ScummVM API documentation
HudModel_Weapon.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_HUD_MODEL_WEAPON_H
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#define GAME_HUD_MODEL_WEAPON_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameTypes.h"
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#include "hpl1/penumbra-overture/PlayerHands.h"
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using namespace
hpl
;
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class
cMeleeWeaponAttack
{
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public
:
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cHudModelPose
mStart;
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cHudModelPose
mEnd;
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float
mfAttackLength;
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float
mfChargeLength;
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float
mfTimeOfAttack;
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float
mfMaxImpulse;
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float
mfMinImpulse;
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float
mfMinMass;
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float
mfMaxMass;
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float
mfMinDamage;
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float
mfMaxDamage;
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cVector3f
mvSpinMul;
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float
mfDamageRange;
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cVector3f
mvDamageSize;
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float
mfAttackRange;
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float
mfAttackSpeed;
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int
mlAttackStrength;
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tString
msHitPS;
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int
mlHitPSPrio;
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tString
msSwingSound;
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tString
msChargeSound;
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tString
msHitSound;
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iCollideShape
*mpCollider;
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cBoundingVolume
mBV;
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};
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//-------------------------------------------
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class
cMeleeRayCallback
:
public
iPhysicsRayCallback
{
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public
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void
Reset();
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bool
OnIntersect(
iPhysicsBody
*pBody,
cPhysicsRayParams
*apParams);
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iPhysicsBody
*mpClosestBody;
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float
mfShortestDist;
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cVector3f
mvPosition;
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cVector3f
mvNormal;
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};
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//-------------------------------------------
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class
cHudModel_WeaponMelee
:
public
iHudModel
{
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friend
class
cPlayerHands
;
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public
:
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cHudModel_WeaponMelee
();
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void
LoadData(
TiXmlElement
*apRootElem);
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void
OnAttackDown();
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void
OnAttackUp();
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bool
OnMouseMove(
const
cVector2f
&avMovement);
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bool
UpdatePoseMatrix(
cMatrixf
&aPoseMtx,
float
afTimeStep);
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void
PostSceneDraw();
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bool
IsAttacking();
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cVector3f
GetHapticSize() {
return
mvHapticSize; }
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float
GetHapticScale() {
return
mfHapticScale; }
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cVector3f
GetHapticRot() {
return
mvHapticRot; }
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cMeleeWeaponAttack
*GetAttack(
int
alX) {
return
&mvAttacks[alX]; }
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private
:
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void
ResetExtraData();
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void
Attack();
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void
HitBody(
iPhysicsBody
*apBody);
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void
PlaySound(
const
tString
&asSound);
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void
LoadExtraEntites();
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void
DestroyExtraEntities();
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bool
mbDrawDebug;
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int
mlCurrentAttack;
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int
mlAttackState;
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float
mfTime;
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float
mfHapticScale;
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cVector3f
mvHapticSize;
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cVector3f
mvHapticRot;
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cMatrixf
m_mtxPrevPose;
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cMatrixf
m_mtxNextPose;
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float
mfMoveSpeed;
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bool
mbButtonDown;
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bool
mbAttacked;
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cMeleeRayCallback
mRayCallback;
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Common::Array<cMeleeWeaponAttack>
mvAttacks;
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};
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//-------------------------------------------
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#endif // GAME_HUD_MODEL_WEAPON_H
hpl
Definition:
AI.h:36
Common::String
Definition:
str.h:59
hpl::cPhysicsRayParams
Definition:
PhysicsWorld.h:92
Common::Array< cMeleeWeaponAttack >
hpl::cVector2< float >
hpl::iPhysicsRayCallback
Definition:
PhysicsWorld.h:100
cHudModelPose
Definition:
PlayerHands.h:40
hpl::cBoundingVolume
Definition:
BoundingVolume.h:71
hpl::cVector3< float >
cMeleeRayCallback
Definition:
HudModel_Weapon.h:79
hpl::iCollideShape
Definition:
CollideShape.h:50
hpl::iPhysicsBody
Definition:
PhysicsBody.h:117
iHudModel
Definition:
PlayerHands.h:74
cHudModel_WeaponMelee
Definition:
HudModel_Weapon.h:92
TiXmlElement
Definition:
tinyxml.h:864
hpl::cMatrix< float >
cMeleeWeaponAttack
Definition:
HudModel_Weapon.h:38
cPlayerHands
Definition:
PlayerHands.h:159
engines
hpl1
penumbra-overture
HudModel_Weapon.h
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