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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#ifndef GAME_ATTACK_HANDLER_H
#define GAME_ATTACK_HANDLER_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameTypes.h"
using namespace hpl;
class cInit;
class cMapHandler;
class cGameSwingDoor;
//---------------------------
#define eAttackTargetFlag_None 0
#define eAttackTargetFlag_Player (1 << 0)
#define eAttackTargetFlag_Enemy (1 << 1)
#define eAttackTargetFlag_Bodies (1 << 2)
typedef tFlag eAttackTargetFlag;
//---------------------------
class cAttackRayCallback : public iPhysicsRayCallback {
public:
cAttackRayCallback();
void Reset();
bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
eAttackTargetFlag mTarget;
iPhysicsBody *mpSkipBody;
iPhysicsBody *mpClosestBody;
float mfShortestDist;
cVector3f mvPosition;
bool mbSkipCharacter;
};
//---------------------------
class cSplashDamageBlockCheck : public iPhysicsRayCallback {
public:
cSplashDamageBlockCheck(cInit *apInit);
bool CheckBlock(const cVector3f &avStart, const cVector3f &avEnd);
bool BeforeIntersect(iPhysicsBody *pBody);
bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
private:
cInit *mpInit;
bool mbIntersected;
};
//---------------------------
class cAttackHandler : public iUpdateable {
public:
cAttackHandler(cInit *apInit);
~cAttackHandler();
bool CreateLineAttack(const cVector3f &avStart, const cVector3f &avEnd, float afDamage,
eAttackTargetFlag aTarget, iPhysicsBody *apSkipBody,
iPhysicsBody **apPickedBody = NULL);
bool CreateShapeAttack(iCollideShape *apShape, const cMatrixf &a_mtxOffset,
const cVector3f &avOrigin, float afDamage,
float afMinMass, float afMaxMass, float afMinImpulse, float afMaxImpulse,
int alStrength,
eAttackTargetFlag aTarget, iPhysicsBody *apSkipBody);
bool CreateLineDestroyBody(const cVector3f &avStart, const cVector3f &avEnd, float afStrength,
float afForce, iPhysicsBody *apSkipBody, iPhysicsBody **apPickedBody = NULL);
void CreateSplashDamage(const cVector3f &avCenter, float afRadius, float afMinDamage,
float afMaxDamge, float afMinForce, float afMaxForce,
float afMaxImpulse,
unsigned int aTarget, float afMinMass,
int alStrength);
cGameSwingDoor *GetLastSwingDoor() { return mpLastSwingDoor; }
void OnStart();
void Update(float afTimeStep);
void Reset();
private:
cInit *mpInit;
cMapHandler *mpMapHandler;
cGameSwingDoor *mpLastSwingDoor;
cAttackRayCallback mRayCallback;
cSplashDamageBlockCheck *mpSplashBlockCheck;
};
#endif // GAME_ATTACK_HANDLER_H
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