/* * 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_TYPES_H #define GAME_GAME_TYPES_H #define kTranslate(asCat, asName) (mpInit->mpGame->GetResources()->Translate(asCat,asName)) #define kCopyToVar(aVar, aVal) (aVar->aVal = aVal) #define kCopyFromVar(aVar, aVal)(aVal = aVar->aVal) #include "StdAfx.h" using namespace hpl; //--------------------------------- ////////////////////////////////////////////////////////////////////////// // ENUMERATIONS ////////////////////////////////////////////////////////////////////////// //--------------------------------- enum eButtonHandlerState { eButtonHandlerState_Null, eButtonHandlerState_Game, eButtonHandlerState_MainMenu, eButtonHandlerState_MapLoadText, eButtonHandlerState_PreMenu, eButtonHandlerState_Credits, eButtonHandlerState_DemoEndText, eButtonHandlerState_Intro }; //--------------------------------- enum ePlayerMoveState { ePlayerMoveState_Walk, ePlayerMoveState_Run, ePlayerMoveState_Still, ePlayerMoveState_Jump, ePlayerMoveState_Crouch, ePlayerMoveState_LastEnum, }; //--------------------------------- enum ePlayerState { ePlayerState_Normal, ePlayerState_Push, ePlayerState_Move, ePlayerState_InteractMode, ePlayerState_UseItem, ePlayerState_Message, ePlayerState_Grab, ePlayerState_WeaponMelee, ePlayerState_Throw, ePlayerState_Climb, ePlayerState_LastEnum }; //--------------------------------- enum ePlayerHandType { ePlayerHandType_Normal, ePlayerHandType_WeaponMelee, ePlayerHandType_Throw, ePlayerHandType_LastEnum }; //--------------------------------- enum ePlayerDamageType { ePlayerDamageType_BloodSplash, ePlayerDamageType_Ice, ePlayerDamageType_LastEnum }; //--------------------------------- enum eCrossHairState { eCrossHairState_Inactive, eCrossHairState_Active, eCrossHairState_Invalid, eCrossHairState_Grab, eCrossHairState_Examine, eCrossHairState_Pointer, eCrossHairState_Item, eCrossHairState_DoorLink, eCrossHairState_PickUp, eCrossHairState_Ladder, eCrossHairState_None, eCrossHairState_Cross, eCrossHairState_LastEnum }; //--------------------------------- enum eGameDifficulty { eGameDifficulty_Easy =0, eGameDifficulty_Normal =1, eGameDifficulty_Hard =2, eGameDifficulty_LastEnum }; //--------------------------------- enum eGameEntityType { eGameEntityType_Unkown, eGameEntityType_Object, eGameEntityType_Door, eGameEntityType_DoorPanel, eGameEntityType_Area, eGameEntityType_Item, eGameEntityType_Link, eGameEntityType_Enemy, eGameEntityType_SwingDoor, eGameEntityType_StickArea, eGameEntityType_SaveArea, eGameEntityType_Lamp, eGameEntityType_Ladder, eGameEntityType_DamageArea, eGameEntityType_ForceArea, eGameEntityType_LiquidArea, eGameEntityType_LastEnum }; //--------------------------------- enum eObjectInteractMode { eObjectInteractMode_Static, eObjectInteractMode_Push, eObjectInteractMode_Move, eObjectInteractMode_Grab, eObjectInteractMode_LastEnum, }; enum eGameDoorState { eGameDoorState_Open, eGameDoorState_Opening, eGameDoorState_Closed, eGameDoorState_Closing, eGameDoorState_LastEnum, }; //--------------------------------- enum eGameEntityScriptType { eGameEntityScriptType_PlayerInteract, eGameEntityScriptType_PlayerExamine, eGameEntityScriptType_PlayerPick, eGameEntityScriptType_OnUpdate, eGameEntityScriptType_OnBreak, eGameEntityScriptType_LastEnum }; //--------------------------------- enum eGameCollideScriptType { eGameCollideScriptType_Enter, eGameCollideScriptType_During, eGameCollideScriptType_Leave, eGameCollideScriptType_LastEnum }; //--------------------------------- enum eGameItemType { eGameItemType_Normal, eGameItemType_Notebook, eGameItemType_Note, eGameItemType_Battery, eGameItemType_Flashlight, eGameItemType_Food, eGameItemType_Map, eGameItemType_GlowStick, eGameItemType_Flare, eGameItemType_Painkillers, eGameItemType_WeaponMelee, eGameItemType_Throw, eGameItemType_LastEnum }; //--------------------------------- enum eGameTriggerType { eGameTriggerType_Sound = (1 << 0), }; //--------------------------------- ////////////////////////////////////////////////////////////////////////// // CLASSES ////////////////////////////////////////////////////////////////////////// //----------------------------------------- class cGameTimer : public iSerializable { kSerializableClassInit(cGameTimer) public: cGameTimer() : mbDeleteMe(false), mbPaused(false){} tString msName; tString msCallback; bool mbGlobal; float mfTime; bool mbDeleteMe; bool mbPaused; const tString& GetName(){ return msName;} }; //----------------------------------------- class cInventoryUseCallback : public iSerializable { kSerializableClassInit(cInventoryUseCallback) public: tString msItem; tString msObject; tString msFunction; }; typedef std::multimap tInventoryUseCallbackMap; typedef tInventoryUseCallbackMap::iterator tInventoryUseCallbackMapIt; //----------------------------------------- class cInventoryPickupCallback : public iSerializable { kSerializableClassInit(cInventoryPickupCallback) public: tString msItem; tString msFunction; }; typedef std::multimap tInventoryPickupCallbackMap; typedef tInventoryPickupCallbackMap::iterator tInventoryPickupCallbackMapIt; //----------------------------------------- class cInventoryCombineCallback : public iSerializable { kSerializableClassInit(cInventoryCombineCallback) public: tString msItem1; tString msItem2; tString msFunction; bool bKillMe; }; typedef std::list tInventoryCombineCallbackList; typedef tInventoryCombineCallbackList::iterator tInventoryCombineCallbackListIt; //--------------------------------- class iGameEntity; class cGameCollideScript { public: cGameCollideScript(); tString msFuncName[3]; iGameEntity *mpEntity; bool mbCollides; bool mbDeleteMe; }; typedef std::map tGameCollideScriptMap; typedef tGameCollideScriptMap::iterator tGameCollideScriptMapIt; //--------------------------------- class cSaveGame_cGameCollideScript : public iSerializable { kSerializableClassInit(cSaveGame_cGameCollideScript) public: void LoadFrom(cGameCollideScript *apScript); void SaveTo(cGameCollideScript *apScript); tString msFuncName[3]; tString msEntity; bool mbCollides; }; //--------------------------------- #endif // GAME_GAME_TYPES_H