All Rights Reserved.
*
* File: control.h
*
***************************************************************************/
#ifndef __CONTROL_H_
#define __CONTROL_H_
// Type to define what app is currently doing
typedef enum
{
DOING_INTRO,
PLAYING_DEMO,
BETWEEN_CAM_VIEWS,
}
AppState;
// Type to define what state the opponent is in
typedef enum
{
DEFENSIVE,
CAUTIOUS,
AGGRESSIVE,
}
PlayerState;
// Type to define what kind of camera angles were using
typedef enum
{
OVER_SHOULDER,
BOTH_IN_VIEW,
PILOT_VIEW,
}
CameraState;
// Type to define what action the player is doing
typedef enum
{
BOBBING,
WALKING,
PUNCHING,
BLOCKING,
BEEN_HIT,
DEAD,
VICTORY,
DISABLED,
}
PlayerActionState;
// Structures
struct AnimArgs
{
LPDIRECT3DRMANIMATIONSETlpAnimSet;
D3DVALUEtime;
};
void Player1AnimationCallback(LPDIRECT3DRMFRAME obj, void* arg, D3DVALUE delta);
void Player2AnimationCallback(LPDIRECT3DRMFRAME obj, void* arg, D3DVALUE delta);
void CheckInputAndUpdate();
void UpdateOpponent();
void UpdateDebris();
void RunIntro();
void PositionCamera();
void TransitionCamera();
void AddDebris(D3DVECTOR vOrg, D3DVECTOR vVel, LPDIRECT3DRMMESHBUILDER pDebris);
#endif