1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114
|
/* 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_SWING_DOOR_H
#define GAME_GAME_SWING_DOOR_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameEntity.h"
using namespace hpl;
//----------------------------------------------
class cGameSwingDoor_SaveData : public iGameEntity_SaveData {
kSerializableClassInit(cGameSwingDoor_SaveData);
public:
bool mbLocked;
tString msBreakSound;
tString msBreakEntity;
tString msBreakPS;
iGameEntity *CreateEntity();
};
//----------------------------------------------
class cGameSwingJointDefault {
public:
float mfMin;
float mfMax;
};
//----------------------------------------------
class cGameSwingDoor : public iGameEntity {
typedef iGameEntity super;
friend class cEntityLoader_GameSwingDoor;
public:
cGameSwingDoor(cInit *apInit, const tString &asName);
~cGameSwingDoor(void);
void OnPlayerInteract();
void OnPlayerPick();
void Update(float afTimeStep);
void OnDamage(float afDamage);
void OnDeath(float afDamage);
void BreakAction();
void SetupBreakObject();
void SetupPhysics(cWorld3D *apWorld);
void SetLocked(bool abX);
// SaveObject implementation
iGameEntity_SaveData *CreateSaveData();
void SaveToSaveData(iGameEntity_SaveData *apSaveData);
void LoadFromSaveData(iGameEntity_SaveData *apSaveData);
private:
Common::Array<iPhysicsController *> mvStopControllers;
Common::Array<cGameSwingJointDefault> mvJointDefaults;
bool mbLocked;
tString msBreakSound;
tString msBreakEntity;
tString msBreakPS;
};
//--------------------------------------
class cEntityLoader_GameSwingDoor : public cEntityLoader_Object {
public:
cEntityLoader_GameSwingDoor(const tString &asName, cInit *apInit);
~cEntityLoader_GameSwingDoor();
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_SWING_DOOR_H
|