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