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- /*==========================================================================
- *
- * Copyright (C) 1995, 1996 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
- {
- LPDIRECT3DRMANIMATIONSET lpAnimSet;
- D3DVALUE time;
- };
-
- 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
-
-