691 lines
17 KiB
C++
691 lines
17 KiB
C++
/*=========================================================================
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pmodes.cpp
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Author: PKG
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Created:
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Project: Spongebob
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Purpose:
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Copyright (c) 2001 Climax Development Ltd
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===========================================================================*/
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/*----------------------------------------------------------------------
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Includes
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-------- */
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#include "player\pmodes.h"
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#ifndef __PLAYER_PLAYER_H__
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#include "player\player.h"
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#endif
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#ifndef __PLAYER_PSTATES_H__
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#include "player\pstates.h"
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#endif
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#ifndef __LAYER_COLLISION_H__
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#include "level\layercollision.h"
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#endif
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// States
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#ifndef __PLAYER__PSJUMP_H__
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#include "player\psjump.h"
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#endif
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#ifndef __PLAYER__PSRUN_H__
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#include "player\psrun.h"
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#endif
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#ifndef __PLAYER__PSFALL_H__
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#include "player\psfall.h"
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#endif
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#ifndef __PLAYER__PSIDLE_H__
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#include "player\psidle.h"
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#endif
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#ifndef __PLAYER__PSBUTT_H__
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#include "player\psbutt.h"
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#endif
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#ifndef __PLAYER__PSDUCK_H__
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#include "player\psduck.h"
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#endif
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/* Std Lib
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------- */
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/* Data
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---- */
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#ifndef __ANIM_SPONGEBOB_HEADER__
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#include <ACTOR_SPONGEBOB_ANIM.h>
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#endif
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/*----------------------------------------------------------------------
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Tyepdefs && Defines
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------------------- */
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/*----------------------------------------------------------------------
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Structure defintions
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-------------------- */
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/*----------------------------------------------------------------------
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Function Prototypes
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------------------- */
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/*----------------------------------------------------------------------
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Vars
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---- */
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static CPlayerStateUnarmedIdle stateUnarmedIdle;
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static CPlayerStateTeeterIdle stateTeeterIdle;
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static CPlayerStateJump stateJump;
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static CPlayerStateRun stateRun;
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static CPlayerStateFall stateFall;
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static CPlayerStateFallFar stateFallFar;
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static CPlayerStateDuck stateDuck;
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static CPlayerStateSoakUp stateSoakUp;
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static CPlayerStateGetUp stateGetUp;
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static CPlayerStateButtBounce stateButtBounce;
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static CPlayerStateButtBounceFall stateButtBounceFall;
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static CPlayerStateButtBounceLand stateButtBounceLand;
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CPlayerState *CPlayerModeBase::s_stateTable[]=
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{
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&stateUnarmedIdle, // STATE_IDLE
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&stateTeeterIdle, // STATE_IDLETEETER
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&stateJump, // STATE_JUMP
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&stateRun, // STATE_RUN
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&stateFall, // STATE_FALL
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&stateFallFar, // STATE_FALLFAR
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&stateButtBounce, // STATE_BUTTBOUNCE
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&stateButtBounceFall, // STATE_BUTTFALL
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&stateButtBounceLand, // STATE_BUTTLAND
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&stateDuck, // STATE_DUCK
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&stateSoakUp, // STATE_SOAKUP
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&stateGetUp, // STATE_GETUP
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};
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static PlayerMetrics s_playerMetrics=
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{ {
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DEFAULT_PLAYER_JUMP_VELOCITY, // PM__JUMP_VELOCITY
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DEFAULT_PLAYER_MAX_JUMP_FRAMES, // PM__MAX_JUMP_FRAMES
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DEFAULT_PLAYER_MAX_SAFE_FALL_FRAMES, // PM__MAX_SAFE_FALL_FRAMES
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DEFAULT_PLAYER_MAX_RUN_VELOCITY, // PM__MAX_RUN_VELOCITY
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DEFAULT_PLAYER_RUN_SPEEDUP, // PM__RUN_SPEEDUP
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DEFAULT_PLAYER_RUN_REVERSESLOWDOWN, // PM__RUN_REVERSESLOWDOWN
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DEFAULT_PLAYER_RUN_SLOWDOWN, // PM__RUN_SLOWDOWN
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DEFAULT_PLAYER_PLAYER_GRAVITY, // PM__GRAVITY
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DEFAULT_PLAYER_TERMINAL_VELOCITY, // PM__TERMINAL_VELOCITY
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} };
