-
Notifications
You must be signed in to change notification settings - Fork 1
/
GameItem.h
139 lines (103 loc) · 3.27 KB
/
GameItem.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*
* Penumbra Overture 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.
*
* Penumbra Overture 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 Penumbra Overture. If not, see <http://www.gnu.org/licenses/>.
*/
#ifndef GAME_GAME_ITEM_H
#define GAME_GAME_ITEM_H
#include "StdAfx.h"
#include "GameEntity.h"
using namespace hpl;
//-----------------------------------------
class cGameItem_SaveData : public iGameEntity_SaveData
{
kSerializableClassInit(cGameItem_SaveData);
public:
bool mbHasBeenFlashed;
float mfEnterFlashDist;
float mfExitFlashDist;
iGameEntity* CreateEntity();
};
//------------------------------------------
class cGameItem_InViewRay : public iPhysicsRayCallback
{
public:
void SetUp(iPhysicsBody *apSkipBody);
bool OnIntersect(iPhysicsBody *pBody,cPhysicsRayParams *apParams);
bool mbIntersected;
iPhysicsBody *mpSkipBody;
};
//------------------------------------------
class cGameItem : public iGameEntity
{
#ifdef __GNUC__
typedef iGameEntity __super;
#endif
friend class cEntityLoader_GameItem;
public:
cGameItem(cInit *apInit,const tString& asName);
~cGameItem(void);
void OnWorldLoad();
void OnPlayerPick();
void OnPlayerInteract();
void Update(float afTimeStep);
void OnPostSceneDraw();
float GetFlashAlpha(){ return mfFlashAlpha;}
const tString& GetImageFile(){ return msImageFile;}
eGameItemType GetItemType(){ return mItemType;}
bool CanBeDropped(){ return mbCanBeDropped;}
bool HasCount(){ return mbHasCount;}
int GetCount(){ return mlCount;}
tString GetHudModelFile(){ return msHudModelFile;}
tString GetHudModelName(){ return msHudModelName;}
//SaveObject implementation
iGameEntity_SaveData* CreateSaveData();
void SaveToSaveData(iGameEntity_SaveData *apSaveData);
void LoadFromSaveData(iGameEntity_SaveData *apSaveData);
private:
bool IsInView(float afMinDist);
tString msImageFile;
eGameItemType mItemType;
bool mbCanBeDropped;
bool mbHasCount;
int mlCount;
float mfCheckFlashCount;
float mfCheckFlashMax;
float mfStartFlashCount;
float mfFlashAlpha;
float mfFlashAlphaAdd;
bool mbHasBeenFlashed;
float mfEnterFlashDist;
float mfExitFlashDist;
bool mbSkipRayCheck;
cGameItem_InViewRay mRayCallback;
tString msHudModelFile;
tString msHudModelName;
tString msPickUpSound;
};
//--------------------------------------
class cEntityLoader_GameItem : public cEntityLoader_Object
{
public:
cEntityLoader_GameItem(const tString &asName, cInit *apInit);
~cEntityLoader_GameItem();
static eGameItemType ToItemType(const char* apString);
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_ITEM_H