340 lines
9.1 KiB
C++
340 lines
9.1 KiB
C++
/*=========================================================================
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modelist.cpp
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Author: PKG
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Created:
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Project: Spongebob
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Purpose:
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Copyright (c) 2001 Climax Development Ltd
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===========================================================================*/
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/*----------------------------------------------------------------------
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Includes
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-------- */
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#include "player\player.h"
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#ifndef __PLAYER_PMODES_H__
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#include "player/pmodes.h"
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#endif
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#ifndef __PLAYER_PMBALLOON_H__
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#include "player/pmballoon.h"
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#endif
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#ifndef __PLAYER__PSJUMP_H__
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#include "player\psjump.h"
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#endif
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#ifndef __PLAYER__PSRUN_H__
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#include "player\psrun.h"
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#endif
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#ifndef __PLAYER__PSFALL_H__
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#include "player\psfall.h"
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#endif
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#ifndef __PLAYER__PSIDLE_H__
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#include "player\psidle.h"
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#endif
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#ifndef __PLAYER__PSBUTT_H__
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#include "player\psbutt.h"
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#endif
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#ifndef __PLAYER__PSCHOP_H__
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#include "player\pschop.h"
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#endif
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#ifndef __PLAYER__PSDUCK_H__
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#include "player\psduck.h"
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#endif
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#ifndef __PLAYER__PSDEAD_H__
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#include "player\psdead.h"
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#endif
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#ifndef __PLAYER__PSFLY_H__
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#include "player\psfly.h"
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#endif
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#ifndef __PLAYER__PSBALLOON_H__
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#include "player\psballoon.h"
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#endif
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/* Std Lib
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------- */
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/* Data
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---- */
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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/*----------------------------------------------------------------------
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Function Prototypes
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------------------- */
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/*----------------------------------------------------------------------
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Vars
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---- */
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CPlayerMode modeEmpty;
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CPlayerModeBalloon modeBalloon;
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CPlayerStateUnarmedIdle stateUnarmedIdle;
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CPlayerStateCoralBlowerIdle stateCoralBlowerIdle;
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CPlayerStateTeeterIdle stateTeeterIdle;
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CPlayerStateJump stateJump;
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CPlayerStateRun stateRun;
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CPlayerStateFall stateFall;
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CPlayerStateFallFar stateFallFar;
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CPlayerStateButtBounce stateButtBounce;
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CPlayerStateButtBounceFall stateButtBounceFall;
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CPlayerStateButtBounceLand stateButtBounceLand;
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CPlayerStateChop stateChop;
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CPlayerStateRunChop stateRunChop;
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CPlayerStateAirChop stateAirChop;
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CPlayerStateDuck stateDuck;
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CPlayerStateSoakUp stateSoackUp;
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CPlayerStateGetUp stateGetup;
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CPlayerStateDead stateDead;
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CPlayerStateFly stateFly;
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CPlayerStateBalloon stateBalloon;
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CPlayer::PlayerMode CPlayer::s_modes[NUM_PLAYERMODES]=
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{
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//
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// PLAYER_MODE_BASICUNARMED
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// Basic player mode. No attack, only butt bounce
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//
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{
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{ {
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DEFAULT_PLAYER_JUMP_VELOCITY, // PM__JUMP_VELOCITY
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DEFAULT_PLAYER_MAX_JUMP_FRAMES, // PM__MAX_JUMP_FRAMES
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DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES, // PM__MAX_SAFE_FALL_FRAMES
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DEFAULT_PLAYER_MAX_RUN_VELOCITY, // PM__MAX_RUN_VELOCITY
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DEFAULT_PLAYER_RUN_SPEEDUP, // PM__RUN_SPEEDUP
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DEFAULT_PLAYER_RUN_REVERSESLOWDOWN, // PM__RUN_REVERSESLOWDOWN
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DEFAULT_PLAYER_RUN_SLOWDOWN, // PM__RUN_SLOWDOWN
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} },
