b391dde089
I'm planning on giving each room it's own waypoint manager, so it can compare it's waypoints against the characters in that room alone. If it turns out to be a good pattern, I'll do thae same for monsters.
54 lines
1.4 KiB
C++
54 lines
1.4 KiB
C++
/* Copyright: (c) Kayne Ruse 2013-2015
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*
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* This software is provided 'as-is', without any express or implied
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* warranty. In no event will the authors be held liable for any damages
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* arising from the use of this software.
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*
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* Permission is granted to anyone to use this software for any purpose,
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* including commercial applications, and to alter it and redistribute it
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* freely, subject to the following restrictions:
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*
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* 1. The origin of this software must not be misrepresented; you must not
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* claim that you wrote the original software. If you use this software
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* in a product, an acknowledgment in the product documentation would be
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* appreciated but is not required.
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*
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* 2. Altered source versions must be plainly marked as such, and must not be
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* misrepresented as being the original software.
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*
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* 3. This notice may not be removed or altered from any source
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* distribution.
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*/
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#ifndef WAYPOINTDATA_HPP_
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#define WAYPOINTDATA_HPP_
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#include "bounding_box.hpp"
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#include "vector2.hpp"
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#include "lua.hpp"
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#include <string>
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class WaypointData {
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public:
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WaypointData() = default;
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~WaypointData() = default;
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Vector2 SetOrigin(Vector2 v);
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Vector2 GetOrigin();
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BoundingBox SetBoundingBox(BoundingBox b);
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BoundingBox GetBoundingBox();
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int SetTriggerReference(int i);
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int GetTriggerReference();
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private:
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friend class WaypointManager;
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Vector2 origin;
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BoundingBox bounds;
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int triggerRef = LUA_NOREF;
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};
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#endif |