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https://github.com/libretro/scummvm.git
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212 lines
5.0 KiB
C++
212 lines
5.0 KiB
C++
/* 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_STATE_MISC_H
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#define GAME_PLAYER_STATE_MISC_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/PlayerState.h"
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using namespace hpl;
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//////////////////////////////////////////////////////////////////////////
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// NORMAL STATE
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//////////////////////////////////////////////////////////////////////////
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class cPlayerState_Normal : public iPlayerState {
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public:
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cPlayerState_Normal(cInit *apInit, cPlayer *apPlayer);
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void OnUpdate(float afTimeStep);
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void OnStartInteract();
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void OnStartExamine();
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void OnStartRun();
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void OnStopRun();
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void OnStartCrouch();
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void OnStopCrouch();
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void OnStartInteractMode();
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void EnterState(iPlayerState *apPrevState);
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void LeaveState(iPlayerState *apNextState);
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};
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//////////////////////////////////////////////////////////////////////////
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// INTERACT MODE STATE
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//////////////////////////////////////////////////////////////////////////
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class cPlayerState_InteractMode : public iPlayerState {
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public:
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cPlayerState_InteractMode(cInit *apInit, cPlayer *apPlayer);
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void OnUpdate(float afTimeStep);
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void OnStartInteract();
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void OnStartExamine();
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bool OnAddYaw(float afVal);
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bool OnAddPitch(float afVal);
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void OnStartInteractMode();
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void EnterState(iPlayerState *apPrevState);
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void LeaveState(iPlayerState *apNextState);
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void OnStartCrouch();
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void OnStopCrouch();
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private:
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ePlayerMoveState mPrevMoveState;
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cVector2f mvLookSpeed;
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float mfRange;
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};
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//////////////////////////////////////////////////////////////////////////
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// USE ITEM STATE
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//////////////////////////////////////////////////////////////////////////
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class cPlayerState_UseItem : public iPlayerState {
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private:
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ePlayerMoveState mPrevMoveState;
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ePlayerState mPrevState;
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public:
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cPlayerState_UseItem(cInit *apInit, cPlayer *apPlayer);
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void OnUpdate(float afTimeStep);
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void OnStartInteract();
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void OnStartExamine();
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bool OnAddYaw(float afVal);
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bool OnAddPitch(float afVal);
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void EnterState(iPlayerState *apPrevState);
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void LeaveState(iPlayerState *apNextState);
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void OnStartCrouch();
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void OnStopCrouch();
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bool OnStartInventory();
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};
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//////////////////////////////////////////////////////////////////////////
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// MESSAGE STATE
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//////////////////////////////////////////////////////////////////////////
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class cPlayerState_Message : public iPlayerState {
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private:
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ePlayerMoveState mPrevMoveState;
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//ePlayerState mPrevState;
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public:
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cPlayerState_Message(cInit *apInit, cPlayer *apPlayer);
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void OnUpdate(float afTimeStep);
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bool OnJump();
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void OnStartInteract();
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void OnStopInteract();
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void OnStartExamine();
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bool OnMoveForwards(float afMul, float afTimeStep);
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bool OnMoveSideways(float afMul, float afTimeStep);
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bool OnAddYaw(float afVal);
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bool OnAddPitch(float afVal);
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void EnterState(iPlayerState *apPrevState);
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void LeaveState(iPlayerState *apNextState);
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bool OnStartInventory();
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bool OnStartInventoryShortCut(int alNum);
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};
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//////////////////////////////////////////////////////////////////////////
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// CLIMB
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//////////////////////////////////////////////////////////////////////////
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class cGameLadder;
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class cPlayerState_Climb : public iPlayerState {
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private:
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int mlState;
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float mfTimeCount;
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cVector3f mvCharPosition;
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cVector3f mvGoalPos;
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cVector3f mvGoalRot;
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cVector3f mvPosAdd;
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cVector3f mvRotAdd;
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float mfUpSpeed;
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float mfDownSpeed;
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float mfStepLength;
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float mfStepCount;
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bool mbPlayedSound;
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cVector2f mvPrevPitchLimits;
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float mfLeaveAtTopCount;
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void PlaySound(const tString &asSound);
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public:
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cPlayerState_Climb(cInit *apInit, cPlayer *apPlayer);
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void OnUpdate(float afTimeStep);
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void EnterState(iPlayerState *apPrevState);
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void LeaveState(iPlayerState *apNextState);
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void OnStartInteract();
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void OnStartExamine();
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bool OnAddYaw(float afVal);
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bool OnAddPitch(float afVal);
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bool OnMoveForwards(float afMul, float afTimeStep);
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bool OnMoveSideways(float afMul, float afTimeStep);
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void OnStartCrouch();
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void OnStopCrouch();
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bool OnJump();
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bool OnStartInventory();
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cGameLadder *mpLadder;
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cVector3f mvStartPosition;
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};
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#endif // GAME_PLAYER_STATE_MISC_H
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