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&modeEmpty,
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{
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&stateUnarmedIdle, // STATE_IDLE
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&stateTeeterIdle, // STATE_IDLETEETER
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&stateJump, // STATE_JUMP
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&stateRun, // STATE_RUN
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&stateFall, // STATE_FALL
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&stateFallFar, // STATE_FALLFAR
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&stateButtBounce, // STATE_BUTTBOUNCE
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&stateButtBounceFall, // STATE_BUTTFALL
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&stateButtBounceLand, // STATE_BUTTLAND
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NULL, // STATE_ATTACK
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NULL, // STATE_RUNATTACK
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NULL, // STATE_AIRATTACK
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&stateDuck, // STATE_DUCK
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&stateSoackUp, // STATE_SOAKUP
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&stateGetup, // STATE_GETUP
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&stateDead, // STATE_DEAD
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}
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},
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//
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// PLAYER_MODE_FULLUNARMED
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// Full unarmed player mode. With butt bounce and karate chop
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//
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{
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{ {
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DEFAULT_PLAYER_JUMP_VELOCITY, // PM__JUMP_VELOCITY
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DEFAULT_PLAYER_MAX_JUMP_FRAMES, // PM__MAX_JUMP_FRAMES
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DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES, // PM__MAX_SAFE_FALL_FRAMES
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DEFAULT_PLAYER_MAX_RUN_VELOCITY, // PM__MAX_RUN_VELOCITY
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DEFAULT_PLAYER_RUN_SPEEDUP, // PM__RUN_SPEEDUP
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DEFAULT_PLAYER_RUN_REVERSESLOWDOWN, // PM__RUN_REVERSESLOWDOWN
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DEFAULT_PLAYER_RUN_SLOWDOWN, // PM__RUN_SLOWDOWN
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} },
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&modeEmpty,
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{
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&stateUnarmedIdle, // STATE_IDLE
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&stateTeeterIdle, // STATE_IDLETEETER
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&stateJump, // STATE_JUMP
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&stateRun, // STATE_RUN
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&stateFall, // STATE_FALL
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&stateFallFar, // STATE_FALLFAR
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&stateButtBounce, // STATE_BUTTBOUNCE
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&stateButtBounceFall, // STATE_BUTTFALL
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&stateButtBounceLand, // STATE_BUTTLAND
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&stateChop, // STATE_ATTACK
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&stateRunChop, // STATE_RUNATTACK
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&stateAirChop, // STATE_AIRATTACK
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&stateDuck, // STATE_DUCK
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&stateSoackUp, // STATE_SOAKUP
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&stateGetup, // STATE_GETUP
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&stateDead, // STATE_DEAD
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}
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},
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//
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// PLAYER_MODE_BALLOON
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// Holding a balloon
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//
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{
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{ {
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0, // PM__JUMP_VELOCITY
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0, // PM__MAX_JUMP_FRAMES
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0, // PM__MAX_SAFE_FALL_FRAMES
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DEFAULT_PLAYER_MAX_RUN_VELOCITY/2, // PM__MAX_RUN_VELOCITY
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DEFAULT_PLAYER_RUN_SPEEDUP/4, // PM__RUN_SPEEDUP
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DEFAULT_PLAYER_RUN_REVERSESLOWDOWN/5, // PM__RUN_REVERSESLOWDOWN
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DEFAULT_PLAYER_RUN_SLOWDOWN/5, // PM__RUN_SLOWDOWN
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} },
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&modeBalloon,
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{
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&stateBalloon, // STATE_IDLE
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NULL, // STATE_IDLETEETER
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NULL, // STATE_JUMP
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NULL, // STATE_RUN
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NULL, // STATE_FALL
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NULL, // STATE_FALLFAR
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NULL, // STATE_BUTTBOUNCE
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NULL, // STATE_BUTTFALL
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NULL, // STATE_BUTTLAND
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NULL, // STATE_ATTACK
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NULL, // STATE_RUNATTACK
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NULL, // STATE_AIRATTACK
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NULL, // STATE_DUCK
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NULL, // STATE_SOAKUP
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NULL, // STATE_GETUP
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&stateDead, // STATE_DEAD
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}
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},
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//
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// PLAYER_MODE_NET
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// Armed with net
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//
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{
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{ {
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DEFAULT_PLAYER_JUMP_VELOCITY, // PM__JUMP_VELOCITY
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DEFAULT_PLAYER_MAX_JUMP_FRAMES, // PM__MAX_JUMP_FRAMES
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DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES, // PM__MAX_SAFE_FALL_FRAMES
