//////////////////////////////////////////////////////////////////////////////// // // 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 // // hood.h // Project: Nostril (aka Postal) // // History: // 01/22/97 JMI Converted many m_spryAlphas/Opaques to arrays and added // a macro enum MaxLayers. // // 01/23/97 JMI Added two very non-major comments and removed a #if 0 // block. // // 01/26/97 JMI Made m_imBackground public. It was the only way I could // figure to get any idea of the realm dimensions that I // needed for the editor. // // 01/26/97 JMI Added override of EditRect() that sets the rect to the // dimensions of m_pimBackground-> // // 01/31/97 MJR Added GetWidth() and GetHeight(). // // 02/03/97 JMI Updated default relative path used to get hood resources. // // 02/04/97 JMI Changed all resources to pointers so we can fully utilize // the RResMgr. // // 02/07/97 JMI Added m_sWorldXRot, world transformation x rotation. // // 02/13/97 JMI Changed paths for hoods to be in hoods/ instead of bg/ // and also now just store the import part (like "city" instead // of "hoods/city"). // Also, now gets resources for lighting effects. // Also, now sets the realm's m_phood ptr to this instance. // // 02/13/97 JMI Had to make m_pimBackground public so 3D guys could get in- // to its palette. // // 03/13/97 JMI Load now takes a version number. // // 04/09/97 BRH Added RMultiGrid to the hoods for the new type of attribute // maps. These will eventuall replace the RAttribMap but for // now they are both here so that all parts of the game // will continue to work during testing of the new attribute // map. // // 05/12/97 JRD Made it into a trigger CThing so it can load and save trigger // attribute maps. // //////////////////////////////////////////////////////////////////////////////// #ifndef TRIGGER_H #define TRIGGER_H #include "RSPiX.h" #ifdef PATHS_IN_INCLUDES #include "WishPiX/Spry/spry.h" #include "ORANGE/MultiGrid/MultiGridIndirect.h" #else #include "spry.h" #include "multigridindirect.h" #endif #include "thing.h" // A fake declaration for CRealm pointers... class CRealm; // This is the hood object class CTrigger : public CThing { //--------------------------------------------------------------------------- // Types, enums, etc. //--------------------------------------------------------------------------- public: //--------------------------------------------------------------------------- // Variables //--------------------------------------------------------------------------- public: RMultiGridIndirect* m_pmgi; // Attribute map of regions USHORT m_ausPylonUIDs[256]; // Look up for Pylon ID's //--------------------------------------------------------------------------- // Constructor(s) / destructor //--------------------------------------------------------------------------- protected: // Constructor CTrigger(CRealm* pRealm); public: // Destructor ~CTrigger(); //--------------------------------------------------------------------------- // 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 CTrigger(pRealm); if (*ppNew == 0) { sResult = -1; TRACE("CTrigger::Construct(): Couldn't construct CTrigger!\n"); } return sResult; } //--------------------------------------------------------------------------- // Required virtual functions (implimenting 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 update object void EditUpdate(void); // Called by editor to render object void EditRender(void); // Called by editor to get the clickable pos/area of an object. virtual // If you override this, do NOT call this base class. void EditRect( // Returns nothiing. RRect* prc) // Out: Clickable pos/area of object. { // Default implementation makes the object unclickable. prc->sX = 0; prc->sY = 0; prc->sW = 16; prc->sH = 16; } //--------------------------------------------------------------------------- // Trigger Specific Functions //--------------------------------------------------------------------------- public: // After the game editor creates the attribute data, stick it here void AddData(RMultiGridIndirect* pmgi); }; #endif //HOOD_H //////////////////////////////////////////////////////////////////////////////// // EOF ////////////////////////////////////////////////////////////////////////////////