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