/* * 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 . */ #ifndef GAME_GAME_LADDER_H #define GAME_GAME_LADDER_H #include "StdAfx.h" #include "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 { #ifdef __GNUC__ typedef iGameEntity __super; #endif 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