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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_LAMP_H
#define GAME_GAME_LAMP_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameEntity.h"
using namespace hpl;
//----------------------------------------------
class cGameLamp_SaveData : public iGameEntity_SaveData {
kSerializableClassInit(cGameLamp_SaveData);
public:
bool mbLit;
tString msLitChangeCallback;
bool mbFlickering;
iGameEntity *CreateEntity();
};
//----------------------------------------------
class cGameLamp_PS {
public:
tString msName;
tString msDataName;
cMatrixf m_mtxTransform;
};
//----------------------------------------------
class cGameLamp : public iGameEntity {
typedef iGameEntity super;
friend class cEntityLoader_GameLamp;
public:
cGameLamp(cInit *apInit, const tString &asName);
~cGameLamp(void);
void OnPlayerInteract();
void OnPlayerPick();
bool OnUseItem(cInventoryItem *apItem);
void Update(float afTimeStep);
void SetLitChangeCallback(const tString &asCallback) { msLitChangeCallback = asCallback; }
void SetLit(bool abX, bool abFade);
void SetFlicker(bool abX);
void Init();
// SaveObject implementation
iGameEntity_SaveData *CreateSaveData();
void SaveToSaveData(iGameEntity_SaveData *apSaveData);
void LoadFromSaveData(iGameEntity_SaveData *apSaveData);
private:
void SetUpFlicker(int alIdx);
bool mbLit;
float mfAlpha;
float mfTurnOnTime;
float mfTurnOffTime;
bool mbInteractOff;
bool mbInteractOn;
tString msTurnOnSound;
tString msTurnOffSound;
tString msOnItem;
tString msOffItem;
tString msLitChangeCallback;
tString msOffMaterialName;
tString msOffSubMesh;
iMaterial *mpOffMaterial;
iMaterial *mpOnMaterial;
cSubMeshEntity *mpSubMesh;
// Flickering
bool mbFlickering;
tString msFlickerOffSound;
tString msFlickerOnSound;
tString msFlickerOffPS;
tString msFlickerOnPS;
float mfFlickerOnMinLength;
float mfFlickerOffMinLength;
float mfFlickerOnMaxLength;
float mfFlickerOffMaxLength;
cColor mFlickerOffColor;
float mfFlickerOffRadius;
bool mbFlickerFade;
float mfFlickerOnFadeLength;
float mfFlickerOffFadeLength;
// Init data
Common::Array<cColor> mvLightColors;
Common::Array<cColor> mvBBColors;
Common::Array<cGameLamp_PS> mvParticleSystemNames;
};
//--------------------------------------
class cEntityLoader_GameLamp : public cEntityLoader_Object {
public:
cEntityLoader_GameLamp(const tString &asName, cInit *apInit);
~cEntityLoader_GameLamp();
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_LAMP_H
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