//////////////////////////////////////////////////////////////////////////////// // // Copyright 2016 RWS Inc, All Rights Reserved // // This program is free software; you can redistribute it and/or modify // it under the terms of version 2 of the GNU General Public License as published by // the Free Software Foundation // // 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, write to the Free Software Foundation, Inc., // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA // // Ladder.H // Project: Nostril (aka Postal) // // History: // 06/02/97 JMI Started. // ////////////////////////////////////////////////////////////////////////////// // // This CThing-derived class will represent ladders that the CDudes, and // perhaps other characters, can use to climb to heights they cannot step up // to. // ////////////////////////////////////////////////////////////////////////////// #ifndef LADDER_H #define LADDER_H #include "RSPiX.h" #include "realm.h" #include "character.h" class CLadder : public CThing { //--------------------------------------------------------------------------- // Types, enums, etc. //--------------------------------------------------------------------------- public: //--------------------------------------------------------------------------- // Variables //--------------------------------------------------------------------------- public: double m_dX; double m_dY; double m_dZ; short m_sLen; // Length of ladder. short m_sHeight; // Height of ladder. short m_sRotY; // Rotation around Y axis (i.e., // direction on X/Z plane). short m_sSuspend; // Suspend flag CSmash m_smashTop; // Collision smash for the top of the // ladder. CSmash m_smashBottom; // Collision smash for the bottom of the // ladder. CSprite2 m_sprite; // Sprite. CCharacter* m_pcharLadderBoy; // Character currently using the // ladder. protected: //--------------------------------------------------------------------------- // Static Variables //--------------------------------------------------------------------------- public: //--------------------------------------------------------------------------- // Constructor(s) / destructor //--------------------------------------------------------------------------- public: // Constructor CLadder(CRealm* pRealm) : CThing(pRealm, CLadderID) { m_sSuspend = 0; m_sprite.m_pthing = this; m_smashTop.m_pThing = this; m_smashBottom.m_pThing = this; m_sLen = 0; m_sHeight = 0; m_sRotY = 0; m_pcharLadderBoy = NULL; } public: // Destructor ~CLadder() { // Remove sprite from scene (this is safe even if it was already removed!) m_pRealm->m_scene.RemoveSprite(&m_sprite); // Free resources FreeResources(); // Remove collision thinger. m_pRealm->m_smashatorium.Remove(&m_smashTop); m_pRealm->m_smashatorium.Remove(&m_smashBottom); } //--------------------------------------------------------------------------- // Required static functions //--------------------------------------------------------------------------- public: // Construct object static short Construct( // Returns 0 if successfull, non-zero otherwise CRealm* pRealm, // In: Pointer to realm this object belongs to CThing** ppNew) // Out: Pointer to new object { short sResult = 0; *ppNew = new CLadder(pRealm); if (*ppNew == 0) { sResult = -1; TRACE("CLadder::Construct(): Couldn't construct CLadder (that's a bad thing)\n"); } return sResult; } //--------------------------------------------------------------------------- // Required virtual functions (implementing them as inlines doesn't pay!) //--------------------------------------------------------------------------- public: // Load object (should call base class version!) short Load( // Returns 0 if successfull, non-zero otherwise RFile* pFile, // In: File to load from bool bEditMode, // In: True for edit mode, false otherwise short sFileCount, // In: File count (unique per file, never 0) ULONG ulFileVersion); // In: Version of file format to load. // Save object (should call base class version!) short Save( // Returns 0 if successfull, non-zero otherwise RFile* pFile, // In: File to save to short sFileCount); // In: File count (unique per file, never 0) // Startup object short Startup(void); // Returns 0 if successfull, non-zero otherwise // Shutdown object short Shutdown(void); // Returns 0 if successfull, non-zero otherwise // Suspend object void Suspend(void); // Resume object void Resume(void); // Update object void Update(void); // Render object void Render(void); // Called by editor to init new object at specified position short EditNew( // Returns 0 if successfull, non-zero otherwise short sX, // In: New x coord short sY, // In: New y coord short sZ); // In: New z coord // Called by editor to modify object short EditModify(void); // Returns 0 if successfull, non-zero otherwise // Called by editor to move object to specified position short EditMove( // Returns 0 if successfull, non-zero otherwise short sX, // In: New x coord short sY, // In: New y coord short sZ); // In: New z coord // Called by editor to get the clickable pos/area of an object in 2D. virtual // Overridden here. void EditRect( // Returns nothiing. RRect* prc); // Out: Clickable pos/area of object. // Called by editor to get the hotspot of an object in 2D. virtual // Overridden here. void EditHotSpot( // Returns nothiing. short* psX, // Out: X coord of 2D hotspot relative to // EditRect() pos. short* psY); // Out: Y coord of 2D hotspot relative to // EditRect() pos. // Called by editor to update object void EditUpdate(void); // Called by editor to render object void EditRender(void); //--------------------------------------------------------------------------- // Handy external functions //--------------------------------------------------------------------------- public: // Call to try to get on the ladder. // This function will return false if there is already someone on the // ladder. // If you call this function and it returns true, you MUST call GetOff() // once done so other characters can use the ladder. bool GetOn( // Returns true, if able to get on, // false otherwise. CCharacter* pchar); // In: Character attempting to get onto ladder. // Call when you get off the ladder. // Only call this function, if you have made a successful call to GetOn() // and have not, since, made a call to this function. void GetOff(void); // Returns nothing. // Get the next position on the ladder. void GetNextPos( // Returns nothing. double* pdX, // In: Current x position. // Out: New x position. double* pdY, // In: Current y position. // Out: New y position. double* pdZ, // In: Current z position. // Out: New z position. double dDistance); // In: Distance to travel. Positive is up. //--------------------------------------------------------------------------- // Internal functions //--------------------------------------------------------------------------- protected: // Get all required resources short GetResources(void); // Returns 0, if successfull, non-zero otherwise // Free all resources short FreeResources(void); // Returns 0, if successfull, non-zero otherwise // Initialize object. short Init(void); // Returns 0, on success. }; #endif // LADDER_H //////////////////////////////////////////////////////////////////////////////// // EOF ////////////////////////////////////////////////////////////////////////////////