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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#ifndef GAME_GAME_LADDER_H
#define GAME_GAME_LADDER_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameEntity.h"
using namespace hpl;
//-----------------------------------------
class cGameLadder_SaveData : public iGameEntity_SaveData {
kSerializableClassInit(cGameLadder_SaveData);
public:
cVector3f mvSize;
tString msAttachSound;
tString msClimbUpSound;
tString msClimbDownSound;
iGameEntity *CreateEntity();
};
//------------------------------------------
class cGameLadder : public iGameEntity {
typedef iGameEntity super;
friend class cAreaLoader_GameLadder;
public:
cGameLadder(cInit *apInit, const tString &asName);
~cGameLadder(void);
void OnPlayerPick();
void OnPlayerInteract();
void OnPostSceneDraw();
void Setup();
float GetDist2D();
float GetHeight();
const cVector3f &GetForward() { return mvForward; }
float GetMaxY() { return mfMaxY; }
float GetMinY() { return mfMinY; }
const tString &GetAttachSound() { return msAttachSound; }
const tString &GetClimbUpSound() { return msClimbUpSound; }
const tString &GetClimbDownSound() { return msClimbDownSound; }
void SetAttachSound(const tString &asX) { msAttachSound = asX; }
void SetClimbUpSound(const tString &asX) { msClimbUpSound = asX; }
void SetClimbDownSound(const tString &asX) { msClimbDownSound = asX; }
cVector3f GetStartRotation();
cVector3f GetStartPosition();
// SaveObject implementation
iGameEntity_SaveData *CreateSaveData();
void SaveToSaveData(iGameEntity_SaveData *apSaveData);
void LoadFromSaveData(iGameEntity_SaveData *apSaveData);
private:
cVector3f mvForward;
float mfMaxY;
float mfMinY;
tString msAttachSound;
tString msClimbUpSound;
tString msClimbDownSound;
};
//--------------------------------------
class cAreaLoader_GameLadder : public iArea3DLoader {
public:
cAreaLoader_GameLadder(const tString &asName, cInit *apInit);
~cAreaLoader_GameLadder();
iEntity3D *Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform, cWorld3D *apWorld);
private:
cInit *mpInit;
};
#endif // GAME_GAME_LADDER_H
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