//////////////////////////////////////////////////////////////////////////////// // // 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 // // goaltimer.h // Project: Postal // // History: // // 06/30/97 BRH Started this file for the challenge levels. It will // keep track of the goal time and be able to count up // or down. It will set the bRealmOver flag when the goal // is met. // //////////////////////////////////////////////////////////////////////////////// #ifndef GOALTIMER_H #define GOALTIMER_H #include "RSPiX.h" #include "realm.h" // CGoalTimer keeps track of the time and goal for a challenge level class CGoalTimer : public CThing { //--------------------------------------------------------------------------- // Types, enums, etc. //--------------------------------------------------------------------------- public: //--------------------------------------------------------------------------- // Variables //--------------------------------------------------------------------------- public: protected: double m_dX; // x coord double m_dY; // y coord double m_dZ; // z coord RImage* m_pImage; // Pointer to only image (replace with 3d anim, soon) CSprite2 m_sprite; // Sprite (replace with CSprite3, soon) long m_lTimerMS; // Timer value in Milliseconds short m_sKillGoal; // Number of kills to achieve short m_sUpDown; // Up or down timer short m_sSuspend; // Suspend flag // Tracks file counter so we know when to load/save "common" data static short ms_sFileCount; // "Constant" values that we want to be able to tune using the editor //--------------------------------------------------------------------------- // Constructor(s) / destructor //--------------------------------------------------------------------------- protected: // Constructor CGoalTimer(CRealm* pRealm) : CThing(pRealm, CGoalTimerID) { m_pImage = 0; m_sSuspend = 0; m_sUpDown = 1; m_sKillGoal = 0; m_lTimerMS = 120000; } public: // Destructor ~CGoalTimer() { // Remove sprite from scene (this is safe even if it was already removed!) m_pRealm->m_scene.RemoveSprite(&m_sprite); // Free resources FreeResources(); } //--------------------------------------------------------------------------- // 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 CGoalTimer(pRealm); if (*ppNew == 0) { sResult = -1; TRACE("CGoalTimer::Construct(): Couldn't construct CGoalTimer (that's a bad thing)\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); // Give Edit a rectangle around this object void EditRect(RRect* pRect); // Called by editor to get the hotspot of an object in 2D. 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. //--------------------------------------------------------------------------- // 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 }; #endif //GOALTIMER_H //////////////////////////////////////////////////////////////////////////////// // EOF ////////////////////////////////////////////////////////////////////////////////