/* 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_FORCE_AREA_H #define GAME_GAME_FORCE_AREA_H #include "hpl1/engine/engine.h" #include "hpl1/penumbra-overture/GameEntity.h" using namespace hpl; //------------------------------------------ class cGameForceArea_SaveData : public iGameEntity_SaveData { kSerializableClassInit(cGameForceArea_SaveData); public: cVector3f mvSize; float mfMaxForce; float mfConstant; float mfDestSpeed; float mfMaxMass; bool mbMulWithMass; bool mbAffectCharacters; bool mbAffectBodies; bool mbForceAtPoint; iGameEntity *CreateEntity(); }; //------------------------------------------ class cGameForceArea : public iGameEntity { typedef iGameEntity super; friend class cAreaLoader_GameForceArea; public: cGameForceArea(cInit *apInit, const tString &asName); ~cGameForceArea(void); void Setup(); void Update(float afTimeStep); void OnPostSceneDraw(); void SetMaxForce(float afX) { mfMaxForce = afX; } void SetConstant(float afX) { mfConstant = afX; } void SetDestSpeed(float afX) { mfDestSpeed = afX; } void SetMaxMass(float afX) { mfMaxMass = afX; } void SetMulWithMass(bool abX) { mbMulWithMass = abX; } void SetAffectCharacters(bool abX) { mbAffectCharacters = abX; } void SetAffectBodies(bool abX) { mbAffectBodies = abX; } void SetForceAtPoint(bool abX) { mbForceAtPoint = abX; } // SaveObject implementation iGameEntity_SaveData *CreateSaveData(); void SaveToSaveData(iGameEntity_SaveData *apSaveData); void LoadFromSaveData(iGameEntity_SaveData *apSaveData); void SetupSaveData(iGameEntity_SaveData *apSaveData); private: float mfMaxForce; float mfConstant; float mfDestSpeed; float mfMaxMass; bool mbMulWithMass; bool mbAffectCharacters; bool mbAffectBodies; bool mbForceAtPoint; cVector3f mvUp; }; //------------------------------------------ class cAreaLoader_GameForceArea : public iArea3DLoader { public: cAreaLoader_GameForceArea(const tString &asName, cInit *apInit); ~cAreaLoader_GameForceArea(); iEntity3D *Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform, cWorld3D *apWorld); private: cInit *mpInit; }; #endif // GAME_GAME_DAMAGE_AREA_H