ScummVM API documentation
PlayerState_Interact.h
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/* 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_INTERACT_H
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#define GAME_PLAYER_STATE_INTERACT_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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// GRAB STATE
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//-----------------------------------------------------------------
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class
cPlayerState_Grab
:
public
iPlayerState
{
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public
:
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cPlayerState_Grab
(
cInit
*apInit,
cPlayer
*apPlayer);
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void
OnUpdate(
float
afTimeStep);
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void
OnDraw();
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void
OnPostSceneDraw();
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bool
OnJump();
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void
OnStartInteractMode();
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void
OnStartInteract();
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void
OnStopInteract();
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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
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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bool
OnStartInventoryShortCut(
int
alNum);
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static
float
mfMassDiv;
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private
:
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cVector3f
mvRelPickPoint;
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iPhysicsBody
*mpPushBody;
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ePlayerMoveState mPrevMoveState;
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ePlayerState mPrevState;
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cSpringVec3
mGrabSpring;
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cPidControllerVec3
mGrabPid;
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cSpringVec3
mRotateSpring;
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cPidControllerVec3
mRotatePid;
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bool
mbHasGravity;
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bool
mbMoveHand;
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float
mfGrabDist;
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float
mfDefaultMass;
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bool
mbHasPlayerGravityPush;
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bool
mbPickAtPoint;
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bool
mbRotateWithPlayer;
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cVector3f
mvObjectUp;
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cVector3f
mvObjectRight;
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cVector3f
mvCurrentUp;
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cVector3f
mvCurrentUpAxis;
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float
mfStartYaw;
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cVector3f
mvCurrentDisered;
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float
mfSpeedMul;
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float
mfYRotation;
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float
mfMaxPidForce;
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float
mfMinThrowMass;
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float
mfMaxThrowMass;
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float
mfMinThrowImpulse;
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float
mfMaxThrowImpulse;
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FontData
*mpFont;
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};
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//-----------------------------------------------------------------
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// MOVE STATE
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//-----------------------------------------------------------------
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class
cPlayerState_Move_BodyCallback
:
public
iPhysicsBodyCallback
{
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public
:
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cPlayerState_Move_BodyCallback
(
cPlayer
*apPlayer,
float
afTimeStep);
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bool
OnBeginCollision(
iPhysicsBody
*apBody,
iPhysicsBody
*apCollideBody);
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void
OnCollide(
iPhysicsBody
*apBody,
iPhysicsBody
*apCollideBody,
cPhysicsContactData
*apContactData);
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float
mfTimeStep;
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int
mlBackCount;
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cPlayer
*mpPlayer;
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private
:
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};
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//-----------------------------------------------------------------
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class
cPlayerState_Move
:
public
iPlayerState
{
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public
:
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cPlayerState_Move
(
cInit
*apInit,
cPlayer
*apPlayer);
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~
cPlayerState_Move
();
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void
OnUpdate(
float
afTimeStep);
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void
OnStartInteract();
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void
OnStopInteract();
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bool
OnJump();
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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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void
OnPostSceneDraw();
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bool
OnStartInventory();
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bool
OnStartInventoryShortCut(
int
alNum);
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private
:
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cVector3f
mvForward;
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cVector3f
mvRight;
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cVector3f
mvUp;
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cVector3f
mvRelPickPoint;
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cVector3f
mvPickPoint;
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bool
bPausedGravity;
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iPhysicsBody
*mpPushBody;
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int
mlMoveCount;
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ePlayerMoveState mPrevMoveState;
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ePlayerState mPrevState;
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cPlayerState_Move_BodyCallback
*mpCallback;
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};
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// PUSH STATE
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class
cPlayerState_Push
:
public
iPlayerState
{
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public
:
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cPlayerState_Push
(
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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void
EnterState(
iPlayerState
*apPrevState);
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void
LeaveState(
iPlayerState
*apNextState);
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void
OnPostSceneDraw();
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bool
OnStartInventory();
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bool
OnStartInventoryShortCut(
int
alNum);
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private
:
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cVector3f
mvForward;
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cVector3f
mvRight;
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cVector3f
mvRelPickPoint;
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cVector3f
mvLocalPickPoint;
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iPhysicsBody
*mpPushBody;
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cVector3f
mvLastBodyPos;
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cVector2f
mvPrevPitchLimits;
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bool
mbHasPlayerGravityPush;
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float
mfMaxSpeed;
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int
mlForward;
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int
mlSideways;
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ePlayerMoveState mPrevMoveState;
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ePlayerState mPrevState;
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};
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#endif // GAME_PLAYER_STATE_INTERACT_H
hpl
Definition:
AI.h:36
hpl::cVector2< float >
hpl::FontData
Definition:
font_data.h:67
iPlayerState
Definition:
PlayerState.h:45
cPlayer
Definition:
Player.h:145
hpl::cVector3< float >
hpl::iPhysicsBodyCallback
Definition:
PhysicsBody.h:49
hpl::iPhysicsBody
Definition:
PhysicsBody.h:117
cPlayerState_Grab
Definition:
PlayerState_Interact.h:44
cPlayerState_Move_BodyCallback
Definition:
PlayerState_Interact.h:136
hpl::cPhysicsContactData
Definition:
PhysicsMaterial.h:58
hpl::cPidController
Definition:
PidController.h:37
cPlayerState_Push
Definition:
PlayerState_Interact.h:204
cInit
Definition:
Init.h:70
hpl::cSpring
Definition:
Spring.h:36
cPlayerState_Move
Definition:
PlayerState_Interact.h:152
engines
hpl1
penumbra-overture
PlayerState_Interact.h
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