SBSPSS/source/player/modelist.cpp
2001-03-02 16:02:30 +00:00

340 lines
9.1 KiB
C++

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