/* * 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_SWING_DOOR_H #define GAME_GAME_SWING_DOOR_H #include "StdAfx.h" #include "GameEntity.h" using namespace hpl; //---------------------------------------------- class cGameSwingDoor_SaveData : public iGameEntity_SaveData { kSerializableClassInit(cGameSwingDoor_SaveData); public: bool mbLocked; tString msBreakSound; tString msBreakEntity; tString msBreakPS; iGameEntity* CreateEntity(); }; //---------------------------------------------- class cGameSwingJointDefault { public: float mfMin; float mfMax; }; //---------------------------------------------- class cGameSwingDoor : public iGameEntity { #ifdef __GNUC__ typedef iGameEntity __super; #endif friend class cEntityLoader_GameSwingDoor; public: cGameSwingDoor(cInit *apInit,const tString& asName); ~cGameSwingDoor(void); void OnPlayerInteract(); void OnPlayerPick(); void Update(float afTimeStep); void OnDamage(float afDamage); void OnDeath(float afDamage); void BreakAction(); void SetupBreakObject(); void SetupPhysics(cWorld3D *apWorld); void SetLocked(bool abX); //SaveObject implementation iGameEntity_SaveData* CreateSaveData(); void SaveToSaveData(iGameEntity_SaveData *apSaveData); void LoadFromSaveData(iGameEntity_SaveData *apSaveData); private: std::vector mvStopControllers; std::vector mvJointDefaults; bool mbLocked; tString msBreakSound; tString msBreakEntity; tString msBreakPS; }; //-------------------------------------- class cEntityLoader_GameSwingDoor : public cEntityLoader_Object { public: cEntityLoader_GameSwingDoor(const tString &asName, cInit *apInit); ~cEntityLoader_GameSwingDoor(); 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_SWING_DOOR_H