/* 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_DAMAGE_AREA_H #define GAME_GAME_DAMAGE_AREA_H #include "hpl1/engine/engine.h" #include "hpl1/penumbra-overture/GameEntity.h" using namespace hpl; //------------------------------------------ class cGameDamageArea_SaveData : public iGameEntity_SaveData { kSerializableClassInit(cGameDamageArea_SaveData); public: cVector3f mvSize; float mfDamage; float mfUpdatesPerSec; int mlStrength; bool mbDisableObjects; bool mbDisableEnemies; iGameEntity *CreateEntity(); }; //------------------------------------------ class cGameDamageArea : public iGameEntity { typedef iGameEntity super; friend class cAreaLoader_GameDamageArea; public: cGameDamageArea(cInit *apInit, const tString &asName); ~cGameDamageArea(void); void OnPlayerPick(); void Update(float afTimeStep); void SetDamage(float afX) { mfDamage = afX; } void SetUpdatesPerSec(float afX) { mfUpdatesPerSec = afX; } void SetStrength(int alX) { mlStrength = alX; } void SetDisableObjects(bool abX) { mbDisableObjects = abX; } void SetDisableEnemies(bool abX) { mbDisableEnemies = abX; } // SaveObject implementation iGameEntity_SaveData *CreateSaveData(); void SaveToSaveData(iGameEntity_SaveData *apSaveData); void LoadFromSaveData(iGameEntity_SaveData *apSaveData); void SetupSaveData(iGameEntity_SaveData *apSaveData); private: float mfDamage; float mfUpdatesPerSec; int mlStrength; bool mbDisableObjects; bool mbDisableEnemies; float mfUpdateCount; }; //------------------------------------------ class cAreaLoader_GameDamageArea : public iArea3DLoader { public: cAreaLoader_GameDamageArea(const tString &asName, cInit *apInit); ~cAreaLoader_GameDamageArea(); iEntity3D *Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform, cWorld3D *apWorld); private: cInit *mpInit; }; #endif // GAME_GAME_DAMAGE_AREA_H