/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * This program is free software: you can redistribute it and/or modify * it under the terms of the GNU General Public License as published by * the Free Software Foundation, either version 3 of the License, or * (at your option) any later version. * * This program is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the * GNU General Public License for more details. * * You should have received a copy of the GNU General Public License * along with this program. If not, see . * */ /* * Copyright (C) 2006-2010 - Frictional Games * * This file is part of Penumbra Overture. */ #ifndef GAME_GAME_AREA_H #define GAME_GAME_AREA_H #include "hpl1/engine/engine.h" #include "hpl1/penumbra-overture/GameEntity.h" using namespace hpl; //----------------------------------------- class cGameArea_SaveData : public iGameEntity_SaveData { kSerializableClassInit(cGameArea_SaveData); public: cVector3f mvSize; bool mbUseCustomIcon; eCrossHairState mCustomIcon; iGameEntity *CreateEntity(); }; //------------------------------------------ class cGameArea : public iGameEntity { typedef iGameEntity super; friend class cAreaLoader_GameArea; public: cGameArea(cInit *apInit, const tString &asName); ~cGameArea(void); void OnPlayerPick(); void SetCustomIcon(eCrossHairState aIcon); eCrossHairState GetCustomIcon() { return mCustomIcon; } bool GetUsesCustomIcon() { return mbUseCustomIcon; } // SaveObject implementation iGameEntity_SaveData *CreateSaveData(); void SaveToSaveData(iGameEntity_SaveData *apSaveData); void LoadFromSaveData(iGameEntity_SaveData *apSaveData); private: bool mbUseCustomIcon; eCrossHairState mCustomIcon; }; //------------------------------------------ class cAreaLoader_GameArea : public iArea3DLoader { public: cAreaLoader_GameArea(const tString &asName, cInit *apInit); ~cAreaLoader_GameArea(); iEntity3D *Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform, cWorld3D *apWorld); private: cInit *mpInit; }; #endif // GAME_GAME_AREA_H