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DEFAULT_PLAYER_MAX_RUN_VELOCITY, // PM__MAX_RUN_VELOCITY
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DEFAULT_PLAYER_RUN_SPEEDUP, // PM__RUN_SPEEDUP
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DEFAULT_PLAYER_RUN_REVERSESLOWDOWN, // PM__RUN_REVERSESLOWDOWN
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DEFAULT_PLAYER_RUN_SLOWDOWN, // PM__RUN_SLOWDOWN
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} },
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&modeEmpty,
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{
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&stateUnarmedIdle, // STATE_IDLE
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&stateTeeterIdle, // STATE_IDLETEETER
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&stateJump, // STATE_JUMP
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&stateRun, // STATE_RUN
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&stateFall, // STATE_FALL
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&stateFallFar, // STATE_FALLFAR
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NULL, // STATE_BUTTBOUNCE
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NULL, // STATE_BUTTFALL
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NULL, // STATE_BUTTLAND
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NULL, // STATE_ATTACK
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NULL, // STATE_RUNATTACK
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NULL, // STATE_AIRATTACK
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NULL, // STATE_DUCK
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NULL, // STATE_SOAKUP
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NULL, // STATE_GETUP
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&stateDead, // STATE_DEAD
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}
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},
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//
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// PLAYER_MODE_CORALBLOWER
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// Armed with coral blower ( Heavy weapon so slows SB down )
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//
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{
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{ {
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DEFAULT_PLAYER_JUMP_VELOCITY/3, // PM__JUMP_VELOCITY
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DEFAULT_PLAYER_MAX_JUMP_FRAMES/2, // PM__MAX_JUMP_FRAMES
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DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES, // PM__MAX_SAFE_FALL_FRAMES
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DEFAULT_PLAYER_MAX_RUN_VELOCITY/2, // PM__MAX_RUN_VELOCITY
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DEFAULT_PLAYER_RUN_SPEEDUP/2, // PM__RUN_SPEEDUP
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DEFAULT_PLAYER_RUN_REVERSESLOWDOWN, // PM__RUN_REVERSESLOWDOWN
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DEFAULT_PLAYER_RUN_SLOWDOWN, // PM__RUN_SLOWDOWN
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} },
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&modeEmpty,
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{
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&stateCoralBlowerIdle, // STATE_IDLE
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&stateTeeterIdle, // STATE_IDLETEETER
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&stateJump, // STATE_JUMP
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&stateRun, // STATE_RUN
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&stateFall, // STATE_FALL
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&stateFallFar, // STATE_FALLFAR
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NULL, // STATE_BUTTBOUNCE
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NULL, // STATE_BUTTFALL
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NULL, // STATE_BUTTLAND
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NULL, // STATE_ATTACK
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NULL, // STATE_RUNATTACK
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NULL, // STATE_AIRATTACK
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NULL, // STATE_DUCK
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NULL, // STATE_SOAKUP
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NULL, // STATE_GETUP
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&stateDead, // STATE_DEAD
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}
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},
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//
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// PLAYER_MODE_FLY
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// Fly mode ( A useful debugging mode.. )
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//
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{
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{ {
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DEFAULT_PLAYER_JUMP_VELOCITY, // PM__JUMP_VELOCITY
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DEFAULT_PLAYER_MAX_JUMP_FRAMES, // PM__MAX_JUMP_FRAMES
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DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES, // PM__MAX_SAFE_FALL_FRAMES
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DEFAULT_PLAYER_MAX_RUN_VELOCITY, // PM__MAX_RUN_VELOCITY
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DEFAULT_PLAYER_RUN_SPEEDUP, // PM__RUN_SPEEDUP
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DEFAULT_PLAYER_RUN_REVERSESLOWDOWN, // PM__RUN_REVERSESLOWDOWN
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DEFAULT_PLAYER_RUN_SLOWDOWN, // PM__RUN_SLOWDOWN
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} },
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&modeEmpty,
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{
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&stateFly, // STATE_IDLE
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&stateFly, // STATE_IDLETEETER
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&stateFly, // STATE_JUMP
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&stateFly, // STATE_RUN
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&stateFly, // STATE_FALL
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&stateFly, // STATE_FALLFAR
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&stateFly, // STATE_BUTTBOUNCE
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&stateFly, // STATE_BUTTFALL
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&stateFly, // STATE_BUTTLAND
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&stateFly, // STATE_ATTACK
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&stateFly, // STATE_RUNATTACK
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&stateFly, // STATE_AIRATTACK
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&stateFly, // STATE_DUCK
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&stateFly, // STATE_SOAKUP
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&stateFly, // STATE_GETUP
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&stateFly, // STATE_DEAD
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}
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},
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};
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/*===========================================================================
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end */
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