/* 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_HUD_MODEL_WEAPON_H #define GAME_HUD_MODEL_WEAPON_H #include "hpl1/engine/engine.h" #include "hpl1/penumbra-overture/GameTypes.h" #include "hpl1/penumbra-overture/PlayerHands.h" using namespace hpl; class cMeleeWeaponAttack { public: cHudModelPose mStart; cHudModelPose mEnd; float mfAttackLength; float mfChargeLength; float mfTimeOfAttack; float mfMaxImpulse; float mfMinImpulse; float mfMinMass; float mfMaxMass; float mfMinDamage; float mfMaxDamage; cVector3f mvSpinMul; float mfDamageRange; cVector3f mvDamageSize; float mfAttackRange; float mfAttackSpeed; int mlAttackStrength; tString msHitPS; int mlHitPSPrio; tString msSwingSound; tString msChargeSound; tString msHitSound; iCollideShape *mpCollider; cBoundingVolume mBV; }; //------------------------------------------- class cMeleeRayCallback : public iPhysicsRayCallback { public: void Reset(); bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams); iPhysicsBody *mpClosestBody; float mfShortestDist; cVector3f mvPosition; cVector3f mvNormal; }; //------------------------------------------- class cHudModel_WeaponMelee : public iHudModel { friend class cPlayerHands; public: cHudModel_WeaponMelee(); void LoadData(TiXmlElement *apRootElem); void OnAttackDown(); void OnAttackUp(); bool OnMouseMove(const cVector2f &avMovement); bool UpdatePoseMatrix(cMatrixf &aPoseMtx, float afTimeStep); void PostSceneDraw(); bool IsAttacking(); cVector3f GetHapticSize() { return mvHapticSize; } float GetHapticScale() { return mfHapticScale; } cVector3f GetHapticRot() { return mvHapticRot; } cMeleeWeaponAttack *GetAttack(int alX) { return &mvAttacks[alX]; } private: void ResetExtraData(); void Attack(); void HitBody(iPhysicsBody *apBody); void PlaySound(const tString &asSound); void LoadExtraEntites(); void DestroyExtraEntities(); bool mbDrawDebug; int mlCurrentAttack; int mlAttackState; float mfTime; float mfHapticScale; cVector3f mvHapticSize; cVector3f mvHapticRot; cMatrixf m_mtxPrevPose; cMatrixf m_mtxNextPose; float mfMoveSpeed; bool mbButtonDown; bool mbAttacked; cMeleeRayCallback mRayCallback; Common::Array mvAttacks; }; //------------------------------------------- #endif // GAME_HUD_MODEL_WEAPON_H