SBSPSS/source/player/psfall.cpp

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2001-01-19 23:54:48 +01:00
/*=========================================================================
psfall.cpp
Author: PKG
Created:
Project: Spongebob
Purpose:
Copyright (c) 2001 Climax Development Ltd
===========================================================================*/
/*----------------------------------------------------------------------
Includes
-------- */
#include "player\psfall.h"
#ifndef __PLAYER_PLAYER_H__
#include "player\player.h"
#endif
#ifndef __PAD_PADS_H__
#include "pad\pads.h"
#endif
/* Std Lib
------- */
/* Data
---- */
#ifndef __ANIM_PLAYER_ANIM_HEADER__
#include <player_anim.h>
#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateFall::enter(CPlayer *_player)
{
setAnimNo(_player,ANIM_PLAYER_ANIM_JUMPSTART);
m_fallFrames=0;
}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateFall::think(CPlayer *_player)
{
int control;
DVECTOR move;
control=getPadInput(_player);
move=getMoveVelocity(_player);
move.vy+=GRAVITY_VALUE;
if(move.vy>=TERMINAL_VELOCITY<<PSHIFT)
{
move.vy=TERMINAL_VELOCITY<<PSHIFT;
m_fallFrames++;
if(m_fallFrames>MAX_SAFE_FALL_FRAMES)
{
setState(_player,STATE_FALLFAR);
}
}
setMoveVelocity(_player,&move);
if(control&PAD_LEFT)
{
moveLeft(_player);
}
else if(control&PAD_RIGHT)
{
moveRight(_player);
}
else
{
slowdown(_player);
}
/*
if(isOnSolidGround(_player))
{
move=getMoveVelocity(_player);
// if(move.vx)
// {
// setState(_player,STATE_RUN);
// }
// else
{
setState(_player,STATE_IDLE);
}
move.vy=0;
setMoveVelocity(_player,&move);
}
*/
}
/*===========================================================================
end */