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