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GameSwingDoor.h
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/*
* 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 <http://www.gnu.org/licenses/>.
*/
#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<iPhysicsController*> mvStopControllers;
std::vector<cGameSwingJointDefault> 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