ScummVM API documentation
AttackHandler.h
1
/* ScummVM - Graphic Adventure Engine
2
*
3
* ScummVM is the legal property of its developers, whose names
4
* are too numerous to list here. Please refer to the COPYRIGHT
5
* file distributed with this source distribution.
6
*
7
* This program is free software: you can redistribute it and/or modify
8
* it under the terms of the GNU General Public License as published by
9
* the Free Software Foundation, either version 3 of the License, or
10
* (at your option) any later version.
11
*
12
* This program is distributed in the hope that it will be useful,
13
* but WITHOUT ANY WARRANTY; without even the implied warranty of
14
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
15
* GNU General Public License for more details.
16
*
17
* You should have received a copy of the GNU General Public License
18
* along with this program. If not, see <http://www.gnu.org/licenses/>.
19
*
20
*/
21
22
/*
23
* Copyright (C) 2006-2010 - Frictional Games
24
*
25
* This file is part of Penumbra Overture.
26
*/
27
28
#ifndef GAME_ATTACK_HANDLER_H
29
#define GAME_ATTACK_HANDLER_H
30
31
#include "hpl1/engine/engine.h"
32
33
#include "hpl1/penumbra-overture/GameTypes.h"
34
35
using namespace
hpl
;
36
37
class
cInit
;
38
class
cMapHandler
;
39
class
cGameSwingDoor
;
40
41
//---------------------------
42
43
#define eAttackTargetFlag_None 0
44
#define eAttackTargetFlag_Player (1 << 0)
45
#define eAttackTargetFlag_Enemy (1 << 1)
46
#define eAttackTargetFlag_Bodies (1 << 2)
47
48
typedef
tFlag eAttackTargetFlag;
49
50
//---------------------------
51
52
class
cAttackRayCallback
:
public
iPhysicsRayCallback
{
53
public
:
54
cAttackRayCallback
();
55
56
void
Reset();
57
bool
OnIntersect(
iPhysicsBody
*pBody,
cPhysicsRayParams
*apParams);
58
59
eAttackTargetFlag mTarget;
60
iPhysicsBody
*mpSkipBody;
61
iPhysicsBody
*mpClosestBody;
62
float
mfShortestDist;
63
cVector3f
mvPosition;
64
bool
mbSkipCharacter;
65
};
66
67
//---------------------------
68
69
class
cSplashDamageBlockCheck
:
public
iPhysicsRayCallback
{
70
public
:
71
cSplashDamageBlockCheck
(
cInit
*apInit);
72
73
bool
CheckBlock(
const
cVector3f
&avStart,
const
cVector3f
&avEnd);
74
75
bool
BeforeIntersect(
iPhysicsBody
*pBody);
76
bool
OnIntersect(
iPhysicsBody
*pBody,
cPhysicsRayParams
*apParams);
77
78
private
:
79
cInit
*mpInit;
80
bool
mbIntersected;
81
};
82
83
//---------------------------
84
85
class
cAttackHandler
:
public
iUpdateable
{
86
public
:
87
cAttackHandler
(
cInit
*apInit);
88
~
cAttackHandler
();
89
90
bool
CreateLineAttack(
const
cVector3f
&avStart,
const
cVector3f
&avEnd,
float
afDamage,
91
eAttackTargetFlag aTarget,
iPhysicsBody
*apSkipBody,
92
iPhysicsBody
**apPickedBody = NULL);
93
94
bool
CreateShapeAttack(
iCollideShape
*apShape,
const
cMatrixf
&a_mtxOffset,
95
const
cVector3f
&avOrigin,
float
afDamage,
96
float
afMinMass,
float
afMaxMass,
float
afMinImpulse,
float
afMaxImpulse,
97
int
alStrength,
98
eAttackTargetFlag aTarget,
iPhysicsBody
*apSkipBody);
99
100
bool
CreateLineDestroyBody(
const
cVector3f
&avStart,
const
cVector3f
&avEnd,
float
afStrength,
101
float
afForce,
iPhysicsBody
*apSkipBody,
iPhysicsBody
**apPickedBody = NULL);
102
103
void
CreateSplashDamage(
const
cVector3f
&avCenter,
float
afRadius,
float
afMinDamage,
104
float
afMaxDamge,
float
afMinForce,
float
afMaxForce,
105
float
afMaxImpulse,
106
unsigned
int
aTarget,
float
afMinMass,
107
int
alStrength);
108
109
cGameSwingDoor
*GetLastSwingDoor() {
return
mpLastSwingDoor; }
110
111
void
OnStart();
112
void
Update(
float
afTimeStep);
113
void
Reset();
114
115
private
:
116
cInit
*mpInit;
117
cMapHandler
*mpMapHandler;
118
119
cGameSwingDoor
*mpLastSwingDoor;
120
121
cAttackRayCallback
mRayCallback;
122
cSplashDamageBlockCheck
*mpSplashBlockCheck;
123
};
124
125
#endif // GAME_ATTACK_HANDLER_H
hpl
Definition:
AI.h:36
cSplashDamageBlockCheck
Definition:
AttackHandler.h:69
hpl::cPhysicsRayParams
Definition:
PhysicsWorld.h:92
cAttackRayCallback
Definition:
AttackHandler.h:52
cGameSwingDoor
Definition:
GameSwingDoor.h:60
hpl::iPhysicsRayCallback
Definition:
PhysicsWorld.h:100
hpl::cVector3< float >
hpl::iCollideShape
Definition:
CollideShape.h:50
hpl::iPhysicsBody
Definition:
PhysicsBody.h:117
hpl::iUpdateable
Definition:
Updateable.h:35
cAttackHandler
Definition:
AttackHandler.h:85
hpl::cMatrix< float >
cMapHandler
Definition:
MapHandler.h:155
cInit
Definition:
Init.h:70
engines
hpl1
penumbra-overture
AttackHandler.h
Generated on Thu Nov 21 2024 09:14:34 for ScummVM API documentation by
1.8.13