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engines/hpl1/penumbra-overture/GameLadder.h
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engines/hpl1/penumbra-overture/GameLadder.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_GAME_LADDER_H
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#define GAME_GAME_LADDER_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameEntity.h"
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using namespace hpl;
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//-----------------------------------------
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class cGameLadder_SaveData : public iGameEntity_SaveData {
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kSerializableClassInit(cGameLadder_SaveData);
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public:
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cVector3f mvSize;
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tString msAttachSound;
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tString msClimbUpSound;
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tString msClimbDownSound;
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iGameEntity *CreateEntity();
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};
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//------------------------------------------
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class cGameLadder : public iGameEntity {
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typedef iGameEntity super;
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friend class cAreaLoader_GameLadder;
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public:
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cGameLadder(cInit *apInit, const tString &asName);
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~cGameLadder(void);
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void OnPlayerPick();
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void OnPlayerInteract();
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void OnPostSceneDraw();
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void Setup();
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float GetDist2D();
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float GetHeight();
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const cVector3f &GetForward() { return mvForward; }
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float GetMaxY() { return mfMaxY; }
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float GetMinY() { return mfMinY; }
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const tString &GetAttachSound() { return msAttachSound; }
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const tString &GetClimbUpSound() { return msClimbUpSound; }
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const tString &GetClimbDownSound() { return msClimbDownSound; }
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void SetAttachSound(const tString &asX) { msAttachSound = asX; }
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void SetClimbUpSound(const tString &asX) { msClimbUpSound = asX; }
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void SetClimbDownSound(const tString &asX) { msClimbDownSound = asX; }
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cVector3f GetStartRotation();
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cVector3f GetStartPosition();
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// SaveObject implementation
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iGameEntity_SaveData *CreateSaveData();
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void SaveToSaveData(iGameEntity_SaveData *apSaveData);
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void LoadFromSaveData(iGameEntity_SaveData *apSaveData);
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private:
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cVector3f mvForward;
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float mfMaxY;
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float mfMinY;
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tString msAttachSound;
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tString msClimbUpSound;
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tString msClimbDownSound;
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};
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//--------------------------------------
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class cAreaLoader_GameLadder : public iArea3DLoader {
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public:
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cAreaLoader_GameLadder(const tString &asName, cInit *apInit);
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~cAreaLoader_GameLadder();
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iEntity3D *Load(const tString &asName, const cVector3f &avSize, const cMatrixf &a_mtxTransform, cWorld3D *apWorld);
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private:
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cInit *mpInit;
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};
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#endif // GAME_GAME_LADDER_H
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