ScummVM API documentation
PlayerState_Weapon.h
1 /* ScummVM - Graphic Adventure Engine
2  *
3  * ScummVM is the legal property of its developers, whose names
4  * are too numerous to list here. Please refer to the COPYRIGHT
5  * file distributed with this source distribution.
6  *
7  * This program is free software: you can redistribute it and/or modify
8  * it under the terms of the GNU General Public License as published by
9  * the Free Software Foundation, either version 3 of the License, or
10  * (at your option) any later version.
11  *
12  * This program is distributed in the hope that it will be useful,
13  * but WITHOUT ANY WARRANTY; without even the implied warranty of
14  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15  * GNU General Public License for more details.
16  *
17  * You should have received a copy of the GNU General Public License
18  * along with this program. If not, see <http://www.gnu.org/licenses/>.
19  *
20  */
21 
22 /*
23  * Copyright (C) 2006-2010 - Frictional Games
24  *
25  * This file is part of Penumbra Overture.
26  */
27 
28 #ifndef GAME_PLAYER_STATE_WEAPON_H
29 #define GAME_PLAYER_STATE_WEAPON_H
30 
31 #include "hpl1/engine/engine.h"
32 #include "hpl1/penumbra-overture/PlayerState.h"
33 
34 using namespace hpl;
35 
36 //-----------------------------------------------------------------
37 
39 // THROW STATE
41 
42 class cHudModel_Throw;
43 
45 public:
46  cPlayerState_Throw(cInit *apInit, cPlayer *apPlayer);
47 
48  void OnUpdate(float afTimeStep);
49 
50  void OnDraw();
51  void OnPostSceneDraw();
52 
53  bool OnJump();
54 
55  void OnStartInteractMode();
56 
57  void OnStartInteract();
58  void OnStopInteract();
59  void OnStartExamine();
60  void OnStartHolster();
61 
62  bool OnAddYaw(float afVal);
63  bool OnAddPitch(float afVal);
64 
65  bool OnMoveForwards(float afMul, float afTimeStep);
66  bool OnMoveSideways(float afMul, float afTimeStep);
67 
68  void EnterState(iPlayerState *apPrevState);
69  void LeaveState(iPlayerState *apNextState);
70 
71  void OnStartRun();
72  void OnStopRun();
73 
74  void OnStartCrouch();
75  void OnStopCrouch();
76 
77  bool OnStartInventory();
78  bool OnStartInventoryShortCut(int alNum);
79 
80  void SetHudObject(cHudModel_Throw *apHudObject) { mpHudObject = apHudObject; }
81 
82 private:
83  cHudModel_Throw *mpHudObject;
84  float mfLastForward;
85  float mfLastSideways;
86 };
87 
88 //-----------------------------------------------------------------
89 
91 // WEAPON MELEE STATE
93 
95 
97 public:
98  cPlayerState_WeaponMelee(cInit *apInit, cPlayer *apPlayer);
99 
100  void OnUpdate(float afTimeStep);
101 
102  void OnDraw();
103  void OnPostSceneDraw();
104 
105  bool OnJump();
106 
107  void OnStartInteractMode();
108 
109  void OnStartInteract();
110  void OnStopInteract();
111  void OnStartExamine();
112  void OnStartHolster();
113 
114  bool OnAddYaw(float afVal);
115  bool OnAddPitch(float afVal);
116 
117  bool OnMoveForwards(float afMul, float afTimeStep);
118  bool OnMoveSideways(float afMul, float afTimeStep);
119 
120  void EnterState(iPlayerState *apPrevState);
121  void LeaveState(iPlayerState *apNextState);
122 
123  void OnStartRun();
124  void OnStopRun();
125 
126  void OnStartCrouch();
127  void OnStopCrouch();
128 
129  bool OnStartInventory();
130  bool OnStartInventoryShortCut(int alNum);
131 
132  void SetHudWeapon(cHudModel_WeaponMelee *apHudWeapon) { mpHudWeapon = apHudWeapon; }
133 
134 private:
135  cHudModel_WeaponMelee *mpHudWeapon;
136  float mfLastForward;
137  float mfLastSideways;
138 };
139 
140 //-----------------------------------------------------------------
141 
142 #endif // GAME_PLAYER_STATE_WEAPON_H
Definition: AI.h:36
Definition: HudModel_Throw.h:42
Definition: PlayerState.h:45
Definition: Player.h:145
Definition: PlayerState_Weapon.h:44
Definition: PlayerState_Weapon.h:96
Definition: HudModel_Weapon.h:92
Definition: Init.h:70