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199
engines/hpl1/penumbra-overture/PlayerHands.h
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199
engines/hpl1/penumbra-overture/PlayerHands.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_PLAYER_HANDS_H
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#define GAME_PLAYER_HANDS_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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//------------------------------------------------
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class cHudModelPose {
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public:
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cHudModelPose() {}
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cHudModelPose(const cVector3f &avPos, const cVector3f &avRot) {
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mvPos = avPos;
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mvRot = avRot;
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}
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cMatrixf ToMatrix() {
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cMatrixf mtxPose = cMath::MatrixRotate(mvRot, eEulerRotationOrder_XYZ);
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mtxPose.SetTranslation(mvPos);
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return mtxPose;
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}
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cVector3f mvPos;
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cVector3f mvRot;
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};
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//------------------------------------------------
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enum eHudModelState {
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eHudModelState_Idle,
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eHudModelState_Equip,
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eHudModelState_Unequip
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};
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//------------------------------------------------
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cHudModelPose GetPoseFromElem(const tString &asName, TiXmlElement *apElem);
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cMatrixf InterpolatePosesToMatrix(float afT, const cHudModelPose &aPoseA, const cHudModelPose &aPoseB);
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//------------------------------------------------
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class iHudModel {
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friend class cPlayerHands;
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public:
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iHudModel(ePlayerHandType aType);
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virtual ~iHudModel() = default;
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cMeshEntity *GetEntity() { return mpEntity; }
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void LoadEntities();
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void DestroyEntities();
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void EquipEffect(bool abJustCreated);
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void UnequipEffect();
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void Reset();
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tString msName;
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tString msModelFile;
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cHudModelPose mEquipPose;
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cHudModelPose mUnequipPose;
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tString msEquipSound;
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tString msUnequipSound;
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float mfEquipTime;
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float mfUnequipTime;
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eHudModelState GetState() { return mState; }
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Common::Array<cParticleSystem3D *> mvParticleSystems;
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Common::Array<cBillboard *> mvBillboards;
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Common::Array<iLight3D *> mvLights;
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Common::Array<cColor> mvLightColors;
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Common::Array<float> mvLightRadii;
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Common::Array<cSoundEntity *> mvSoundEntities;
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virtual void LoadData(TiXmlElement *apRootElem) = 0;
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protected:
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virtual void ResetExtraData() = 0;
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virtual bool UpdatePoseMatrix(cMatrixf &aPoseMtx, float afTimeStep) { return false; }
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virtual void LoadExtraEntites() {}
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virtual void DestroyExtraEntities() {}
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virtual void PostSceneDraw() {}
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ePlayerHandType mType;
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cInit *mpInit;
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cMesh *mpMesh;
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cMeshEntity *mpEntity;
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eHudModelState mState;
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float mfTime;
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tString msNextModel;
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};
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//------------------------------------------------
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class cHudModel_Normal : iHudModel {
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friend class cPlayerHands;
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public:
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cHudModel_Normal() : iHudModel(ePlayerHandType_Normal) {}
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virtual ~cHudModel_Normal() = default;
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void LoadData(TiXmlElement *apRootElem) {}
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void ResetExtraData() {}
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};
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//------------------------------------------------
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typedef Common::StableMap<tString, iHudModel *> tHudModelMap;
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typedef tHudModelMap::iterator tHudModelMapIt;
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//------------------------------------------------
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class cPlayerHands : public iUpdateable {
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public:
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cPlayerHands(cInit *apInit);
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~cPlayerHands();
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void OnStart();
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void Update(float afTimeStep);
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void Reset();
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void OnDraw();
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void OnWorldExit();
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void OnWorldLoad();
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void AddHudModel(iHudModel *apHudModel);
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bool AddModelFromFile(const tString &asFile);
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iHudModel *GetModel(const tString &asName);
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void SetCurrentModel(int alNum, const tString &asName);
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iHudModel *GetCurrentModel(int alNum) { return mvCurrentHudModels[alNum]; }
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private:
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void UpdatePrevPositions();
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cInit *mpInit;
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cMeshManager *mpMeshManager;
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tVector3fList mlstPositions;
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tVector3fList mlstRotations;
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int mlMaxPositions;
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int mlMaxRotations;
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cVector3f mvSmoothCameraPos;
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cVector3f mvSmoothCameraRot;
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tHudModelMap m_mapHudModels;
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iHudModel *mvCurrentHudModels[2];
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int mlCurrentModelNum;
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};
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#endif // GAME_PLAYER_HANDS_H
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