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/* 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_MISC_H
#define GAME_PLAYER_STATE_MISC_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/PlayerState.h"
using namespace hpl;
//////////////////////////////////////////////////////////////////////////
// NORMAL STATE
//////////////////////////////////////////////////////////////////////////
class cPlayerState_Normal : public iPlayerState {
public:
cPlayerState_Normal(cInit *apInit, cPlayer *apPlayer);
void OnUpdate(float afTimeStep);
void OnStartInteract();
void OnStartExamine();
void OnStartRun();
void OnStopRun();
void OnStartCrouch();
void OnStopCrouch();
void OnStartInteractMode();
void EnterState(iPlayerState *apPrevState);
void LeaveState(iPlayerState *apNextState);
};
//////////////////////////////////////////////////////////////////////////
// INTERACT MODE STATE
//////////////////////////////////////////////////////////////////////////
class cPlayerState_InteractMode : public iPlayerState {
public:
cPlayerState_InteractMode(cInit *apInit, cPlayer *apPlayer);
void OnUpdate(float afTimeStep);
void OnStartInteract();
void OnStartExamine();
bool OnAddYaw(float afVal);
bool OnAddPitch(float afVal);
void OnStartInteractMode();
void EnterState(iPlayerState *apPrevState);
void LeaveState(iPlayerState *apNextState);
void OnStartCrouch();
void OnStopCrouch();
private:
ePlayerMoveState mPrevMoveState;
cVector2f mvLookSpeed;
float mfRange;
};
//////////////////////////////////////////////////////////////////////////
// USE ITEM STATE
//////////////////////////////////////////////////////////////////////////
class cPlayerState_UseItem : public iPlayerState {
private:
ePlayerMoveState mPrevMoveState;
ePlayerState mPrevState;
public:
cPlayerState_UseItem(cInit *apInit, cPlayer *apPlayer);
void OnUpdate(float afTimeStep);
void OnStartInteract();
void OnStartExamine();
bool OnAddYaw(float afVal);
bool OnAddPitch(float afVal);
void EnterState(iPlayerState *apPrevState);
void LeaveState(iPlayerState *apNextState);
void OnStartCrouch();
void OnStopCrouch();
bool OnStartInventory();
};
//////////////////////////////////////////////////////////////////////////
// MESSAGE STATE
//////////////////////////////////////////////////////////////////////////
class cPlayerState_Message : public iPlayerState {
private:
ePlayerMoveState mPrevMoveState;
// ePlayerState mPrevState;
public:
cPlayerState_Message(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);
bool OnAddYaw(float afVal);
bool OnAddPitch(float afVal);
void EnterState(iPlayerState *apPrevState);
void LeaveState(iPlayerState *apNextState);
bool OnStartInventory();
bool OnStartInventoryShortCut(int alNum);
};
//////////////////////////////////////////////////////////////////////////
// CLIMB
//////////////////////////////////////////////////////////////////////////
class cGameLadder;
class cPlayerState_Climb : public iPlayerState {
private:
int mlState;
float mfTimeCount;
cVector3f mvCharPosition;
cVector3f mvGoalPos;
cVector3f mvGoalRot;
cVector3f mvPosAdd;
cVector3f mvRotAdd;
float mfUpSpeed;
float mfDownSpeed;
float mfStepLength;
float mfStepCount;
bool mbPlayedSound;
cVector2f mvPrevPitchLimits;
float mfLeaveAtTopCount;
void PlaySound(const tString &asSound);
public:
cPlayerState_Climb(cInit *apInit, cPlayer *apPlayer);
void OnUpdate(float afTimeStep);
void EnterState(iPlayerState *apPrevState);
void LeaveState(iPlayerState *apNextState);
void OnStartInteract();
void OnStartExamine();
bool OnAddYaw(float afVal);
bool OnAddPitch(float afVal);
bool OnMoveForwards(float afMul, float afTimeStep);
bool OnMoveSideways(float afMul, float afTimeStep);
void OnStartCrouch();
void OnStopCrouch();
bool OnJump();
bool OnStartInventory();
cGameLadder *mpLadder;
cVector3f mvStartPosition;
};
#endif // GAME_PLAYER_STATE_MISC_H
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