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2026-02-02 04:50:13 +01:00

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2.3 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of Penumbra Overture.
*/
#ifndef GAME_TRIGGER_HANDLER_H
#define GAME_TRIGGER_HANDLER_H
#include "hpl1/engine/engine.h"
#include "hpl1/penumbra-overture/GameTypes.h"
using namespace hpl;
class cInit;
class cMapHandler;
//----------------------------------------
class cGameTrigger : public iEntity3D {
friend class cTriggerHandler;
public:
cGameTrigger();
virtual ~cGameTrigger() {}
int GetPrio() { return mlPrio; }
float GetTimeCount() { return mfTimeCount; }
eGameTriggerType GetType() { return mType; }
float GetRadius() { return mfRadius; }
void SetRadius(float afX);
cBoundingVolume *GetBoundingVolume() { return &mBoundingVolume; }
virtual tString GetEntityType() { return "GameTrigger"; }
protected:
int mlPrio;
float mfTimeCount;
eGameTriggerType mType;
private:
float mfRadius;
};
typedef Common::MultiMap<int, cGameTrigger *, Common::Greater<int> > tGameTriggerMap;
typedef tGameTriggerMap::iterator tGameTriggerMapIt;
//----------------------------------------
class cTriggerHandler : public iUpdateable {
public:
cTriggerHandler(cInit *apInit);
~cTriggerHandler();
cGameTrigger *Add(cGameTrigger *apTrigger, eGameTriggerType aType, const cVector3f &avLocalPos,
int alPrio, float afTime, float afRadius);
void OnStart();
void Update(float afTimeStep);
void Reset();
private:
cInit *mpInit;
cMapHandler *mpMapHandler;
tGameTriggerMap m_mapTriggers;
};
#endif // GAME_TRIGGER_HANDLER_H