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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_OBJECT_H
#define GAME_GAME_OBJECT_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameEntity.h"
using namespace hpl;
//-----------------------------------------
class iGameEnemy;
//-----------------------------------------
class cGameObject_SaveData : public iGameEntity_SaveData {
kSerializableClassInit(cGameObject_SaveData);
public:
eObjectInteractMode mInteractMode;
iGameEntity *CreateEntity();
};
//------------------------------------------
class cGameObject;
class cGameObjectBodyCallback : public iPhysicsBodyCallback {
public:
cGameObjectBodyCallback(cInit *apInit, cGameObject *apObject);
bool OnBeginCollision(iPhysicsBody *apBody, iPhysicsBody *apCollideBody);
void OnCollide(iPhysicsBody *apBody, iPhysicsBody *apCollideBody, cPhysicsContactData *apContactData);
cInit *mpInit;
cGameObject *mpObject;
};
//--------------------------------------
class cObjectDisappearProperties {
public:
cObjectDisappearProperties() {
mbActive = false;
}
bool mbActive;
float mfMinTime;
float mfMaxTime;
float mfTime;
float mfMinDistance;
float mfMinCloseDistance;
};
//--------------------------------------
class cObjectBreakProperties {
public:
cObjectBreakProperties() {
mbActive = false;
}
bool mbActive;
tString msEntity;
tString msSound;
tString msPS;
float mfMinImpulse;
float mfMinNormalSpeed;
float mfMinPlayerImpulse;
float mfCenterForce;
bool mbExplosion;
float mfExpl_Radius;
float mfExpl_MinDamage;
float mfExpl_MaxDamage;
float mfExpl_MinForce;
float mfExpl_MaxForce;
float mfExpl_MaxImpulse;
float mfExpl_MinMass;
int mlExpl_Strength;
bool mbLightFlash;
cColor mLight_Color;
float mfLight_Radius;
float mfLight_AddTime;
float mfLight_NegTime;
cVector3f mvLight_Offset;
bool mbEarRing;
float mfEarRing_MaxDist;
float mfEarRing_Time;
};
//--------------------------------------
class cObjectAttractProperties {
public:
cObjectAttractProperties() {
mbActive = false;
}
bool mbActive;
float mfDistance;
tStringVec mvSubtypes;
bool mbIsEaten;
float mfEatLength;
};
//--------------------------------------
class cObjectDamageProperties {
public:
cObjectDamageProperties() {
mbActive = false;
}
bool mbActive;
float mfMinLinearDamageSpeed;
float mfMinAngularDamageSpeed;
float mfMaxLinearDamageSpeed;
float mfMaxAngularDamageSpeed;
float mfMinDamage;
float mfMaxDamage;
int mlDamageStrength;
};
//--------------------------------------
class cGameObject : public iGameEntity {
typedef iGameEntity super;
friend class cEntityLoader_GameObject;
friend class cGameObjectBodyCallback;
public:
cGameObject(cInit *apInit, const tString &asName);
~cGameObject(void);
void OnPlayerInteract();
void OnPlayerPick();
bool IsSaved() {
if (mDisappearProps.mbActive)
return false;
return mbIsSaved;
}
void Update(float afTimeStep);
void BreakAction();
void OnDeath(float afDamage);
bool IsBreakable() { return mBreakProps.mbActive; }
void OnPlayerGravityCollide(iCharacterBody *apCharBody, cCollideData *apCollideData);
void SetInteractMode(eObjectInteractMode aInteractMode);
eObjectInteractMode GetInteractMode() { return mInteractMode; }
void SetupBreakObject();
bool IsDestroyable() { return mbDestroyable; }
float GetDestroyStrength() { return mfDestroyStrength; }
const tString &GetDestroySound() { return msDestoySound; }
void SetupForceOffset();
// SaveObject implementation
iGameEntity_SaveData *CreateSaveData();
void SaveToSaveData(iGameEntity_SaveData *apSaveData);
void LoadFromSaveData(iGameEntity_SaveData *apSaveData);
private:
void GrabObject();
void MoveObject();
float GetMoveDist();
void PushObject();
float GetPushDist();
void UpdateAttraction(float afTimeStep);
Hpl1::Std::set<iGameEnemy *> m_setAttractedEnemies;
iGameEnemy *mpCurrentAttraction;
float mfAttractCount;
eObjectInteractMode mInteractMode;
float mfForwardUpMul;
float mfForwardRightMul;
float mfUpMul;
float mfRightMul;
bool mbPickAtPoint;
bool mbRotateWithPlayer;
bool mbUseNormalMass;
float mfGrabMassMul;
bool mbCanBeThrown;
bool mbCanBePulled;
bool mbIsMover;
bool mbDestroyable;
float mfDestroyStrength;
tString msDestoySound;
bool mbForceLightOffset;
cVector3f mvLightOffset;
tMatrixfVec mvLightLocalOffsets;
float mfHapticTorqueMul;
float mfCloseToSameCount;
cObjectBreakProperties mBreakProps;
cObjectDisappearProperties mDisappearProps;
cObjectAttractProperties mAttractProps;
cObjectDamageProperties mDamageProps;
cGameObjectBodyCallback *mpBodyCallback;
};
//--------------------------------------
class cEntityLoader_GameObject : public cEntityLoader_Object {
public:
cEntityLoader_GameObject(const tString &asName, cInit *apInit);
~cEntityLoader_GameObject();
static eObjectInteractMode ToInteractMode(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_OBJECT_H
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