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114 lines
2.9 KiB
C++
114 lines
2.9 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_SWING_DOOR_H
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#define GAME_GAME_SWING_DOOR_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 cGameSwingDoor_SaveData : public iGameEntity_SaveData {
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kSerializableClassInit(cGameSwingDoor_SaveData);
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public:
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bool mbLocked;
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tString msBreakSound;
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tString msBreakEntity;
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tString msBreakPS;
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iGameEntity *CreateEntity();
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};
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//----------------------------------------------
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class cGameSwingJointDefault {
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public:
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float mfMin;
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float mfMax;
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};
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//----------------------------------------------
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class cGameSwingDoor : public iGameEntity {
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typedef iGameEntity super;
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friend class cEntityLoader_GameSwingDoor;
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public:
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cGameSwingDoor(cInit *apInit, const tString &asName);
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~cGameSwingDoor(void);
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void OnPlayerInteract();
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void OnPlayerPick();
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void Update(float afTimeStep);
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void OnDamage(float afDamage);
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void OnDeath(float afDamage);
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void BreakAction();
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void SetupBreakObject();
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void SetupPhysics(cWorld3D *apWorld);
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void SetLocked(bool abX);
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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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Common::Array<iPhysicsController *> mvStopControllers;
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Common::Array<cGameSwingJointDefault> mvJointDefaults;
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bool mbLocked;
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tString msBreakSound;
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tString msBreakEntity;
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tString msBreakPS;
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};
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//--------------------------------------
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class cEntityLoader_GameSwingDoor : public cEntityLoader_Object {
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public:
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cEntityLoader_GameSwingDoor(const tString &asName, cInit *apInit);
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~cEntityLoader_GameSwingDoor();
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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_SWING_DOOR_H
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