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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_WEAPON_H
#define GAME_PLAYER_STATE_WEAPON_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/PlayerState.h"
using namespace hpl;
//-----------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// THROW STATE
//////////////////////////////////////////////////////////////////////////
class cHudModel_Throw;
class cPlayerState_Throw : public iPlayerState {
public:
cPlayerState_Throw(cInit *apInit, cPlayer *apPlayer);
void OnUpdate(float afTimeStep);
void OnDraw();
void OnPostSceneDraw();
bool OnJump();
void OnStartInteractMode();
void OnStartInteract();
void OnStopInteract();
void OnStartExamine();
void OnStartHolster();
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 OnStartRun();
void OnStopRun();
void OnStartCrouch();
void OnStopCrouch();
bool OnStartInventory();
bool OnStartInventoryShortCut(int alNum);
void SetHudObject(cHudModel_Throw *apHudObject) { mpHudObject = apHudObject; }
private:
cHudModel_Throw *mpHudObject;
float mfLastForward;
float mfLastSideways;
};
//-----------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// WEAPON MELEE STATE
//////////////////////////////////////////////////////////////////////////
class cHudModel_WeaponMelee;
class cPlayerState_WeaponMelee : public iPlayerState {
public:
cPlayerState_WeaponMelee(cInit *apInit, cPlayer *apPlayer);
void OnUpdate(float afTimeStep);
void OnDraw();
void OnPostSceneDraw();
bool OnJump();
void OnStartInteractMode();
void OnStartInteract();
void OnStopInteract();
void OnStartExamine();
void OnStartHolster();
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 OnStartRun();
void OnStopRun();
void OnStartCrouch();
void OnStopCrouch();
bool OnStartInventory();
bool OnStartInventoryShortCut(int alNum);
void SetHudWeapon(cHudModel_WeaponMelee *apHudWeapon) { mpHudWeapon = apHudWeapon; }
private:
cHudModel_WeaponMelee *mpHudWeapon;
float mfLastForward;
float mfLastSideways;
};
//-----------------------------------------------------------------
#endif // GAME_PLAYER_STATE_WEAPON_H
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