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GameStickArea.h
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GameStickArea.h
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/*
* 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_STICK_AREA_H
#define GAME_GAME_STICK_AREA_H
#include "StdAfx.h"
#include "GameEntity.h"
using namespace hpl;
//------------------------------------------
class cGameStickArea_SaveData : public iGameEntity_SaveData
{
kSerializableClassInit(cGameStickArea_SaveData);
public:
cVector3f mvSize;
tString msAttachFunction;
tString msDetachFunction;
tString msAttachSound;
tString msDetachSound;
tString msAttachPS;
tString msDetachPS;
bool mbCanDeatch;
tString msAttachedBody;
bool mbCheckCenterInArea;
float mfPoseTime;
float mfSetMtxTime;
iGameEntity* CreateEntity();
};
//------------------------------------------
class cGameStickArea : public iGameEntity
{
#ifdef __GNUC__
typedef iGameEntity __super;
#endif
friend class cAreaLoader_GameStickArea;
public:
cGameStickArea(cInit *apInit,const tString& asName);
~cGameStickArea(void);
void OnPlayerPick();
void Update(float afTimeStep);
void OnPostSceneDraw();
iPhysicsBody* GetAttachedBody(){ return mpAttachedBody;}
void DetachBody();
void SetAttachFunction(const tString& asX){ msAttachFunction = asX;}
void SetDetachFunction(const tString& asX){ msDetachFunction = asX;}
void SetAttachSound(const tString& asX){ msAttachSound = asX;}
void SetDetachSound(const tString& asX){ msDetachSound = asX;}
void SetAttachPS(const tString& asX){ msAttachPS = asX;}
void SetDetachPS(const tString& asX){ msDetachPS = asX;}
void SetCanDeatch(bool abX){ mbCanDeatch = abX;}
bool GetCanDeatch();
void SetCheckCenterInArea(bool abX){ mbCheckCenterInArea = abX;}
void SetPoseTime(float afX){ mfPoseTime = afX;}
void SetMoveBody(bool abX) {mbMoveBody = abX;}
bool GetMoveBody(){ return mbMoveBody;}
void SetRotateBody(bool abX) {mbRotateBody = abX;}
bool GetRotateBody(){ return mbRotateBody;}
tString GetCallbackFunc(const tString &asFunc,iPhysicsBody *apBody);
static bool mbAllowAttachment;
//SaveObject implementation
iGameEntity_SaveData* CreateSaveData();
void SaveToSaveData(iGameEntity_SaveData *apSaveData);
void LoadFromSaveData(iGameEntity_SaveData *apSaveData);
void SetupSaveData(iGameEntity_SaveData *apSaveData);
private:
tString msAttachFunction;
tString msDetachFunction;
tString msAttachSound;
tString msDetachSound;
tString msAttachPS;
tString msDetachPS;
bool mbMoveBody;
bool mbRotateBody;
bool mbCheckCenterInArea;
float mfPoseTime;
bool mbCanDeatch;
bool mbBodyGravity;
float mfBodyMass;
iPhysicsBody *mpAttachedBody;
iPhysicsBody *mpLastAttachedBody;
float mfSetMtxTime;
cMatrixf mtxAttachedStart;
};
//------------------------------------------
class cAreaLoader_GameStickArea : public iArea3DLoader
{
public:
cAreaLoader_GameStickArea(const tString &asName, cInit *apInit);
~cAreaLoader_GameStickArea();
iEntity3D* Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform,cWorld3D *apWorld);
private:
cInit *mpInit;
};
#endif // GAME_GAME_STICK_AREA_H