/* 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_STICK_AREA_H #define GAME_GAME_STICK_AREA_H #include "hpl1/engine/engine.h" #include "hpl1/penumbra-overture/GameEntity.h" using namespace hpl; //------------------------------------------ class cGameStickArea_SaveData : public iGameEntity_SaveData { kSerializableClassInit(cGameStickArea_SaveData); public: cVector3f mvSize; tString msAttachFunction; tString msDetachFunction; tString msAttachSound; tString msDetachSound; tString msAttachPS; tString msDetachPS; bool mbCanDeatch; tString msAttachedBody; bool mbCheckCenterInArea; float mfPoseTime; float mfSetMtxTime; iGameEntity *CreateEntity(); }; //------------------------------------------ class cGameStickArea : public iGameEntity { typedef iGameEntity super; friend class cAreaLoader_GameStickArea; public: cGameStickArea(cInit *apInit, const tString &asName); ~cGameStickArea(void); void OnPlayerPick(); void Update(float afTimeStep); void OnPostSceneDraw(); iPhysicsBody *GetAttachedBody() { return mpAttachedBody; } void DetachBody(); void SetAttachFunction(const tString &asX) { msAttachFunction = asX; } void SetDetachFunction(const tString &asX) { msDetachFunction = asX; } void SetAttachSound(const tString &asX) { msAttachSound = asX; } void SetDetachSound(const tString &asX) { msDetachSound = asX; } void SetAttachPS(const tString &asX) { msAttachPS = asX; } void SetDetachPS(const tString &asX) { msDetachPS = asX; } void SetCanDeatch(bool abX) { mbCanDeatch = abX; } bool GetCanDeatch(); void SetCheckCenterInArea(bool abX) { mbCheckCenterInArea = abX; } void SetPoseTime(float afX) { mfPoseTime = afX; } void SetMoveBody(bool abX) { mbMoveBody = abX; } bool GetMoveBody() { return mbMoveBody; } void SetRotateBody(bool abX) { mbRotateBody = abX; } bool GetRotateBody() { return mbRotateBody; } tString GetCallbackFunc(const tString &asFunc, iPhysicsBody *apBody); static bool mbAllowAttachment; // SaveObject implementation iGameEntity_SaveData *CreateSaveData(); void SaveToSaveData(iGameEntity_SaveData *apSaveData); void LoadFromSaveData(iGameEntity_SaveData *apSaveData); void SetupSaveData(iGameEntity_SaveData *apSaveData); private: tString msAttachFunction; tString msDetachFunction; tString msAttachSound; tString msDetachSound; tString msAttachPS; tString msDetachPS; bool mbMoveBody; bool mbRotateBody; bool mbCheckCenterInArea; float mfPoseTime; bool mbCanDeatch; bool mbBodyGravity; float mfBodyMass; iPhysicsBody *mpAttachedBody; iPhysicsBody *mpLastAttachedBody; float mfSetMtxTime; cMatrixf mtxAttachedStart; }; //------------------------------------------ class cAreaLoader_GameStickArea : public iArea3DLoader { public: cAreaLoader_GameStickArea(const tString &asName, cInit *apInit); ~cAreaLoader_GameStickArea(); iEntity3D *Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform, cWorld3D *apWorld); private: cInit *mpInit; }; #endif // GAME_GAME_STICK_AREA_H