SBSPSS/source/player/psfall.cpp

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/*=========================================================================
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
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#ifndef __PLAYER_PMODES_H__
#include "player\pmodes.h"
#endif
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/* Std Lib
------- */
/* Data
---- */
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#ifndef __ANIM_SPONGEBOB_HEADER__
#include <ACTOR_SPONGEBOB_ANIM.h>
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#endif
/*----------------------------------------------------------------------
Tyepdefs && Defines
------------------- */
/*----------------------------------------------------------------------
Structure defintions
-------------------- */
/*----------------------------------------------------------------------
Function Prototypes
------------------- */
/*----------------------------------------------------------------------
Vars
---- */
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CPlayerStateFall s_stateFall;
CPlayerStateFallFar s_stateFallFar;
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/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerStateFall::enter(CPlayerModeBase *_playerMode)
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{
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// If already in this state then don't do the entry code
if(_playerMode->getState()!=STATE_JUMP)
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{
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if(_playerMode->getAnimNo()!=ANIM_SPONGEBOB_JUMP)
{
_playerMode->setAnimNo(ANIM_SPONGEBOB_JUMP);
}
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}
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerStateFall::think(CPlayerModeBase *_playerMode)
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{
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const PlayerMetrics *metrics;
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int controlHeld,controlDown;
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DVECTOR move;
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metrics=_playerMode->getPlayerMetrics();
controlHeld=_playerMode->getPadInputHeld();
controlDown=_playerMode->getPadInputDown();
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_playerMode->advanceAnimFrameAndCheckForEndOfAnim();
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if(controlHeld&PI_LEFT)
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{
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_playerMode->moveLeft();
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}
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else if(controlHeld&PI_RIGHT)
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{
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_playerMode->moveRight();
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}
else
{
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_playerMode->slowdown();
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}
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_playerMode->fall();
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if(controlDown&PI_JUMP)
{
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_playerMode->setState(STATE_BUTTBOUNCE);
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}
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerStateFallFar::enter(CPlayerModeBase *_playerMode)
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{
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_playerMode->setAnimNo(ANIM_SPONGEBOB_FALL);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
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void CPlayerStateFallFar::think(CPlayerModeBase *_playerMode)
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{
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int frame;
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int controlHeld;
DVECTOR move;
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frame=_playerMode->getAnimFrame();
{
if(_playerMode->advanceAnimFrameAndCheckForEndOfAnim())
{
_playerMode->setAnimFrame(frame);
}
}
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controlHeld=_playerMode->getPadInputHeld();
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if(controlHeld&PI_LEFT)
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{
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_playerMode->moveLeft();
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}
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else if(controlHeld&PI_RIGHT)
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{
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_playerMode->moveRight();
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}
else
{
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_playerMode->slowdown();
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}
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_playerMode->fall();
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}
/*===========================================================================
end */