/* 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_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