/*========================================================================= 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 #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) { PlayerMetrics *metrics; int control; DVECTOR move; metrics=getPlayerMetrics(_player); control=getPadInput(_player); move=getMoveVelocity(_player); move.vy+=metrics->m_metric[PM__GRAVITY_VALUE]; if(move.vy>=metrics->m_metric[PM__TERMINAL_VELOCITY]<m_metric[PM__TERMINAL_VELOCITY]<metrics->m_metric[PM__MAX_SAFE_FALL_FRAMES]) { setState(_player,STATE_FALLFAR); } } setMoveVelocity(_player,&move); if(control&CPadConfig::getButton(CPadConfig::PAD_CFG_LEFT)) { moveLeft(_player); } else if(control&CPadConfig::getButton(CPadConfig::PAD_CFG_RIGHT)) { moveRight(_player); } else { slowdown(_player); } if(control&CPadConfig::getButton(CPadConfig::PAD_CFG_ACTION)&&control&CPadConfig::getButton(CPadConfig::PAD_CFG_DOWN)) { move.vx=0; move.vy=0; setMoveVelocity(_player,&move); setState(_player,STATE_BUTTBOUNCE); } } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateFallFar::enter(CPlayer *_player) { setAnimNo(_player,ANIM_PLAYER_ANIM_FALL); } /*---------------------------------------------------------------------- Function: Purpose: Params: Returns: ---------------------------------------------------------------------- */ void CPlayerStateFallFar::think(CPlayer *_player) { int control; DVECTOR move; control=getPadInput(_player); if(control&CPadConfig::getButton(CPadConfig::PAD_CFG_LEFT)) { moveLeft(_player); } else if(control&CPadConfig::getButton(CPadConfig::PAD_CFG_RIGHT)) { moveRight(_player); } else { slowdown(_player); } } /*=========================================================================== end */