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CPlayerMode::getPadInputHeld() {return m_player->getPadInputHeld();}
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int CPlayerMode::getPadInputDown() {return m_player->getPadInputDown();}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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DVECTOR CPlayerMode::getPlayerPos() {return m_player->getPlayerPos();}
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void CPlayerMode::setPlayerPos(DVECTOR *_pos) {m_player->setPlayerPos(_pos);}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerMode::respawn() {m_player->respawn();}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerModeBase::enter()
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{
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m_fallFrames=0;
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setState(STATE_IDLE);
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m_moveVelocity.vx=m_moveVelocity.vy=0;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerModeBase::think()
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{
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s_stateTable[m_currentState]->think(this);
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thinkVerticalMovement();
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thinkHorizontalMovement();
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// Teeter if on an edge
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if(canTeeter()&&isOnEdge())
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{
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setState(STATE_IDLETEETER);
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerModeBase::render()
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{
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CPlayerModeBase::isInAttackState()
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{
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int ret=false;
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switch(getState())
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{
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case STATE_BUTTFALL:
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case STATE_BUTTLAND:
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ret=true;
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break;
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case STATE_IDLE:
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case STATE_IDLETEETER:
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case STATE_JUMP:
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case STATE_RUN:
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case STATE_FALL:
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case STATE_FALLFAR:
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case STATE_BUTTBOUNCE:
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case STATE_DUCK:
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case STATE_SOAKUP:
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case STATE_GETUP:
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break;
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}
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return ret;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerModeBase::thinkVerticalMovement()
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{
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CLayerCollision *collision;
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DVECTOR pos;
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int colHeight;
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collision=m_player->getLayerCollision();
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pos=m_player->getPlayerPos();
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colHeight=collision->getHeightFromGround(pos.vx,pos.vy,1);
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//New collision stuff (pkg)
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//if(m_layerCollision->getCollisionType(Pos.vx,Pos.vy+(m_moveVelocity.vy>>VELOCITY_SHIFT))&COLLISION_TYPE_MASK)
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//{
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// m_moveVelocity.vy=0;
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// return;
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//}
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if(colHeight>=0)
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{
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// Above or on the ground
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// Are we falling?
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if(m_moveVelocity.vy>0)
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{
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// Yes.. Check to see if we're about to hit/go through the ground
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colHeight=collision->getHeightFromGround(pos.vx,pos.vy+(m_moveVelocity.vy>>VELOCITY_SHIFT),getPlayerMetrics()->m_metric[PM__TERMINAL_VELOCITY]+1);
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if(colHeight<=0)
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{
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// Just hit the ground
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// Stick at ground level
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pos.vy+=(m_moveVelocity.vy>>VELOCITY_SHIFT)+colHeight;
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m_moveVelocity.vy=0;
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m_fallFrames=0;
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if(m_currentState==STATE_BUTTFALL)
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{
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// Landed from a butt bounce
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setState(STATE_BUTTLAND);
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}
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else if(m_currentState==STATE_FALLFAR)
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{
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// Landed from a painfully long fall
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setState(STATE_IDLE);
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m_player->takeDamage(DAMAGE__FALL);
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m_moveVelocity.vx=0;
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CSoundMediator::playSfx(CSoundMediator::SFX_SPONGEBOB_LAND_AFTER_FALL);
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}
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else if(m_moveVelocity.vx)
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{
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// Landed from a jump with x movement
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setState(STATE_RUN);
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}
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else
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{
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// Landed from a jump with no x movement
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setState(STATE_IDLE);
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setAnimNo(ANIM_SPONGEBOB_JUMPEND);
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}
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}
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}
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else if(colHeight)
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{
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if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&&
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m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&&
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m_currentState!=STATE_JUMP)
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{
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// Was floating in the air.. fall!
