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engines/hpl1/penumbra-overture/TriggerHandler.h
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93
engines/hpl1/penumbra-overture/TriggerHandler.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_TRIGGER_HANDLER_H
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#define GAME_TRIGGER_HANDLER_H
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#include "hpl1/engine/engine.h"
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#include "hpl1/penumbra-overture/GameTypes.h"
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using namespace hpl;
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class cInit;
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class cMapHandler;
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//----------------------------------------
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class cGameTrigger : public iEntity3D {
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friend class cTriggerHandler;
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public:
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cGameTrigger();
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virtual ~cGameTrigger() {}
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int GetPrio() { return mlPrio; }
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float GetTimeCount() { return mfTimeCount; }
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eGameTriggerType GetType() { return mType; }
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float GetRadius() { return mfRadius; }
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void SetRadius(float afX);
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cBoundingVolume *GetBoundingVolume() { return &mBoundingVolume; }
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virtual tString GetEntityType() { return "GameTrigger"; }
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protected:
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int mlPrio;
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float mfTimeCount;
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eGameTriggerType mType;
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private:
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float mfRadius;
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};
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typedef Common::MultiMap<int, cGameTrigger *, Common::Greater<int> > tGameTriggerMap;
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typedef tGameTriggerMap::iterator tGameTriggerMapIt;
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//----------------------------------------
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class cTriggerHandler : public iUpdateable {
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public:
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cTriggerHandler(cInit *apInit);
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~cTriggerHandler();
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cGameTrigger *Add(cGameTrigger *apTrigger, eGameTriggerType aType, const cVector3f &avLocalPos,
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int alPrio, float afTime, float afRadius);
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void OnStart();
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void Update(float afTimeStep);
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void Reset();
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private:
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cInit *mpInit;
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cMapHandler *mpMapHandler;
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tGameTriggerMap m_mapTriggers;
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};
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#endif // GAME_TRIGGER_HANDLER_H
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