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engines/hpl1/penumbra-overture/TriggerHandler.cpp
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engines/hpl1/penumbra-overture/TriggerHandler.cpp
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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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#include "hpl1/penumbra-overture/TriggerHandler.h"
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#include "hpl1/algorithms.h"
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#include "hpl1/penumbra-overture/GameEnemy.h"
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#include "hpl1/penumbra-overture/Init.h"
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#include "hpl1/penumbra-overture/MapHandler.h"
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//////////////////////////////////////////////////////////////////////////
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// TRIGGER
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cGameTrigger::cGameTrigger() : iEntity3D("") {
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SetRadius(1);
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}
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//-----------------------------------------------------------------------
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void cGameTrigger::SetRadius(float afX) {
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mfRadius = afX;
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mBoundingVolume.SetSize(mfRadius * 2);
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// CONSTRUCTORS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cTriggerHandler::cTriggerHandler(cInit *apInit) : iUpdateable("TriggerHandler") {
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mpInit = apInit;
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}
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//-----------------------------------------------------------------------
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cTriggerHandler::~cTriggerHandler(void) {
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STLMapDeleteAll(m_mapTriggers);
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}
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//-----------------------------------------------------------------------
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//////////////////////////////////////////////////////////////////////////
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// PUBLIC METHODS
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//////////////////////////////////////////////////////////////////////////
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//-----------------------------------------------------------------------
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cGameTrigger *cTriggerHandler::Add(cGameTrigger *apTrigger, eGameTriggerType aType,
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const cVector3f &avLocalPos,
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int alPrio, float afTime, float afRadius) {
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apTrigger->SetRadius(afRadius);
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apTrigger->mfTimeCount = afTime;
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apTrigger->mlPrio = alPrio;
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apTrigger->mType = aType;
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apTrigger->SetPosition(avLocalPos);
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m_mapTriggers.insert(tGameTriggerMap::value_type(alPrio, apTrigger));
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return apTrigger;
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}
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//-----------------------------------------------------------------------
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void cTriggerHandler::OnStart() {
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mpMapHandler = mpInit->mpMapHandler;
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}
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//-----------------------------------------------------------------------
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void cTriggerHandler::Update(float afTimeStep) {
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//////////////////////////////////////////////
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// Go through the enemies and hand them triggers
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tGameEnemyIterator EnemyIt = mpMapHandler->GetGameEnemyIterator();
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while (EnemyIt.HasNext()) {
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iGameEnemy *pEnemy = EnemyIt.Next();
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if (pEnemy->IsActive() == false || pEnemy->GetUsesTriggers() == false)
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continue;
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/////////////////////////////////////////
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// Check if it is time to update triggers.
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/*if(pEnemy->GetTriggerUpdateCount() >= pEnemy->GetTriggerUpdateRate())
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{
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pEnemy->SetTriggerUpdateCount(0);
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}
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else
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{
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pEnemy->SetTriggerUpdateCount(pEnemy->GetTriggerUpdateCount() + afTimeStep);
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continue;
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}*/
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/////////////////////////////////////
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// Go through triggers by priority
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tGameTriggerMapIt TriggerIt = m_mapTriggers.begin();
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for (; TriggerIt != m_mapTriggers.end(); ++TriggerIt) {
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cGameTrigger *pTrigger = TriggerIt->second;
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// Check if trigger is of right type
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if (!(pTrigger->GetType() & pEnemy->GetTriggerTypes())) {
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continue;
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}
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// Check if trigger is in reach
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if (cMath::PointBVCollision(pEnemy->GetPosition(), *pTrigger->GetBoundingVolume()) == false) {
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continue;
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}
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// Let enemy handle trigger, if false get next trigger else next enemy.
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if (pEnemy->HandleTrigger(pTrigger)) {
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break;
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}
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}
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}
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//////////////////////////////////
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// Go through triggers and remove when timer is out.
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auto const newEnd = Hpl1::removeIf(m_mapTriggers.begin(), m_mapTriggers.end(), [afTimeStep](tGameTriggerMap::value_type &pair) {
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pair.second->mfTimeCount -= afTimeStep;
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if (pair.second->mfTimeCount <= 0) {
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hplDelete(pair.second);
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return true;
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}
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return false;
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});
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m_mapTriggers.erase(newEnd, m_mapTriggers.end());
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}
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//-----------------------------------------------------------------------
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void cTriggerHandler::Reset() {
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}
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