/* 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 . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of Penumbra Overture. */ #ifndef GAME_PLAYER_STATES_H #define GAME_PLAYER_STATES_H #include "hpl1/penumbra-overture/ButtonHandler.h" #include "hpl1/penumbra-overture/DeathMenu.h" #include "hpl1/penumbra-overture/GameItemType.h" #include "hpl1/penumbra-overture/GameMessageHandler.h" #include "hpl1/penumbra-overture/GameObject.h" #include "hpl1/penumbra-overture/Inventory.h" #include "hpl1/penumbra-overture/Notebook.h" #include "hpl1/penumbra-overture/NumericalPanel.h" #include "hpl1/penumbra-overture/PlayerHands.h" ////////////////////////////////////////////////////////////////////////// // BASE STATE ////////////////////////////////////////////////////////////////////////// class iPlayerState { public: ePlayerState mType; ePlayerState mPreviuosState; iPlayerState(cInit *apInit, cPlayer *apPlayer, ePlayerState aType) { mpInit = apInit; mpPlayer = apPlayer; mType = aType; mPreviuosState = ePlayerState_LastEnum; } virtual ~iPlayerState() {} //------------------------------------- void InitState(iPlayerState *apPrevState) { if (apPrevState) { apPrevState->LeaveState(this); EnterState(apPrevState); mPreviuosState = apPrevState->mType; } } //------------------------------------- virtual void OnUpdate(float afTimeStep) {} virtual void OnPostSceneDraw() {} virtual void OnDraw() {} virtual void OnStartInteract() {} virtual void OnStopInteract() {} virtual void OnStartExamine() {} virtual void OnStopExamine() {} virtual void OnStartHolster() {} virtual bool OnJump() { return true; } virtual void OnStartRun() {} virtual void OnStopRun() {} virtual void OnStartCrouch() {} virtual void OnStopCrouch() {} virtual void OnStartInteractMode() {} virtual bool OnStartInventory() { return true; } virtual bool OnStartInventoryShortCut(int alNum) { return true; } virtual bool OnMoveForwards(float afMul, float afTimeStep) { return true; } virtual bool OnMoveSideways(float afMul, float afTimeStep) { return true; } virtual bool OnAddYaw(float afVal) { return true; } virtual bool OnAddPitch(float afVal) { return true; } virtual void EnterState(iPlayerState *apPrevState) {} virtual void LeaveState(iPlayerState *apNextState) {} //------------------------------------- protected: cInit *mpInit; cPlayer *mpPlayer; }; #endif // GAME_PLAYER_STATES_H