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// if ( !m_onPlatform )
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// {
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setState(STATE_FALL);
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// }
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}
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}
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}
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else
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{
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/*
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// Below ground
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// Perhaps we should be falling?
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if(m_currentState!=STATE_FALL&&m_currentState!=STATE_FALLFAR&&
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m_currentState!=STATE_BUTTFALL&&m_currentState!=STATE_BUTTBOUNCE&&
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m_currentState!=STATE_JUMP)
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{
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setState(STATE_FALL);
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}
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*/
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}
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pos.vy+=m_moveVelocity.vy>>VELOCITY_SHIFT;
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m_player->setPlayerPos(&pos);
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerModeBase::thinkHorizontalMovement()
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{
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if(m_moveVelocity.vx)
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{
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CLayerCollision *collision;
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DVECTOR pos;
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collision=m_player->getLayerCollision();
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pos=m_player->getPlayerPos();
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//New collision stuff (pkg)
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//if(m_layerCollision->getCollisionType(Pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),Pos.vy)&COLLISION_TYPE_MASK)
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//{
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// m_moveVelocity.vx=0;
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// return;
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//}
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int colHeight;
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colHeight=collision->getHeightFromGround(pos.vx,pos.vy,5);
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if(colHeight==0)
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{
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// Ok.. we're on the ground. What happens if we move left/right
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colHeight=collision->getHeightFromGround(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy);
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if(colHeight<-8)
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{
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// Big step up. Stop at the edge of the obstruction
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int dir,vx,cx,i;
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if(m_moveVelocity.vx<0)
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{
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dir=-1;
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vx=-m_moveVelocity.vx>>VELOCITY_SHIFT;
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}
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else
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{
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dir=+1;
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vx=m_moveVelocity.vx>>VELOCITY_SHIFT;
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}
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cx=pos.vx;
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for(i=0;i<vx;i++)
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{
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if(collision->getHeightFromGround(cx,pos.vy)<-8)
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{
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break;
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}
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cx+=dir;
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}
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pos.vx=cx-dir;
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// If running then go to idle, otherwise leave in same state
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if(m_currentState==STATE_RUN)
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{
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setState(STATE_IDLE);
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}
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m_moveVelocity.vx=0;
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// Get the height at this new position and then try the step-up code below.
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// Without this, there are problems when you run up a slope and hit a wall at the same time
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colHeight=collision->getHeightFromGround(pos.vx,pos.vy);
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}
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if(colHeight&&colHeight>=-8&&colHeight<=8)
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{
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// Small step up/down. Follow the contour of the level
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pos.vy+=colHeight;
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}
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}
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else
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{
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// In the air
