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engines/hpl1/penumbra-overture/PlayerState.h
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113
engines/hpl1/penumbra-overture/PlayerState.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#ifndef GAME_PLAYER_STATES_H
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#define GAME_PLAYER_STATES_H
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#include "hpl1/penumbra-overture/ButtonHandler.h"
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#include "hpl1/penumbra-overture/DeathMenu.h"
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#include "hpl1/penumbra-overture/GameItemType.h"
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#include "hpl1/penumbra-overture/GameMessageHandler.h"
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#include "hpl1/penumbra-overture/GameObject.h"
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#include "hpl1/penumbra-overture/Inventory.h"
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#include "hpl1/penumbra-overture/Notebook.h"
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#include "hpl1/penumbra-overture/NumericalPanel.h"
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#include "hpl1/penumbra-overture/PlayerHands.h"
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//////////////////////////////////////////////////////////////////////////
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// BASE STATE
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//////////////////////////////////////////////////////////////////////////
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class iPlayerState {
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public:
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ePlayerState mType;
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ePlayerState mPreviuosState;
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iPlayerState(cInit *apInit, cPlayer *apPlayer, ePlayerState aType) {
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mpInit = apInit;
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mpPlayer = apPlayer;
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mType = aType;
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mPreviuosState = ePlayerState_LastEnum;
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}
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virtual ~iPlayerState() {}
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//-------------------------------------
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void InitState(iPlayerState *apPrevState) {
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if (apPrevState) {
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apPrevState->LeaveState(this);
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EnterState(apPrevState);
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mPreviuosState = apPrevState->mType;
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}
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}
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//-------------------------------------
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virtual void OnUpdate(float afTimeStep) {}
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virtual void OnPostSceneDraw() {}
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virtual void OnDraw() {}
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virtual void OnStartInteract() {}
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virtual void OnStopInteract() {}
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virtual void OnStartExamine() {}
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virtual void OnStopExamine() {}
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virtual void OnStartHolster() {}
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virtual bool OnJump() { return true; }
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virtual void OnStartRun() {}
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virtual void OnStopRun() {}
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virtual void OnStartCrouch() {}
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virtual void OnStopCrouch() {}
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virtual void OnStartInteractMode() {}
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virtual bool OnStartInventory() { return true; }
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virtual bool OnStartInventoryShortCut(int alNum) { return true; }
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virtual bool OnMoveForwards(float afMul, float afTimeStep) { return true; }
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virtual bool OnMoveSideways(float afMul, float afTimeStep) { return true; }
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virtual bool OnAddYaw(float afVal) { return true; }
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virtual bool OnAddPitch(float afVal) { return true; }
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virtual void EnterState(iPlayerState *apPrevState) {}
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virtual void LeaveState(iPlayerState *apNextState) {}
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//-------------------------------------
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protected:
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cInit *mpInit;
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cPlayer *mpPlayer;
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};
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#endif // GAME_PLAYER_STATES_H
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