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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_GAME_ITEM_H
#define GAME_GAME_ITEM_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameEntity.h"
using namespace hpl;
//-----------------------------------------
class cGameItem_SaveData : public iGameEntity_SaveData {
kSerializableClassInit(cGameItem_SaveData);
public:
bool mbHasBeenFlashed;
float mfEnterFlashDist;
float mfExitFlashDist;
iGameEntity *CreateEntity();
};
//------------------------------------------
class cGameItem_InViewRay : public iPhysicsRayCallback {
public:
void SetUp(iPhysicsBody *apSkipBody);
bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
bool mbIntersected;
iPhysicsBody *mpSkipBody;
};
//------------------------------------------
class cGameItem : public iGameEntity {
typedef iGameEntity super;
friend class cEntityLoader_GameItem;
public:
cGameItem(cInit *apInit, const tString &asName);
~cGameItem(void);
void OnWorldLoad();
void OnPlayerPick();
void OnPlayerInteract();
void Update(float afTimeStep);
void OnPostSceneDraw();
float GetFlashAlpha() { return mfFlashAlpha; }
const tString &GetImageFile() { return msImageFile; }
eGameItemType GetItemType() { return mItemType; }
bool CanBeDropped() { return mbCanBeDropped; }
bool HasCount() { return mbHasCount; }
int GetCount() { return mlCount; }
tString GetHudModelFile() { return msHudModelFile; }
tString GetHudModelName() { return msHudModelName; }
// SaveObject implementation
iGameEntity_SaveData *CreateSaveData();
void SaveToSaveData(iGameEntity_SaveData *apSaveData);
void LoadFromSaveData(iGameEntity_SaveData *apSaveData);
private:
bool IsInView(float afMinDist);
tString msImageFile;
eGameItemType mItemType;
bool mbCanBeDropped;
bool mbHasCount;
int mlCount;
float mfCheckFlashCount;
float mfCheckFlashMax;
float mfStartFlashCount;
float mfFlashAlpha;
float mfFlashAlphaAdd;
bool mbHasBeenFlashed;
float mfEnterFlashDist;
float mfExitFlashDist;
bool mbSkipRayCheck;
cGameItem_InViewRay mRayCallback;
tString msHudModelFile;
tString msHudModelName;
tString msPickUpSound;
};
//--------------------------------------
class cEntityLoader_GameItem : public cEntityLoader_Object {
public:
cEntityLoader_GameItem(const tString &asName, cInit *apInit);
~cEntityLoader_GameItem();
static eGameItemType ToItemType(const char *apString);
private:
void BeforeLoad(TiXmlElement *apRootElem, const cMatrixf &a_mtxTransform, cWorld3D *apWorld);
void AfterLoad(TiXmlElement *apRootElem, const cMatrixf &a_mtxTransform, cWorld3D *apWorld);
cInit *mpInit;
};
#endif // GAME_GAME_ITEM_H
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