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// if(!(colHeight<0&&m_currentState==STATE_JUMP)) // Lets you jump through platforms from below
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if(colHeight>=0) // Lets you jump through platforms from below
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{
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colHeight=collision->getHeightFromGround(pos.vx+(m_moveVelocity.vx>>VELOCITY_SHIFT),pos.vy,5);
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if(colHeight<0)
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{
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// Stop at the edge of the obstruction
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int dir,vx,cx,i;
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if(m_moveVelocity.vx<0)
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{
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dir=-1;
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vx=-m_moveVelocity.vx>>VELOCITY_SHIFT;
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}
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else
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{
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dir=+1;
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vx=m_moveVelocity.vx>>VELOCITY_SHIFT;
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}
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cx=pos.vx;
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for(i=0;i<vx;i++)
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{
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if(collision->getHeightFromGround(cx,pos.vy)<0)
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{
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break;
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}
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cx+=dir;
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}
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pos.vx=cx-dir;
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m_moveVelocity.vx=0;
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}
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}
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}
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pos.vx+=m_moveVelocity.vx>>VELOCITY_SHIFT;
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m_player->setPlayerPos(&pos);
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}
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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const struct PlayerMetrics *CPlayerModeBase::getPlayerMetrics()
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{
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return &s_playerMetrics;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CPlayerModeBase::setState(int _state)
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{
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CPlayerState *nextState;
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int ret=false;
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nextState=s_stateTable[_state];
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if(nextState)
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{
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m_currentStateClass=nextState;
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m_currentStateClass->enter(this);
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m_currentState=(PLAYER_STATE)_state;
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ret=true;
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}
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return ret;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CPlayerModeBase::getFacing() {return m_player->getFacing();}
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void CPlayerModeBase::setFacing(int _facing) {m_player->setFacing(_facing);}
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int CPlayerModeBase::getAnimNo() {return m_player->getAnimNo();}
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void CPlayerModeBase::setAnimNo(int _animNo) {m_player->setAnimNo(_animNo);setAnimFrame(0);}
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int CPlayerModeBase::getAnimFrame() {return m_player->getAnimFrame();}
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int CPlayerModeBase::getAnimFrameCount() {return m_player->getAnimFrameCount();}
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void CPlayerModeBase::setAnimFrame(int _animFrame) {m_player->setAnimFrame(_animFrame);}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CPlayerModeBase::advanceAnimFrameAndCheckForEndOfAnim()
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{
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int animFrame,frameCount;
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int looped;
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animFrame=getAnimFrame()+1;
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frameCount=getAnimFrameCount();
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looped=false;
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if(animFrame>=frameCount)
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{
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looped=true;
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animFrame=0;
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}
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setAnimFrame(animFrame);
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return looped;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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DVECTOR CPlayerModeBase::getMoveVelocity() {return m_moveVelocity;}
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void CPlayerModeBase::zeroMoveVelocity() {m_moveVelocity.vx=m_moveVelocity.vy=0;}
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void CPlayerModeBase::setMoveVelocity(DVECTOR *_moveVel) {m_moveVelocity=*_moveVel;}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns: FACING_LEFT if left half of player is hanging, FACING_RIGHT
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if right half of player is hanging or 0 if no part of the
