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scummvm-cursorfix/engines/hpl1/penumbra-overture/HudModel_Weapon.h
2026-02-02 04:50:13 +01:00

154 lines
3.2 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* 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<cMeleeWeaponAttack> mvAttacks;
};
//-------------------------------------------
#endif // GAME_HUD_MODEL_WEAPON_H