/* 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_ITEM_H #define GAME_GAME_ITEM_H #include "hpl1/engine/engine.h" #include "hpl1/penumbra-overture/GameEntity.h" using namespace hpl; //----------------------------------------- class cGameItem_SaveData : public iGameEntity_SaveData { kSerializableClassInit(cGameItem_SaveData); public: bool mbHasBeenFlashed; float mfEnterFlashDist; float mfExitFlashDist; iGameEntity *CreateEntity(); }; //------------------------------------------ class cGameItem_InViewRay : public iPhysicsRayCallback { public: void SetUp(iPhysicsBody *apSkipBody); bool OnIntersect(iPhysicsBody *pBody, cPhysicsRayParams *apParams); bool mbIntersected; iPhysicsBody *mpSkipBody; }; //------------------------------------------ class cGameItem : public iGameEntity { typedef iGameEntity super; friend class cEntityLoader_GameItem; public: cGameItem(cInit *apInit, const tString &asName); ~cGameItem(void); void OnWorldLoad(); void OnPlayerPick(); void OnPlayerInteract(); void Update(float afTimeStep); void OnPostSceneDraw(); float GetFlashAlpha() { return mfFlashAlpha; } const tString &GetImageFile() { return msImageFile; } eGameItemType GetItemType() { return mItemType; } bool CanBeDropped() { return mbCanBeDropped; } bool HasCount() { return mbHasCount; } int GetCount() { return mlCount; } tString GetHudModelFile() { return msHudModelFile; } tString GetHudModelName() { return msHudModelName; } // SaveObject implementation iGameEntity_SaveData *CreateSaveData(); void SaveToSaveData(iGameEntity_SaveData *apSaveData); void LoadFromSaveData(iGameEntity_SaveData *apSaveData); private: bool IsInView(float afMinDist); tString msImageFile; eGameItemType mItemType; bool mbCanBeDropped; bool mbHasCount; int mlCount; float mfCheckFlashCount; float mfCheckFlashMax; float mfStartFlashCount; float mfFlashAlpha; float mfFlashAlphaAdd; bool mbHasBeenFlashed; float mfEnterFlashDist; float mfExitFlashDist; bool mbSkipRayCheck; cGameItem_InViewRay mRayCallback; tString msHudModelFile; tString msHudModelName; tString msPickUpSound; }; //-------------------------------------- class cEntityLoader_GameItem : public cEntityLoader_Object { public: cEntityLoader_GameItem(const tString &asName, cInit *apInit); ~cEntityLoader_GameItem(); static eGameItemType ToItemType(const char *apString); private: void BeforeLoad(TiXmlElement *apRootElem, const cMatrixf &a_mtxTransform, cWorld3D *apWorld); void AfterLoad(TiXmlElement *apRootElem, const cMatrixf &a_mtxTransform, cWorld3D *apWorld); cInit *mpInit; }; #endif // GAME_GAME_ITEM_H