SBSPSS/source/player/pmodes.cpp
2001-02-08 16:51:16 +00:00

238 lines
6.5 KiB
C++

/*=========================================================================
pmodes.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\player.h"
#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
/* Std Lib
------- */
/* Data
---- */
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
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;
CPlayer::PlayerMode CPlayer::s_modes[NUM_PLAYERMODES]=
{
//
// 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
} },
{
&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
}
},
//
// 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
} },
{
&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
}
},
//
// Squeaky boots. Also has 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
} },
{
&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
}
},
//
// Armed with coral blower
//
{
{ {
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
} },
{
&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
}
},
};
/*===========================================================================
end */