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https://github.com/scummvm/scummvm.git
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277 lines
5.9 KiB
C++
277 lines
5.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#ifndef GAME_GAME_OBJECT_H
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#define GAME_GAME_OBJECT_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameEntity.h"
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using namespace hpl;
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//-----------------------------------------
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class iGameEnemy;
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//-----------------------------------------
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class cGameObject_SaveData : public iGameEntity_SaveData {
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kSerializableClassInit(cGameObject_SaveData);
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public:
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eObjectInteractMode mInteractMode;
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iGameEntity *CreateEntity();
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};
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//------------------------------------------
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class cGameObject;
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class cGameObjectBodyCallback : public iPhysicsBodyCallback {
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public:
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cGameObjectBodyCallback(cInit *apInit, cGameObject *apObject);
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bool OnBeginCollision(iPhysicsBody *apBody, iPhysicsBody *apCollideBody);
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void OnCollide(iPhysicsBody *apBody, iPhysicsBody *apCollideBody, cPhysicsContactData *apContactData);
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cInit *mpInit;
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cGameObject *mpObject;
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};
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//--------------------------------------
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class cObjectDisappearProperties {
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public:
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cObjectDisappearProperties() {
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mbActive = false;
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}
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bool mbActive;
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float mfMinTime;
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float mfMaxTime;
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float mfTime;
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float mfMinDistance;
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float mfMinCloseDistance;
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};
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//--------------------------------------
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class cObjectBreakProperties {
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public:
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cObjectBreakProperties() {
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mbActive = false;
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}
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bool mbActive;
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tString msEntity;
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tString msSound;
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tString msPS;
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float mfMinImpulse;
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float mfMinNormalSpeed;
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float mfMinPlayerImpulse;
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float mfCenterForce;
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bool mbExplosion;
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float mfExpl_Radius;
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float mfExpl_MinDamage;
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float mfExpl_MaxDamage;
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float mfExpl_MinForce;
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float mfExpl_MaxForce;
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float mfExpl_MaxImpulse;
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float mfExpl_MinMass;
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int mlExpl_Strength;
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bool mbLightFlash;
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cColor mLight_Color;
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float mfLight_Radius;
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float mfLight_AddTime;
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float mfLight_NegTime;
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cVector3f mvLight_Offset;
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bool mbEarRing;
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float mfEarRing_MaxDist;
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float mfEarRing_Time;
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};
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//--------------------------------------
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class cObjectAttractProperties {
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public:
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cObjectAttractProperties() {
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mbActive = false;
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}
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bool mbActive;
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float mfDistance;
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tStringVec mvSubtypes;
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bool mbIsEaten;
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float mfEatLength;
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};
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//--------------------------------------
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class cObjectDamageProperties {
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public:
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cObjectDamageProperties() {
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mbActive = false;
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}
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bool mbActive;
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float mfMinLinearDamageSpeed;
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float mfMinAngularDamageSpeed;
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float mfMaxLinearDamageSpeed;
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float mfMaxAngularDamageSpeed;
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float mfMinDamage;
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float mfMaxDamage;
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int mlDamageStrength;
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};
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//--------------------------------------
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class cGameObject : public iGameEntity {
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typedef iGameEntity super;
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friend class cEntityLoader_GameObject;
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friend class cGameObjectBodyCallback;
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public:
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cGameObject(cInit *apInit, const tString &asName);
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~cGameObject(void);
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void OnPlayerInteract();
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void OnPlayerPick();
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bool IsSaved() {
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if (mDisappearProps.mbActive)
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return false;
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return mbIsSaved;
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}
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void Update(float afTimeStep);
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void BreakAction();
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void OnDeath(float afDamage);
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bool IsBreakable() { return mBreakProps.mbActive; }
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void OnPlayerGravityCollide(iCharacterBody *apCharBody, cCollideData *apCollideData);
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void SetInteractMode(eObjectInteractMode aInteractMode);
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eObjectInteractMode GetInteractMode() { return mInteractMode; }
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void SetupBreakObject();
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bool IsDestroyable() { return mbDestroyable; }
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float GetDestroyStrength() { return mfDestroyStrength; }
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const tString &GetDestroySound() { return msDestoySound; }
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void SetupForceOffset();
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// SaveObject implementation
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iGameEntity_SaveData *CreateSaveData();
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void SaveToSaveData(iGameEntity_SaveData *apSaveData);
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void LoadFromSaveData(iGameEntity_SaveData *apSaveData);
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private:
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void GrabObject();
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void MoveObject();
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float GetMoveDist();
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void PushObject();
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float GetPushDist();
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void UpdateAttraction(float afTimeStep);
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Hpl1::Std::set<iGameEnemy *> m_setAttractedEnemies;
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iGameEnemy *mpCurrentAttraction;
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float mfAttractCount;
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eObjectInteractMode mInteractMode;
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float mfForwardUpMul;
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float mfForwardRightMul;
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float mfUpMul;
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float mfRightMul;
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bool mbPickAtPoint;
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bool mbRotateWithPlayer;
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bool mbUseNormalMass;
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float mfGrabMassMul;
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bool mbCanBeThrown;
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bool mbCanBePulled;
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bool mbIsMover;
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bool mbDestroyable;
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float mfDestroyStrength;
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tString msDestoySound;
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bool mbForceLightOffset;
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cVector3f mvLightOffset;
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tMatrixfVec mvLightLocalOffsets;
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float mfHapticTorqueMul;
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float mfCloseToSameCount;
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cObjectBreakProperties mBreakProps;
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cObjectDisappearProperties mDisappearProps;
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cObjectAttractProperties mAttractProps;
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cObjectDamageProperties mDamageProps;
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cGameObjectBodyCallback *mpBodyCallback;
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};
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//--------------------------------------
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class cEntityLoader_GameObject : public cEntityLoader_Object {
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public:
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cEntityLoader_GameObject(const tString &asName, cInit *apInit);
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~cEntityLoader_GameObject();
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static eObjectInteractMode ToInteractMode(const char *apString);
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private:
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void BeforeLoad(TiXmlElement *apRootElem, const cMatrixf &a_mtxTransform, cWorld3D *apWorld);
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void AfterLoad(TiXmlElement *apRootElem, const cMatrixf &a_mtxTransform, cWorld3D *apWorld);
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cInit *mpInit;
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};
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#endif // GAME_GAME_OBJECT_H
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