/* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of Penumbra Overture. * * Penumbra Overture 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. * * Penumbra Overture 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 Penumbra Overture. If not, see . */ #ifndef GAME_PLAYER_STATES_H #define GAME_PLAYER_STATES_H #include "ButtonHandler.h" #include "GameMessageHandler.h" #include "GameItemType.h" #include "GameObject.h" #include "Inventory.h" #include "Notebook.h" #include "NumericalPanel.h" #include "DeathMenu.h" #include "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