/* 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 . * */ /* * 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