/* * 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 . */ #ifndef GAME_GAME_FORCE_AREA_H #define GAME_GAME_FORCE_AREA_H #include "StdAfx.h" #include "GameEntity.h" using namespace hpl; //------------------------------------------ class cGameForceArea_SaveData : public iGameEntity_SaveData { kSerializableClassInit(cGameForceArea_SaveData); public: cVector3f mvSize; float mfMaxForce; float mfConstant; float mfDestSpeed; float mfMaxMass; bool mbMulWithMass; bool mbAffectCharacters; bool mbAffectBodies; bool mbForceAtPoint; iGameEntity* CreateEntity(); }; //------------------------------------------ class cGameForceArea : public iGameEntity { #ifdef __GNUC__ typedef iGameEntity __super; #endif friend class cAreaLoader_GameForceArea; public: cGameForceArea(cInit *apInit,const tString& asName); ~cGameForceArea(void); void Setup(); void Update(float afTimeStep); void OnPostSceneDraw(); void SetMaxForce(float afX) {mfMaxForce = afX;} void SetConstant(float afX) {mfConstant = afX;} void SetDestSpeed(float afX) {mfDestSpeed = afX;} void SetMaxMass(float afX) {mfMaxMass = afX;} void SetMulWithMass(bool abX){mbMulWithMass = abX;} void SetAffectCharacters(bool abX){mbAffectCharacters = abX;} void SetAffectBodies(bool abX){mbAffectBodies = abX;} void SetForceAtPoint(bool abX){ mbForceAtPoint = abX;} //SaveObject implementation iGameEntity_SaveData* CreateSaveData(); void SaveToSaveData(iGameEntity_SaveData *apSaveData); void LoadFromSaveData(iGameEntity_SaveData *apSaveData); void SetupSaveData(iGameEntity_SaveData *apSaveData); private: float mfMaxForce; float mfConstant; float mfDestSpeed; float mfMaxMass; bool mbMulWithMass; bool mbAffectCharacters; bool mbAffectBodies; bool mbForceAtPoint; cVector3f mvUp; }; //------------------------------------------ class cAreaLoader_GameForceArea : public iArea3DLoader { public: cAreaLoader_GameForceArea(const tString &asName, cInit *apInit); ~cAreaLoader_GameForceArea(); iEntity3D* Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform,cWorld3D *apWorld); private: cInit *mpInit; }; #endif // GAME_GAME_DAMAGE_AREA_H