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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_STICK_AREA_H
#define GAME_GAME_STICK_AREA_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameEntity.h"
using namespace hpl;
//------------------------------------------
class cGameStickArea_SaveData : public iGameEntity_SaveData {
kSerializableClassInit(cGameStickArea_SaveData);
public:
cVector3f mvSize;
tString msAttachFunction;
tString msDetachFunction;
tString msAttachSound;
tString msDetachSound;
tString msAttachPS;
tString msDetachPS;
bool mbCanDeatch;
tString msAttachedBody;
bool mbCheckCenterInArea;
float mfPoseTime;
float mfSetMtxTime;
iGameEntity *CreateEntity();
};
//------------------------------------------
class cGameStickArea : public iGameEntity {
typedef iGameEntity super;
friend class cAreaLoader_GameStickArea;
public:
cGameStickArea(cInit *apInit, const tString &asName);
~cGameStickArea(void);
void OnPlayerPick();
void Update(float afTimeStep);
void OnPostSceneDraw();
iPhysicsBody *GetAttachedBody() { return mpAttachedBody; }
void DetachBody();
void SetAttachFunction(const tString &asX) { msAttachFunction = asX; }
void SetDetachFunction(const tString &asX) { msDetachFunction = asX; }
void SetAttachSound(const tString &asX) { msAttachSound = asX; }
void SetDetachSound(const tString &asX) { msDetachSound = asX; }
void SetAttachPS(const tString &asX) { msAttachPS = asX; }
void SetDetachPS(const tString &asX) { msDetachPS = asX; }
void SetCanDeatch(bool abX) { mbCanDeatch = abX; }
bool GetCanDeatch();
void SetCheckCenterInArea(bool abX) { mbCheckCenterInArea = abX; }
void SetPoseTime(float afX) { mfPoseTime = afX; }
void SetMoveBody(bool abX) { mbMoveBody = abX; }
bool GetMoveBody() { return mbMoveBody; }
void SetRotateBody(bool abX) { mbRotateBody = abX; }
bool GetRotateBody() { return mbRotateBody; }
tString GetCallbackFunc(const tString &asFunc, iPhysicsBody *apBody);
static bool mbAllowAttachment;
// SaveObject implementation
iGameEntity_SaveData *CreateSaveData();
void SaveToSaveData(iGameEntity_SaveData *apSaveData);
void LoadFromSaveData(iGameEntity_SaveData *apSaveData);
void SetupSaveData(iGameEntity_SaveData *apSaveData);
private:
tString msAttachFunction;
tString msDetachFunction;
tString msAttachSound;
tString msDetachSound;
tString msAttachPS;
tString msDetachPS;
bool mbMoveBody;
bool mbRotateBody;
bool mbCheckCenterInArea;
float mfPoseTime;
bool mbCanDeatch;
bool mbBodyGravity;
float mfBodyMass;
iPhysicsBody *mpAttachedBody;
iPhysicsBody *mpLastAttachedBody;
float mfSetMtxTime;
cMatrixf mtxAttachedStart;
};
//------------------------------------------
class cAreaLoader_GameStickArea : public iArea3DLoader {
public:
cAreaLoader_GameStickArea(const tString &asName, cInit *apInit);
~cAreaLoader_GameStickArea();
iEntity3D *Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform, cWorld3D *apWorld);
private:
cInit *mpInit;
};
#endif // GAME_GAME_STICK_AREA_H
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