104 lines
2.8 KiB
C++
104 lines
2.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#ifndef GAME_GAME_DAMAGE_AREA_H
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#define GAME_GAME_DAMAGE_AREA_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameEntity.h"
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using namespace hpl;
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//------------------------------------------
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class cGameDamageArea_SaveData : public iGameEntity_SaveData {
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kSerializableClassInit(cGameDamageArea_SaveData);
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public:
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cVector3f mvSize;
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float mfDamage;
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float mfUpdatesPerSec;
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int mlStrength;
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bool mbDisableObjects;
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bool mbDisableEnemies;
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iGameEntity *CreateEntity();
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};
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//------------------------------------------
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class cGameDamageArea : public iGameEntity {
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typedef iGameEntity super;
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friend class cAreaLoader_GameDamageArea;
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public:
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cGameDamageArea(cInit *apInit, const tString &asName);
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~cGameDamageArea(void);
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void OnPlayerPick();
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void Update(float afTimeStep);
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void SetDamage(float afX) { mfDamage = afX; }
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void SetUpdatesPerSec(float afX) { mfUpdatesPerSec = afX; }
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void SetStrength(int alX) { mlStrength = alX; }
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void SetDisableObjects(bool abX) { mbDisableObjects = abX; }
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void SetDisableEnemies(bool abX) { mbDisableEnemies = abX; }
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// SaveObject implementation
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iGameEntity_SaveData *CreateSaveData();
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void SaveToSaveData(iGameEntity_SaveData *apSaveData);
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void LoadFromSaveData(iGameEntity_SaveData *apSaveData);
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void SetupSaveData(iGameEntity_SaveData *apSaveData);
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private:
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float mfDamage;
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float mfUpdatesPerSec;
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int mlStrength;
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bool mbDisableObjects;
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bool mbDisableEnemies;
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float mfUpdateCount;
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};
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//------------------------------------------
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class cAreaLoader_GameDamageArea : public iArea3DLoader {
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public:
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cAreaLoader_GameDamageArea(const tString &asName, cInit *apInit);
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~cAreaLoader_GameDamageArea();
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iEntity3D *Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform, cWorld3D *apWorld);
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private:
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cInit *mpInit;
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};
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#endif // GAME_GAME_DAMAGE_AREA_H
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