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
/* 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
---- */
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateFall::enter(CPlayer *_player)
{
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setAnimNo(_player,ANIM_SPONGEBOB_HOVER);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateFall::think(CPlayer *_player)
{
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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=getPlayerMetrics(_player);
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controlHeld=getPadInputHeld(_player);
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controlDown=getPadInputDown(_player);
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if(controlHeld&PI_LEFT)
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{
moveLeft(_player);
}
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else if(controlHeld&PI_RIGHT)
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{
moveRight(_player);
}
else
{
slowdown(_player);
}
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fall(_player);
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if(controlDown&PI_ACTION)
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{
setState(_player,STATE_AIRATTACK);
}
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else if(controlHeld&PI_DOWN)
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{
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if(setState(_player,STATE_BUTTBOUNCE))
{
// Only do this if this mode allows us to go into butt bounce, otherwise
// SB just floats in the air :)
move.vx=0;
move.vy=0;
setMoveVelocity(_player,&move);
}
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}
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advanceAnimFrameAndCheckForEndOfAnim(_player);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateFallFar::enter(CPlayer *_player)
{
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setAnimNo(_player,ANIM_SPONGEBOB_FALL);
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}
/*----------------------------------------------------------------------
Function:
Purpose:
Params:
Returns:
---------------------------------------------------------------------- */
void CPlayerStateFallFar::think(CPlayer *_player)
{
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int controlHeld;
DVECTOR move;
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controlHeld=getPadInputHeld(_player);
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if(controlHeld&PI_LEFT)
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{
moveLeft(_player);
}
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else if(controlHeld&PI_RIGHT)
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{
moveRight(_player);
}
else
{
slowdown(_player);
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}
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fall(_player);
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}
/*===========================================================================
end */