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scummvm-cursorfix/engines/hpl1/penumbra-overture/PlayerState_Interact.h
2026-02-02 04:50:13 +01:00

252 lines
5.5 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_INTERACT_H
#define GAME_PLAYER_STATE_INTERACT_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/PlayerState.h"
using namespace hpl;
//-----------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// GRAB STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------
class cPlayerState_Grab : public iPlayerState {
public:
cPlayerState_Grab(cInit *apInit, cPlayer *apPlayer);
void OnUpdate(float afTimeStep);
void OnDraw();
void OnPostSceneDraw();
bool OnJump();
void OnStartInteractMode();
void OnStartInteract();
void OnStopInteract();
void OnStartExamine();
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 OnStartCrouch();
void OnStopCrouch();
bool OnStartInventory();
bool OnStartInventoryShortCut(int alNum);
static float mfMassDiv;
private:
cVector3f mvRelPickPoint;
iPhysicsBody *mpPushBody;
ePlayerMoveState mPrevMoveState;
ePlayerState mPrevState;
cSpringVec3 mGrabSpring;
cPidControllerVec3 mGrabPid;
cSpringVec3 mRotateSpring;
cPidControllerVec3 mRotatePid;
bool mbHasGravity;
bool mbMoveHand;
float mfGrabDist;
float mfDefaultMass;
bool mbHasPlayerGravityPush;
bool mbPickAtPoint;
bool mbRotateWithPlayer;
cVector3f mvObjectUp;
cVector3f mvObjectRight;
cVector3f mvCurrentUp;
cVector3f mvCurrentUpAxis;
float mfStartYaw;
cVector3f mvCurrentDisered;
float mfSpeedMul;
float mfYRotation;
float mfMaxPidForce;
float mfMinThrowMass;
float mfMaxThrowMass;
float mfMinThrowImpulse;
float mfMaxThrowImpulse;
FontData *mpFont;
};
//-----------------------------------------------------------------
//////////////////////////////////////////////////////////////////////////
// MOVE STATE
//////////////////////////////////////////////////////////////////////////
//-----------------------------------------------------------------
class cPlayerState_Move_BodyCallback : public iPhysicsBodyCallback {
public:
cPlayerState_Move_BodyCallback(cPlayer *apPlayer, float afTimeStep);
bool OnBeginCollision(iPhysicsBody *apBody, iPhysicsBody *apCollideBody);
void OnCollide(iPhysicsBody *apBody, iPhysicsBody *apCollideBody, cPhysicsContactData *apContactData);
float mfTimeStep;
int mlBackCount;
cPlayer *mpPlayer;
private:
};
//-----------------------------------------------------------------
class cPlayerState_Move : public iPlayerState {
public:
cPlayerState_Move(cInit *apInit, cPlayer *apPlayer);
~cPlayerState_Move();
void OnUpdate(float afTimeStep);
void OnStartInteract();
void OnStopInteract();
bool OnJump();
void OnStartExamine();
bool OnMoveForwards(float afMul, float afTimeStep);
bool OnMoveSideways(float afMul, float afTimeStep);
bool OnAddYaw(float afVal);
bool OnAddPitch(float afVal);
void EnterState(iPlayerState *apPrevState);
void LeaveState(iPlayerState *apNextState);
void OnPostSceneDraw();
bool OnStartInventory();
bool OnStartInventoryShortCut(int alNum);
private:
cVector3f mvForward;
cVector3f mvRight;
cVector3f mvUp;
cVector3f mvRelPickPoint;
cVector3f mvPickPoint;
bool bPausedGravity;
iPhysicsBody *mpPushBody;
int mlMoveCount;
ePlayerMoveState mPrevMoveState;
ePlayerState mPrevState;
cPlayerState_Move_BodyCallback *mpCallback;
};
//////////////////////////////////////////////////////////////////////////
// PUSH STATE
//////////////////////////////////////////////////////////////////////////
class cPlayerState_Push : public iPlayerState {
public:
cPlayerState_Push(cInit *apInit, cPlayer *apPlayer);
void OnUpdate(float afTimeStep);
bool OnJump();
void OnStartInteract();
void OnStopInteract();
void OnStartExamine();
bool OnMoveForwards(float afMul, float afTimeStep);
bool OnMoveSideways(float afMul, float afTimeStep);
void EnterState(iPlayerState *apPrevState);
void LeaveState(iPlayerState *apNextState);
void OnPostSceneDraw();
bool OnStartInventory();
bool OnStartInventoryShortCut(int alNum);
private:
cVector3f mvForward;
cVector3f mvRight;
cVector3f mvRelPickPoint;
cVector3f mvLocalPickPoint;
iPhysicsBody *mpPushBody;
cVector3f mvLastBodyPos;
cVector2f mvPrevPitchLimits;
bool mbHasPlayerGravityPush;
float mfMaxSpeed;
int mlForward;
int mlSideways;
ePlayerMoveState mPrevMoveState;
ePlayerState mPrevState;
};
#endif // GAME_PLAYER_STATE_INTERACT_H