.. _CGameTrigger Class: ========================== CGameTrigger Class ========================== .. toctree:: :maxdepth: 1 The structure used for this class is :ref:`CGameTrigger` +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | **Quick Ref** | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void **CGameTrigger\:\:CGameTrigger**\(:ref:`CGameArea`\* pArea, :ref:`CAreaFileTriggerObject`\* pTriggerObject, :ref:`CAreaPoint`\* pPoints, unsigned short maxPts) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual void **CGameTrigger\:\:AIUpdate**\() | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual void **CGameTrigger\:\:AddEffect**\(:ref:`CGameEffect`\* pEffect, unsigned char list, int noSave, int immediateApply) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual unsigned char **CGameTrigger\:\:CanSaveGame**\(unsigned long\& strError, int restCheck, int combatCheck) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual unsigned char **CGameTrigger\:\:CompressTime**\(unsigned long deltaTime) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual void **CGameTrigger\:\:DebugDump**\(:ref:`CString`\& message, unsigned char bEchoToScreen) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual unsigned char **CGameTrigger\:\:DoAIUpdate**\(unsigned char active, long counter) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual :ref:`CRect` **CGameTrigger\:\:GetBounding**\() | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | unsigned short **CGameTrigger\:\:GetTrapActivated**\() | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual int **CGameTrigger\:\:IsOver**\(:ref:`CPoint`\& pt) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual int **CGameTrigger\:\:IsOverActivate**\(:ref:`CPoint`\& pt) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void **CGameTrigger\:\:Marshal**\(:ref:`STriggerObjectWrapper`\* pTriggerWrapper) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual void **CGameTrigger\:\:OnActionButton**\(:ref:`CPoint`\& pt) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual void **CGameTrigger\:\:RemoveFromArea**\() | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual void **CGameTrigger\:\:Render**\(:ref:`CGameArea`\* pArea, :ref:`CVidMode`\* pVidMode) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | virtual void **CGameTrigger\:\:SetCursor**\(long nToolTip) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ | void **CGameTrigger\:\:SetDrawPoly**\(short time) | +-------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------------+ ---- --------------- Constructors --------------- +---------------------------------------------------------------+------------------------------------------------------+ | **Name** | **Description** | +---------------------------------------------------------------+------------------------------------------------------+ | :ref:`CGameTrigger\:\:CGameTrigger` | Constructs a ``CGameTrigger`` object | +---------------------------------------------------------------+------------------------------------------------------+ .. _CGameTriggerCGameTrigger: CGameTrigger\:\:CGameTrigger ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Constructs a ``CGameTrigger`` object :: void CGameTrigger::CGameTrigger( CGameArea* pArea, CAreaFileTriggerObject* pTriggerObject, CAreaPoint* pPoints, unsigned short maxPts); **Parameters** * :ref:`CGameArea`\* *pArea* - pointer to area * :ref:`CAreaFileTriggerObject`\* *pTriggerObject* - pointer to trigger object * :ref:`CAreaPoint`\* *pPoints* - pointer to array of points * ``unsigned short`` *maxPts* - count of points in array **Remarks** Constructs a ``CGameTrigger`` object ---- --------------- Methods --------------- +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | **Name** | **Description** | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:AIUpdate` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:AddEffect` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:CanSaveGame` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:CompressTime` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:DebugDump` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:DoAIUpdate` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:GetBounding` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:GetTrapActivated` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:IsOver` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:IsOverActivate` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:Marshal` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:OnActionButton` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:RemoveFromArea` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:Render` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:SetCursor` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ | :ref:`CGameTrigger\:\:SetDrawPoly` | | +------------------------------------------------------------------------+-----------------------------------------------------------------------------------------+ .. _CGameTriggerAIUpdate: CGameTrigger\:\:AIUpdate ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual void CGameTrigger::AIUpdate(); **Remarks** ---- .. _CGameTriggerAddEffect: CGameTrigger\:\:AddEffect ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Add a game effect to a trigger object :: virtual void CGameTrigger::AddEffect( CGameEffect* pEffect, unsigned char list, int noSave, int immediateApply); **Parameters** * :ref:`CGameEffect`\* *pEffect* - pointer to game effect to add to trigger * ``unsigned char`` *list* - * ``int`` *noSave* - if a saving throw is allowed to avoid or reduce damage caused by effect * ``int`` *immediateApply* - if the effect is immediate or delayed **Remarks** ---- .. _CGameTriggerCanSaveGame: CGameTrigger\:\:CanSaveGame ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual unsigned char CGameTrigger::CanSaveGame( unsigned long& strError, int restCheck, int combatCheck); **Parameters** * ``unsigned long``\& strError* - * ``int`` restCheck* - * ``int`` combatCheck* - **Return Value** Returns ``unsigned char`` **Remarks** ---- .. _CGameTriggerCompressTime: CGameTrigger\:\:CompressTime ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual unsigned char CGameTrigger::CompressTime(unsigned long deltaTime); **Parameters** * ``unsigned long`` *deltaTime* - **Return Value** Returns ``unsigned char`` **Remarks** ---- .. _CGameTriggerDebugDump: CGameTrigger\:\:DebugDump ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Debug message from CGameTrigger class :: virtual void CGameTrigger::DebugDump( CString& message, unsigned char bEchoToScreen); **Parameters** * :ref:`CString`\& *message* - debug message to output to console * ``unsigned char`` *bEchoToScreen* - output debug message to screen as well as console **Remarks** ---- .. _CGameTriggerDoAIUpdate: CGameTrigger\:\:DoAIUpdate ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual unsigned char CGameTrigger::DoAIUpdate( unsigned char active, long counter); **Parameters** * ``unsigned char`` *active* - * ``long`` *counter* - **Return Value** Returns ``unsigned char`` **Remarks** ---- .. _CGameTriggerGetBounding: CGameTrigger\:\:GetBounding ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Get the bounding rectangle for the trigger object :: virtual CRect CGameTrigger::GetBounding(); **Return Value** Returns a :ref:`CRect` which defines the bounding dimensions of the trigger object **Remarks** ---- .. _CGameTriggerGetTrapActivated: CGameTrigger\:\:GetTrapActivated ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: unsigned short CGameTrigger::GetTrapActivated(); **Return Value** Returns ``short`` **Remarks** ---- .. _CGameTriggerIsOver: CGameTrigger\:\:IsOver ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Determines if mouse position is over the trigger object :: virtual int CGameTrigger::IsOver(CPoint& pt); **Parameters** * :ref:`CPoint`\& *pt* - x and y coordinate of mouse position **Return Value** Returns ``int`` **Remarks** ---- .. _CGameTriggerIsOverActivate: CGameTrigger\:\:IsOverActivate ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ Determines if mouse position is over the trigger object and the trigger is activated :: virtual int CGameTrigger::IsOverActivate(CPoint& pt); **Parameters** * :ref:`CPoint`\& *pt* - x and y coordinate of mouse position **Return Value** Returns ``int`` **Remarks** ---- .. _CGameTriggerMarshal: CGameTrigger\:\:Marshal ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: void CGameTrigger::Marshal(STriggerObjectWrapper* pTriggerWrapper); **Parameters** * :ref:`STriggerObjectWrapper`\* *pTriggerWrapper* - **Remarks** ---- .. _CGameTriggerOnActionButton: CGameTrigger\:\:OnActionButton ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual void CGameTrigger::OnActionButton(CPoint& pt); **Parameters** * :ref:`CPoint`\& *pt* - x and y coordinate of mouse position **Remarks** ---- .. _CGameTriggerRemoveFromArea: CGameTrigger\:\:RemoveFromArea ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual void CGameTrigger::RemoveFromArea(); **Remarks** ---- .. _CGameTriggerRender: CGameTrigger\:\:Render ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual void CGameTrigger::Render( CGameArea* pArea, CVidMode* pVidMode); **Parameters** * :ref:`CGameArea`\* *pArea* - pointer to area * :ref:`CVidMode`\* *pVidMode* - pointer to vid mode **Remarks** ---- .. _CGameTriggerSetCursor: CGameTrigger\:\:SetCursor ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: virtual void CGameTrigger::SetCursor(long nToolTip); **Parameters** * ``long`` *nToolTip* - **Remarks** ---- .. _CGameTriggerSetDrawPoly: CGameTrigger\:\:SetDrawPoly ^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^^ :: void CGameTrigger::SetDrawPoly(short time); **Parameters** * ``short`` *time* - **Remarks**