1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251
|
/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#ifndef GAME_PLAYER_STATE_INTERACT_H
#define GAME_PLAYER_STATE_INTERACT_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/PlayerState.h"
using namespace hpl;
//-----------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// GRAB STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------
class cPlayerState_Grab : public iPlayerState {
public:
cPlayerState_Grab(cInit *apInit, cPlayer *apPlayer);
void OnUpdate(float afTimeStep);
void OnDraw();
void OnPostSceneDraw();
bool OnJump();
void OnStartInteractMode();
void OnStartInteract();
void OnStopInteract();
void OnStartExamine();
bool OnAddYaw(float afVal);
bool OnAddPitch(float afVal);
bool OnMoveForwards(float afMul, float afTimeStep);
bool OnMoveSideways(float afMul, float afTimeStep);
void EnterState(iPlayerState *apPrevState);
void LeaveState(iPlayerState *apNextState);
void OnStartCrouch();
void OnStopCrouch();
bool OnStartInventory();
bool OnStartInventoryShortCut(int alNum);
static float mfMassDiv;
private:
cVector3f mvRelPickPoint;
iPhysicsBody *mpPushBody;
ePlayerMoveState mPrevMoveState;
ePlayerState mPrevState;
cSpringVec3 mGrabSpring;
cPidControllerVec3 mGrabPid;
cSpringVec3 mRotateSpring;
cPidControllerVec3 mRotatePid;
bool mbHasGravity;
bool mbMoveHand;
float mfGrabDist;
float mfDefaultMass;
bool mbHasPlayerGravityPush;
bool mbPickAtPoint;
bool mbRotateWithPlayer;
cVector3f mvObjectUp;
cVector3f mvObjectRight;
cVector3f mvCurrentUp;
cVector3f mvCurrentUpAxis;
float mfStartYaw;
cVector3f mvCurrentDisered;
float mfSpeedMul;
float mfYRotation;
float mfMaxPidForce;
float mfMinThrowMass;
float mfMaxThrowMass;
float mfMinThrowImpulse;
float mfMaxThrowImpulse;
FontData *mpFont;
};
//-----------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// MOVE STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------
class cPlayerState_Move_BodyCallback : public iPhysicsBodyCallback {
public:
cPlayerState_Move_BodyCallback(cPlayer *apPlayer, float afTimeStep);
bool OnBeginCollision(iPhysicsBody *apBody, iPhysicsBody *apCollideBody);
void OnCollide(iPhysicsBody *apBody, iPhysicsBody *apCollideBody, cPhysicsContactData *apContactData);
float mfTimeStep;
int mlBackCount;
cPlayer *mpPlayer;
private:
};
//-----------------------------------------------------------------
class cPlayerState_Move : public iPlayerState {
public:
cPlayerState_Move(cInit *apInit, cPlayer *apPlayer);
~cPlayerState_Move();
void OnUpdate(float afTimeStep);
void OnStartInteract();
void OnStopInteract();
bool OnJump();
void OnStartExamine();
bool OnMoveForwards(float afMul, float afTimeStep);
bool OnMoveSideways(float afMul, float afTimeStep);
bool OnAddYaw(float afVal);
bool OnAddPitch(float afVal);
void EnterState(iPlayerState *apPrevState);
void LeaveState(iPlayerState *apNextState);
void OnPostSceneDraw();
bool OnStartInventory();
bool OnStartInventoryShortCut(int alNum);
private:
cVector3f mvForward;
cVector3f mvRight;
cVector3f mvUp;
cVector3f mvRelPickPoint;
cVector3f mvPickPoint;
bool bPausedGravity;
iPhysicsBody *mpPushBody;
int mlMoveCount;
ePlayerMoveState mPrevMoveState;
ePlayerState mPrevState;
cPlayerState_Move_BodyCallback *mpCallback;
};
//////////////////////////////////////////////////////////////////////////
// PUSH STATE
//////////////////////////////////////////////////////////////////////////
class cPlayerState_Push : public iPlayerState {
public:
cPlayerState_Push(cInit *apInit, cPlayer *apPlayer);
void OnUpdate(float afTimeStep);
bool OnJump();
void OnStartInteract();
void OnStopInteract();
void OnStartExamine();
bool OnMoveForwards(float afMul, float afTimeStep);
bool OnMoveSideways(float afMul, float afTimeStep);
void EnterState(iPlayerState *apPrevState);
void LeaveState(iPlayerState *apNextState);
void OnPostSceneDraw();
bool OnStartInventory();
bool OnStartInventoryShortCut(int alNum);
private:
cVector3f mvForward;
cVector3f mvRight;
cVector3f mvRelPickPoint;
cVector3f mvLocalPickPoint;
iPhysicsBody *mpPushBody;
cVector3f mvLastBodyPos;
cVector2f mvPrevPitchLimits;
bool mbHasPlayerGravityPush;
float mfMaxSpeed;
int mlForward;
int mlSideways;
ePlayerMoveState mPrevMoveState;
ePlayerState mPrevState;
};
#endif // GAME_PLAYER_STATE_INTERACT_H
|