/* 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 . * */ /* * This file is based on WME Lite. * http://dead-code.org/redir.php?target=wmelite * Copyright (c) 2011 Jan Nedoma */ #ifndef WINTERMUTE_PARTFORCE_H #define WINTERMUTE_PARTFORCE_H #include "engines/wintermute/base/base.h" #include "engines/wintermute/base/base_named_object.h" #include "engines/wintermute/base/gfx/xmath.h" namespace Wintermute { class PartForce : public BaseNamedObject { public: enum TForceType { FORCE_POINT, FORCE_GLOBAL }; PartForce(BaseGame *inGame); ~PartForce() override; DXVector2 _pos; DXVector2 _direction; TForceType _type; bool persist(BasePersistenceManager *persistMgr) override; }; } // End of namespace Wintermute #endif