/*
* 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_HUD_MODEL_WEAPON_H
#define GAME_HUD_MODEL_WEAPON_H
#include "StdAfx.h"
#include "GameTypes.h"
#include "PlayerHands.h"
using namespace hpl;
class cMeleeWeaponAttack
{
public:
cHudModelPose mStart;
cHudModelPose mEnd;
float mfAttackLength;
float mfChargeLength;
float mfTimeOfAttack;
float mfMaxImpulse;
float mfMinImpulse;
float mfMinMass;
float mfMaxMass;
float mfMinDamage;
float mfMaxDamage;
cVector3f mvSpinMul;
float mfDamageRange;
cVector3f mvDamageSize;
float mfAttackRange;
float mfAttackSpeed;
int mlAttackStrength;
tString msHitPS;
int mlHitPSPrio;
tString msSwingSound;
tString msChargeSound;
tString msHitSound;
iCollideShape *mpCollider;
cBoundingVolume mBV;
};
//-------------------------------------------
class cMeleeRayCallback : public iPhysicsRayCallback
{
public:
void Reset();
bool OnIntersect(iPhysicsBody *pBody,cPhysicsRayParams *apParams);
iPhysicsBody *mpClosestBody;
float mfShortestDist;
cVector3f mvPosition;
cVector3f mvNormal;
};
//-------------------------------------------
class cHudModel_WeaponMelee : public iHudModel
{
friend class cPlayerHands;
public:
cHudModel_WeaponMelee();
void LoadData(TiXmlElement *apRootElem);
void OnAttackDown();
void OnAttackUp();
bool OnMouseMove(const cVector2f &avMovement);
bool UpdatePoseMatrix(cMatrixf& aPoseMtx, float afTimeStep);
void PostSceneDraw();
bool IsAttacking();
cVector3f GetHapticSize(){ return mvHapticSize;}
float GetHapticScale(){ return mfHapticScale;}
cVector3f GetHapticRot(){ return mvHapticRot;}
cMeleeWeaponAttack* GetAttack(int alX){return &mvAttacks[alX];}
private:
void ResetExtraData();
void Attack();
void HitBody(iPhysicsBody *apBody);
void PlaySound(const tString &asSound);
void LoadExtraEntites();
void DestroyExtraEntities();
bool mbDrawDebug;
int mlCurrentAttack;
int mlAttackState;
float mfTime;
float mfHapticScale;
cVector3f mvHapticSize;
cVector3f mvHapticRot;
cMatrixf m_mtxPrevPose;
cMatrixf m_mtxNextPose;
float mfMoveSpeed;
bool mbButtonDown;
bool mbAttacked;
cMeleeRayCallback mRayCallback;
std::vector mvAttacks;
iLowLevelHaptic *mpLowLevelHaptic;
iHapticForce *mpHHitForce;
};
//-------------------------------------------
#endif // GAME_HUD_MODEL_WEAPON_H