ScummVM API documentation
SaveTypes.h
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of Penumbra Overture.
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*/
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#ifndef GAME_SAVE_TYPES_H
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#define GAME_SAVE_TYPES_H
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#include "hpl1/engine/engine.h"
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using namespace
hpl
;
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//------------------------------------------
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class
cEngineBody_SaveData
:
public
iSerializable
{
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kSerializableClassInit(
cEngineBody_SaveData
) public :
void
FromBody(
iPhysicsBody
*pBody);
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void
ToBody(
iPhysicsBody
*pBody);
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float
mfMass;
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bool
mbActive;
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bool
mbCollideCharacter;
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cVector3f
mvLinearVelocity;
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cVector3f
mvAngularVelocity;
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cMatrixf
m_mtxTransform;
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};
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//------------------------------------------
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class
cEngineJointController_SaveData
:
public
iSerializable
{
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kSerializableClassInit(
cEngineJointController_SaveData
) public :
tString
msName;
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float
mfDestValue;
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bool
mbActive;
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};
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//------------------------------------------
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class
cEngineJoint_SaveData
:
public
iSerializable
{
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kSerializableClassInit(
cEngineJoint_SaveData
) public :
void
FromJoint(
iPhysicsJoint
*apJoint);
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void
ToJoint(
iPhysicsJoint
*apJoint);
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tString
msName;
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float
mfMinLimit;
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float
mfMaxLimit;
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tString
msOnMinCallback;
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tString
msOnMaxCallback;
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cContainerVec<cEngineJointController_SaveData>
mvControllers;
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};
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//------------------------------------------
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class
cEnginePSEmitter_SaveData
:
public
iSerializable
{
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kSerializableClassInit(
cEnginePSEmitter_SaveData
) public :
bool
mbActive;
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};
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class
cEnginePS_SaveData
:
public
iSerializable
{
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kSerializableClassInit(
cEnginePS_SaveData
) public :
void
FromPS(
cParticleSystem3D
*apPS);
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void
ToPS(
cParticleSystem3D
*apPS);
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tString
msName;
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tString
msType;
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cVector3f
mvSize;
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cMatrixf
m_mtxTransform;
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cContainerVec<cEnginePSEmitter_SaveData>
mvEmitterActive;
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};
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//------------------------------------------
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class
cEngineBeam_SaveData
:
public
iSerializable
{
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kSerializableClassInit(
cEngineBeam_SaveData
) public :
void
FromBeam(
cBeam
*apBeam);
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void
ToBeam(
cBeam
*apBeam);
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tString
msName;
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tString
msFile;
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cVector3f
mvStartPos;
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cVector3f
mvEndPos;
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};
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//------------------------------------------
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class
cEngineSound_SaveData
:
public
iSerializable
{
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kSerializableClassInit(
cEngineSound_SaveData
) public :
void
FromSound(
cSoundEntity
*apSound);
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void
ToSound(
cSoundEntity
*apSound);
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tString
msName;
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bool
mbActive;
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bool
mbStopped;
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bool
_fading;
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float
_fadeSpeed;
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};
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//------------------------------------------
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class
cEngineLightAttachBB_SaveData
:
public
iSerializable
{
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kSerializableClassInit(
cEngineLightAttachBB_SaveData
) public :
tString
msName;
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};
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class
cEngineLight_SaveData
:
public
iSerializable
{
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kSerializableClassInit(
cEngineLight_SaveData
) public :
void
FromLight(
iLight3D
*apLight);
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void
ToLight(
iLight3D
*apLight);
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tString
msName;
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bool
mbActive;
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bool
mbVisible;
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cColor
mDiffuseColor;
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float
mfFarAttenuation;
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cContainerVec<cEngineLightAttachBB_SaveData>
mvBillboards;
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bool
mbFlickering;
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tString
msFlickerOffSound;
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tString
msFlickerOnSound;
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tString
msFlickerOffPS;
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tString
msFlickerOnPS;
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float
mfFlickerOnMinLength;
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float
mfFlickerOffMinLength;
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float
mfFlickerOnMaxLength;
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float
mfFlickerOffMaxLength;
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cColor
mFlickerOffColor;
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float
mfFlickerOffRadius;
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bool
mbFlickerFade;
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float
mfFlickerOnFadeLength;
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float
mfFlickerOffFadeLength;
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};
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//------------------------------------------
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#endif // GAME_SAVE_TYPES_H
hpl
Definition:
AI.h:36
Common::String
Definition:
str.h:59
cEnginePS_SaveData
Definition:
SaveTypes.h:80
cEngineSound_SaveData
Definition:
SaveTypes.h:107
hpl::iLight3D
Definition:
Light3D.h:117
cEngineLight_SaveData
Definition:
SaveTypes.h:124
cEngineBeam_SaveData
Definition:
SaveTypes.h:94
hpl::iSerializable
Definition:
SerializeClass.h:230
cEngineJointController_SaveData
Definition:
SaveTypes.h:51
hpl::cVector3< float >
cEngineLightAttachBB_SaveData
Definition:
SaveTypes.h:120
hpl::cContainerVec< cEngineJointController_SaveData >
hpl::iPhysicsBody
Definition:
PhysicsBody.h:117
cEngineBody_SaveData
Definition:
SaveTypes.h:37
hpl::cParticleSystem3D
Definition:
ParticleSystem3D.h:90
hpl::cColor
Definition:
Color.h:37
hpl::cMatrix< float >
cEngineJoint_SaveData
Definition:
SaveTypes.h:60
hpl::cSoundEntity
Definition:
SoundEntity.h:86
hpl::iPhysicsJoint
Definition:
PhysicsJoint.h:135
hpl::cBeam
Definition:
Beam.h:80
cEnginePSEmitter_SaveData
Definition:
SaveTypes.h:76
engines
hpl1
penumbra-overture
SaveTypes.h
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