/* * 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_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