/* * 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_WEAPON_HAPTX_H #define GAME_PLAYER_STATE_WEAPON_HAPTX_H #include "StdAfx.h" #include "PlayerState.h" using namespace hpl; //----------------------------------------------------------------- ////////////////////////////////////////////////////////////////////////// // THROW STATE ////////////////////////////////////////////////////////////////////////// class cHudModel_Throw; class cPlayerState_ThrowHaptX : public iPlayerState { public: cPlayerState_ThrowHaptX(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_WeaponMeleeHaptX : public iPlayerState { public: cPlayerState_WeaponMeleeHaptX(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(); void SetHudWeapon(cHudModel_WeaponMelee* apHudWeapon){ mpHudWeapon = apHudWeapon;} cHudModel_WeaponMelee* GetHudWeapon(){ return mpHudWeapon;} private: void PlaySound(const tString &asSound); bool CheckAttack(const cMatrixf& mtxTransform, float afSpeed); void HitBody(iPhysicsBody *apBody, float afMinImpulse, float afMaxImpulse, float afMinMass, float afMaxMass, float afMinDamage, float afMaxDamage, int alStrength); iLowLevelHaptic *mpLowLevelHaptic; cHudModel_WeaponMelee *mpHudWeapon; float mfLastForward; float mfLastSideways; iCollideShape *mpCollider; //iPhysicsBody *mpBody; iHapticForce *mpSlowdownForce; iHapticForce *mpFeedbackForce; iHapticForce *mpImpulseForce; bool mbCollided; cVector3f mvPushBackVec; cVector3f mvPushBackPos; float mfAttackCount; bool mbInteractDown; int mlInteractCount; cVector3f mvRotation; cVector3f mvGoalRotation; }; //----------------------------------------------------------------- #endif // GAME_PLAYER_STATE_WEAPON_H