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122
engines/hpl1/penumbra-overture/GameLiquidArea.h
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122
engines/hpl1/penumbra-overture/GameLiquidArea.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_LIQUID_AREA_H
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#define GAME_GAME_LIQUID_AREA_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 cGameLiquidArea_SaveData : public iGameEntity_SaveData {
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kSerializableClassInit(cGameLiquidArea_SaveData);
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public:
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cVector3f mvSize;
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float mfDensity;
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float mfLinearViscosity;
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float mfAngularViscosity;
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cColor mColor;
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tString msPhysicsMaterial;
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cPlanef mSurfacePlane;
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bool mbHasWaves;
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iGameEntity *CreateEntity();
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};
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//------------------------------------------
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class cGameLiquidArea : public iGameEntity {
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typedef iGameEntity super;
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friend class cAreaLoader_GameLiquidArea;
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public:
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cGameLiquidArea(cInit *apInit, const tString &asName);
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~cGameLiquidArea(void);
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void OnPlayerPick();
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void Update(float afTimeStep);
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void SetDensity(float afX) { mfDensity = afX; }
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void SetLinearViscosity(float afX) { mfLinearViscosity = afX; }
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void SetAngularViscosity(float afX) { mfAngularViscosity = afX; }
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void SetPhysicsMaterial(const tString asName);
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void SetColor(const cColor &aColor) { mColor = aColor; }
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void SetHasWaves(bool abX) { mbHasWaves = abX; }
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void Setup();
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iPhysicsMaterial *GetPhysicsMaterial() { return mpPhysicsMaterial; }
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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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void SetupSaveData(iGameEntity_SaveData *apSaveData);
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private:
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void SplashEffect(iPhysicsBody *apBody);
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float mfDensity;
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float mfLinearViscosity;
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float mfAngularViscosity;
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cColor mColor;
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iPhysicsMaterial *mpPhysicsMaterial;
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bool mbHasWaves;
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float mfWaveAmp;
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float mfWaveFreq;
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float mfTimeCount;
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cPlanef mSurfacePlane;
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};
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//------------------------------------------
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class cAreaLoader_GameLiquidArea : public iArea3DLoader {
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public:
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cAreaLoader_GameLiquidArea(const tString &asName, cInit *apInit);
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~cAreaLoader_GameLiquidArea();
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iEntity3D *Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform, cWorld3D *apWorld);
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private:
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cInit *mpInit;
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};
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#endif // GAME_GAME_DAMAGE_AREA_H
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