/* * 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_STATE_MISC_HAPTX_H #define GAME_PLAYER_STATE_MISC_HAPTX_H #include "StdAfx.h" #include "PlayerState.h" using namespace hpl; ////////////////////////////////////////////////////////////////////////// // NORMAL STATE ////////////////////////////////////////////////////////////////////////// class cPlayerState_NormalHaptX : public iPlayerState { private: public: cPlayerState_NormalHaptX(cInit *apInit,cPlayer *apPlayer); void OnUpdate(float afTimeStep); void OnStartInteract(); void OnStartExamine(); void OnStartRun(); void OnStopRun(); void OnStartCrouch(); void OnStopCrouch(); bool OnAddYaw(float afVal){ return true;} bool OnAddPitch(float afVal){return true;} void OnStartInteractMode(); void EnterState(iPlayerState* apPrevState); void LeaveState(iPlayerState* apNextState); void OnPostSceneDraw(); }; ////////////////////////////////////////////////////////////////////////// // INTERACT MODE STATE ////////////////////////////////////////////////////////////////////////// class cPlayerState_InteractModeHaptX : public iPlayerState { public: cPlayerState_InteractModeHaptX(cInit *apInit,cPlayer *apPlayer); void OnUpdate(float afTimeStep); void OnStartInteract(); void OnStartExamine(); bool OnAddYaw(float afVal); bool OnAddPitch(float afVal); void OnStartInteractMode(); void EnterState(iPlayerState* apPrevState); void LeaveState(iPlayerState* apNextState); void OnStartCrouch(); void OnStopCrouch(); private: ePlayerMoveState mPrevMoveState; cVector2f mvLookSpeed; float mfRange; }; ////////////////////////////////////////////////////////////////////////// // USE ITEM STATE ////////////////////////////////////////////////////////////////////////// class cPlayerState_UseItemHaptX : public iPlayerState { private: ePlayerMoveState mPrevMoveState; ePlayerState mPrevState; public: cPlayerState_UseItemHaptX(cInit *apInit,cPlayer *apPlayer); void OnUpdate(float afTimeStep); void OnStartInteract(); void OnStartExamine(); bool OnAddYaw(float afVal); bool OnAddPitch(float afVal); void EnterState(iPlayerState* apPrevState); void LeaveState(iPlayerState* apNextState); void OnStartCrouch(); void OnStopCrouch(); bool OnStartInventory(); }; ////////////////////////////////////////////////////////////////////////// // MESSAGE STATE ////////////////////////////////////////////////////////////////////////// class cPlayerState_MessageHaptX : public iPlayerState { private: ePlayerMoveState mPrevMoveState; ePlayerState mPrevState; public: cPlayerState_MessageHaptX(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); bool OnAddYaw(float afVal); bool OnAddPitch(float afVal); void EnterState(iPlayerState* apPrevState); void LeaveState(iPlayerState* apNextState); bool OnStartInventory(); bool OnStartInventoryShortCut(int alNum); }; ////////////////////////////////////////////////////////////////////////// // CLIMB ////////////////////////////////////////////////////////////////////////// class cGameLadder; class cPlayerState_ClimbHaptX : public iPlayerState { private: int mlState; float mfTimeCount; cVector3f mvCharPosition; cVector3f mvGoalPos; cVector3f mvGoalRot; cVector3f mvPosAdd; cVector3f mvRotAdd; float mfUpSpeed; float mfDownSpeed; float mfStepLength; float mfStepCount; bool mbPlayedSound; cVector2f mvPrevPitchLimits; float mfLeaveAtTopCount; void PlaySound(const tString &asSound); public: cPlayerState_ClimbHaptX(cInit *apInit,cPlayer *apPlayer); void OnUpdate(float afTimeStep); void EnterState(iPlayerState* apPrevState); void LeaveState(iPlayerState* apNextState); void OnStartInteract(); void OnStartExamine(); bool OnAddYaw(float afVal); bool OnAddPitch(float afVal); bool OnMoveForwards(float afMul, float afTimeStep); bool OnMoveSideways(float afMul, float afTimeStep); void OnStartCrouch(); void OnStopCrouch(); bool OnJump(); bool OnStartInventory(); cGameLadder* mpLadder; cVector3f mvStartPosition; }; #endif // GAME_PLAYER_STATE_MISC_H