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engines/hpl1/penumbra-overture/GameLamp.h
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150
engines/hpl1/penumbra-overture/GameLamp.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_GAME_LAMP_H
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#define GAME_GAME_LAMP_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 cGameLamp_SaveData : public iGameEntity_SaveData {
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kSerializableClassInit(cGameLamp_SaveData);
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public:
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bool mbLit;
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tString msLitChangeCallback;
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bool mbFlickering;
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iGameEntity *CreateEntity();
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};
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//----------------------------------------------
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class cGameLamp_PS {
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public:
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tString msName;
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tString msDataName;
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cMatrixf m_mtxTransform;
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};
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//----------------------------------------------
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class cGameLamp : public iGameEntity {
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typedef iGameEntity super;
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friend class cEntityLoader_GameLamp;
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public:
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cGameLamp(cInit *apInit, const tString &asName);
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~cGameLamp(void);
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void OnPlayerInteract();
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void OnPlayerPick();
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bool OnUseItem(cInventoryItem *apItem);
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void Update(float afTimeStep);
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void SetLitChangeCallback(const tString &asCallback) { msLitChangeCallback = asCallback; }
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void SetLit(bool abX, bool abFade);
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void SetFlicker(bool abX);
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void Init();
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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 SetUpFlicker(int alIdx);
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bool mbLit;
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float mfAlpha;
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float mfTurnOnTime;
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float mfTurnOffTime;
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bool mbInteractOff;
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bool mbInteractOn;
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tString msTurnOnSound;
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tString msTurnOffSound;
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tString msOnItem;
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tString msOffItem;
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tString msLitChangeCallback;
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tString msOffMaterialName;
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tString msOffSubMesh;
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iMaterial *mpOffMaterial;
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iMaterial *mpOnMaterial;
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cSubMeshEntity *mpSubMesh;
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// Flickering
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bool mbFlickering;
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tString msFlickerOffSound;
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tString msFlickerOnSound;
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tString msFlickerOffPS;
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tString msFlickerOnPS;
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float mfFlickerOnMinLength;
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float mfFlickerOffMinLength;
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float mfFlickerOnMaxLength;
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float mfFlickerOffMaxLength;
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cColor mFlickerOffColor;
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float mfFlickerOffRadius;
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bool mbFlickerFade;
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float mfFlickerOnFadeLength;
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float mfFlickerOffFadeLength;
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// Init data
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Common::Array<cColor> mvLightColors;
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Common::Array<cColor> mvBBColors;
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Common::Array<cGameLamp_PS> mvParticleSystemNames;
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};
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//--------------------------------------
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class cEntityLoader_GameLamp : public cEntityLoader_Object {
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public:
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cEntityLoader_GameLamp(const tString &asName, cInit *apInit);
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~cEntityLoader_GameLamp();
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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_LAMP_H
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