#include "manager.h"
#include "camera.h"
#include "dynamicmesh.h"
-#include "mesh.h"
#include "floor.h"
#include "elevator.h"
#include "elevatorcar.h"
-#include "elevatordoor.h"
#include "shaft.h"
#include "stairs.h"
#include "action.h"
#include "person.h"
#include "texture.h"
-#include "escalator.h"
-#include "polygon.h"
#include "light.h"
#include "wall.h"
-#include "callbutton.h"
#include "control.h"
#include "trigger.h"
#include "soundsystem.h"
#include "sound.h"
-#include "door.h"
#include "model.h"
#include "timer.h"
#include "profiler.h"
SmoothFrames = GetConfigInt("Skyscraper.SBS.SmoothFrames", 200);
RenderOnStartup = GetConfigBool("Skyscraper.SBS.RenderOnStartup", false);
EscalatorCount = 0;
+ MovingWalkwayCount = 0;
RandomActivity = GetConfigBool("Skyscraper.SBS.RandomActivity", false);
Headless = false;
deleted = true;
}
+ else if (type == "MovingWalkway")
+ deleted = true;
//delete object
if (deleted == true)
EscalatorCount--;
}
+int SBS::GetMovingWalkwayCount()
+{
+ //return total number of allocated sounds
+ return MovingWalkwayCount;
+}
+
+void SBS::IncrementMovingWalkwayCount()
+{
+ MovingWalkwayCount++;
+}
+
+void SBS::DecrementMovingWalkwayCount()
+{
+ MovingWalkwayCount--;
+}
+
bool SBS::HitBeam(const Ogre::Ray &ray, float max_distance, MeshObject *&mesh, Wall *&wall, Ogre::Vector3 &hit_position)
{
//use a given ray and distance, and return the nearest hit mesh and if applicable, wall object
int GetEscalatorCount();
void IncrementEscalatorCount();
void DecrementEscalatorCount();
+ int GetMovingWalkwayCount();
+ void IncrementMovingWalkwayCount();
+ void DecrementMovingWalkwayCount();
bool HitBeam(const Ogre::Ray &ray, float max_distance, MeshObject *&mesh, Wall *&wall, Ogre::Vector3 &hit_position);
void EnableRandomActivity(bool value);
SoundSystem* GetSoundSystem();
int EscalatorCount; //number of escalators
+ int MovingWalkwayCount; //number of moving walkways
+
//internal clock
unsigned long current_time;
unsigned long current_virtual_time;