/* 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_LAMP_H #define GAME_GAME_LAMP_H #include "hpl1/engine/engine.h" #include "hpl1/penumbra-overture/GameEntity.h" using namespace hpl; //---------------------------------------------- class cGameLamp_SaveData : public iGameEntity_SaveData { kSerializableClassInit(cGameLamp_SaveData); public: bool mbLit; tString msLitChangeCallback; bool mbFlickering; iGameEntity *CreateEntity(); }; //---------------------------------------------- class cGameLamp_PS { public: tString msName; tString msDataName; cMatrixf m_mtxTransform; }; //---------------------------------------------- class cGameLamp : public iGameEntity { typedef iGameEntity super; friend class cEntityLoader_GameLamp; public: cGameLamp(cInit *apInit, const tString &asName); ~cGameLamp(void); void OnPlayerInteract(); void OnPlayerPick(); bool OnUseItem(cInventoryItem *apItem); void Update(float afTimeStep); void SetLitChangeCallback(const tString &asCallback) { msLitChangeCallback = asCallback; } void SetLit(bool abX, bool abFade); void SetFlicker(bool abX); void Init(); // SaveObject implementation iGameEntity_SaveData *CreateSaveData(); void SaveToSaveData(iGameEntity_SaveData *apSaveData); void LoadFromSaveData(iGameEntity_SaveData *apSaveData); private: void SetUpFlicker(int alIdx); bool mbLit; float mfAlpha; float mfTurnOnTime; float mfTurnOffTime; bool mbInteractOff; bool mbInteractOn; tString msTurnOnSound; tString msTurnOffSound; tString msOnItem; tString msOffItem; tString msLitChangeCallback; tString msOffMaterialName; tString msOffSubMesh; iMaterial *mpOffMaterial; iMaterial *mpOnMaterial; cSubMeshEntity *mpSubMesh; // Flickering bool mbFlickering; tString msFlickerOffSound; tString msFlickerOnSound; tString msFlickerOffPS; tString msFlickerOnPS; float mfFlickerOnMinLength; float mfFlickerOffMinLength; float mfFlickerOnMaxLength; float mfFlickerOffMaxLength; cColor mFlickerOffColor; float mfFlickerOffRadius; bool mbFlickerFade; float mfFlickerOnFadeLength; float mfFlickerOffFadeLength; // Init data Common::Array mvLightColors; Common::Array mvBBColors; Common::Array mvParticleSystemNames; }; //-------------------------------------- class cEntityLoader_GameLamp : public cEntityLoader_Object { public: cEntityLoader_GameLamp(const tString &asName, cInit *apInit); ~cEntityLoader_GameLamp(); 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_LAMP_H