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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_LIQUID_AREA_H
#define GAME_GAME_LIQUID_AREA_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameEntity.h"
using namespace hpl;
//------------------------------------------
class cGameLiquidArea_SaveData : public iGameEntity_SaveData {
kSerializableClassInit(cGameLiquidArea_SaveData);
public:
cVector3f mvSize;
float mfDensity;
float mfLinearViscosity;
float mfAngularViscosity;
cColor mColor;
tString msPhysicsMaterial;
cPlanef mSurfacePlane;
bool mbHasWaves;
iGameEntity *CreateEntity();
};
//------------------------------------------
class cGameLiquidArea : public iGameEntity {
typedef iGameEntity super;
friend class cAreaLoader_GameLiquidArea;
public:
cGameLiquidArea(cInit *apInit, const tString &asName);
~cGameLiquidArea(void);
void OnPlayerPick();
void Update(float afTimeStep);
void SetDensity(float afX) { mfDensity = afX; }
void SetLinearViscosity(float afX) { mfLinearViscosity = afX; }
void SetAngularViscosity(float afX) { mfAngularViscosity = afX; }
void SetPhysicsMaterial(const tString asName);
void SetColor(const cColor &aColor) { mColor = aColor; }
void SetHasWaves(bool abX) { mbHasWaves = abX; }
void Setup();
iPhysicsMaterial *GetPhysicsMaterial() { return mpPhysicsMaterial; }
// SaveObject implementation
iGameEntity_SaveData *CreateSaveData();
void SaveToSaveData(iGameEntity_SaveData *apSaveData);
void LoadFromSaveData(iGameEntity_SaveData *apSaveData);
void SetupSaveData(iGameEntity_SaveData *apSaveData);
private:
void SplashEffect(iPhysicsBody *apBody);
float mfDensity;
float mfLinearViscosity;
float mfAngularViscosity;
cColor mColor;
iPhysicsMaterial *mpPhysicsMaterial;
bool mbHasWaves;
float mfWaveAmp;
float mfWaveFreq;
float mfTimeCount;
cPlanef mSurfacePlane;
};
//------------------------------------------
class cAreaLoader_GameLiquidArea : public iArea3DLoader {
public:
cAreaLoader_GameLiquidArea(const tString &asName, cInit *apInit);
~cAreaLoader_GameLiquidArea();
iEntity3D *Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform, cWorld3D *apWorld);
private:
cInit *mpInit;
};
#endif // GAME_GAME_DAMAGE_AREA_H
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