143 lines
3.6 KiB
C++
143 lines
3.6 KiB
C++
/* 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
|