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player is hanging
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---------------------------------------------------------------------- */
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int csize=5;
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int cheight=15;
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int CPlayerModeBase::isOnEdge()
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{
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CLayerCollision *collision;
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DVECTOR pos;
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int ret;
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collision=m_player->getLayerCollision();
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pos=m_player->getPlayerPos();
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ret=0;
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if(collision->getHeightFromGround(pos.vx-csize,pos.vy,cheight+1)>cheight)
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{
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ret=FACING_LEFT;
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}
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else if(collision->getHeightFromGround(pos.vx+csize,pos.vy,cheight+1)>cheight)
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{
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ret=FACING_RIGHT;
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}
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return ret;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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int CPlayerModeBase::canMoveLeft()
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{
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DVECTOR pos;
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pos=m_player->getPlayerPos();
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return m_player->getLayerCollision()->getHeightFromGround(pos.vx-1,pos.vy,16)>-8?true:false;
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}
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int CPlayerModeBase::canMoveRight()
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{
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DVECTOR pos;
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pos=m_player->getPlayerPos();
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return m_player->getLayerCollision()->getHeightFromGround(pos.vx+1,pos.vy,16)>-8?true:false;
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}
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/*----------------------------------------------------------------------
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Function:
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Purpose:
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Params:
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Returns:
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---------------------------------------------------------------------- */
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void CPlayerModeBase::moveLeft()
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{
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const PlayerMetrics *metrics;
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metrics=getPlayerMetrics();
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|
|
setFacing(FACING_LEFT);
|
|
if(m_moveVelocity.vx<=0)
|
|
{
|
|
m_moveVelocity.vx-=metrics->m_metric[PM__RUN_SPEEDUP];
|
|
if(m_moveVelocity.vx<-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
|
|
{
|
|
m_moveVelocity.vx=-metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_moveVelocity.vx-=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
|
|
}
|
|
|
|
/*
|
|
if(m_moveVelocity.vx<-CAMERA_STARTMOVETHRESHOLD||m_cameraScrollPos.vx<-CAMERA_SCROLLTHRESHOLD<<8)
|
|
{
|
|
m_cameraScrollDir=+1;
|
|
}
|
|
else if(m_moveVelocity.vx>-CAMERA_STOPMOVETHRESHOLD)
|
|
{
|
|
m_cameraScrollDir=0;
|
|
}
|
|
*/
|
|
}
|
|
|
|
void CPlayerModeBase::moveRight()
|
|
{
|
|
const PlayerMetrics *metrics;
|
|
metrics=getPlayerMetrics();
|
|
|
|
setFacing(FACING_RIGHT);
|
|
if(m_moveVelocity.vx>=0)
|
|
{
|
|
m_moveVelocity.vx+=metrics->m_metric[PM__RUN_SPEEDUP];
|
|
if(m_moveVelocity.vx>metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT)
|
|
{
|
|
m_moveVelocity.vx=metrics->m_metric[PM__MAX_RUN_VELOCITY]<<VELOCITY_SHIFT;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
m_moveVelocity.vx+=metrics->m_metric[PM__RUN_REVERSESLOWDOWN];
|
|
}
|
|
|
|
/*
|
|
if(m_moveVelocity.vx>CAMERA_STARTMOVETHRESHOLD||m_cameraScrollPos.vx>CAMERA_SCROLLTHRESHOLD<<8)
|
|
{
|
|
m_cameraScrollDir=-1;
|
|
}
|
|
else if(m_moveVelocity.vx<CAMERA_STOPMOVETHRESHOLD)
|
|
{
|
|
m_cameraScrollDir=0;
|
|
}
|
|
*/
|
|
}
|
|
int CPlayerModeBase::slowdown()
|
|
{
|
|
const PlayerMetrics *metrics;
|
|
int ret=false;
|
|
metrics=getPlayerMetrics();
|
|
|
|
if(m_moveVelocity.vx<0)
|
|
{
|
|
m_moveVelocity.vx+=metrics->m_metric[PM__RUN_SLOWDOWN];
|
|
if(m_moveVelocity.vx>=0)
|
|
{
|
|
m_moveVelocity.vx=0;
|
|
ret=true;
|
|
}
|
|
}
|
|
else if(m_moveVelocity.vx>0)
|
|
{
|
|
m_moveVelocity.vx-=metrics->m_metric[PM__RUN_SLOWDOWN];
|
|
if(m_moveVelocity.vx<=0)
|
|
{
|
|
m_moveVelocity.vx=0;
|
|
ret=true;
|
|
}
|
|
}
|
|
return ret;
|
|
}
|
|
void CPlayerModeBase::jump()
|
|
{
|
|
m_moveVelocity.vy=-getPlayerMetrics()->m_metric[PM__JUMP_VELOCITY]<<VELOCITY_SHIFT;
|
|
}
|
|
void CPlayerModeBase::fall()
|
|
{
|
|
const PlayerMetrics *metrics;
|
|
metrics=getPlayerMetrics();
|
|
|
|
|
|
m_moveVelocity.vy+=getPlayerMetrics()->m_metric[PM__GRAVITY];
|
|
if(m_moveVelocity.vy>=metrics->m_metric[PM__TERMINAL_VELOCITY]<<VELOCITY_SHIFT)
|
|
{
|
|
m_moveVelocity.vy=metrics->m_metric[PM__TERMINAL_VELOCITY]<<VELOCITY_SHIFT;
|
|
if(!canFallForever()&&m_currentState!=STATE_FALLFAR)
|
|
{
|
|
const PlayerMetrics *metrics;
|
|
metrics=getPlayerMetrics();
|
|
m_fallFrames++;
|
|
if(m_fallFrames>metrics->m_metric[PM__MAX_SAFE_FALL_FRAMES])
|
|
{
|
|
setState(STATE_FALLFAR);
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
|
|
|
|
/*===========================================================================
|
|
end */
|