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125
engines/hpl1/penumbra-overture/AttackHandler.h
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125
engines/hpl1/penumbra-overture/AttackHandler.h
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/* 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_ATTACK_HANDLER_H
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#define GAME_ATTACK_HANDLER_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameTypes.h"
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using namespace hpl;
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class cInit;
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class cMapHandler;
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class cGameSwingDoor;
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//---------------------------
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#define eAttackTargetFlag_None 0
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#define eAttackTargetFlag_Player (1 << 0)
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#define eAttackTargetFlag_Enemy (1 << 1)
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#define eAttackTargetFlag_Bodies (1 << 2)
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typedef tFlag eAttackTargetFlag;
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//---------------------------
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class cAttackRayCallback : public iPhysicsRayCallback {
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public:
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cAttackRayCallback();
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void Reset();
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bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
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eAttackTargetFlag mTarget;
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iPhysicsBody *mpSkipBody;
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iPhysicsBody *mpClosestBody;
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float mfShortestDist;
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cVector3f mvPosition;
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bool mbSkipCharacter;
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};
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//---------------------------
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class cSplashDamageBlockCheck : public iPhysicsRayCallback {
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public:
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cSplashDamageBlockCheck(cInit *apInit);
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bool CheckBlock(const cVector3f &avStart, const cVector3f &avEnd);
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bool BeforeIntersect(iPhysicsBody *pBody);
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bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams);
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private:
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cInit *mpInit;
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bool mbIntersected;
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};
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//---------------------------
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class cAttackHandler : public iUpdateable {
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public:
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cAttackHandler(cInit *apInit);
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~cAttackHandler();
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bool CreateLineAttack(const cVector3f &avStart, const cVector3f &avEnd, float afDamage,
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eAttackTargetFlag aTarget, iPhysicsBody *apSkipBody,
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iPhysicsBody **apPickedBody = NULL);
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bool CreateShapeAttack(iCollideShape *apShape, const cMatrixf &a_mtxOffset,
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const cVector3f &avOrigin, float afDamage,
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float afMinMass, float afMaxMass, float afMinImpulse, float afMaxImpulse,
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int alStrength,
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eAttackTargetFlag aTarget, iPhysicsBody *apSkipBody);
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bool CreateLineDestroyBody(const cVector3f &avStart, const cVector3f &avEnd, float afStrength,
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float afForce, iPhysicsBody *apSkipBody, iPhysicsBody **apPickedBody = NULL);
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void CreateSplashDamage(const cVector3f &avCenter, float afRadius, float afMinDamage,
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float afMaxDamge, float afMinForce, float afMaxForce,
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float afMaxImpulse,
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unsigned int aTarget, float afMinMass,
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int alStrength);
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cGameSwingDoor *GetLastSwingDoor() { return mpLastSwingDoor; }
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void OnStart();
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void Update(float afTimeStep);
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void Reset();
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private:
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cInit *mpInit;
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cMapHandler *mpMapHandler;
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cGameSwingDoor *mpLastSwingDoor;
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cAttackRayCallback mRayCallback;
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cSplashDamageBlockCheck *mpSplashBlockCheck;
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};
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#endif // GAME_ATTACK_HANDLER_H
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