//-----------------------------------------------------------------------------------
//
// Torque Network Library - ZAP example multiplayer vector graphics space game
// Copyright (C) 2004 GarageGames.com, Inc.
// For more information see http://www.opentnl.org
//
// 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 2 of the License, or
// (at your option) any later version.
//
// For use in products that are not compatible with the terms of the GNU
// General Public License, alternative licensing options are available
// from GarageGames.com.
//
// 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, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//------------------------------------------------------------------------------------
#include "point.h"
#include "gameConnection.h"
#include "gameObject.h"
#include "../tnl/tnlNetObject.h"
namespace Zap
{
/// The Barrier class represents rectangular barriers that player controlled
/// Ship instances cannot pass through. Barrier objects, once created, never
/// change state, simplifying the pack/unpack update methods. Barriers are
/// constructed as an expanded line segment.
class Barrier : public GameObject
{
public:
Point start; ///< The start point of the barrier
Point end; ///< The end point of the barrier
F32 mWidth;
enum {
BarrierWidth = 50, ///< The width, in game units of the barrier.
};
static U32 mBarrierChangeIndex; ///< Global counter that is incremented every time a new barrier is added on the client.
U32 mLastBarrierChangeIndex; ///< Index to check against the global counter - if it is different, then this barrier's polygon outline will be clipped against all adjacent barriers.
Vector<Point> mRenderLineSegments; ///< The clipped line segments representing this barrier.
/// Barrier constructor.
Barrier(Point st = Point(), Point e = Point(), F32 width = BarrierWidth);
/// Adds the server object to the net interface's scope always list
void onAddedToGame(Game *theGame);
/// renders this barrier by drawing the render line segments,
void render(U32 layer);
/// returns a sorting key for the object. Barriers should sort behind other objects
S32 getRenderSortValue() { return -1; }
/// returns the collision polygon of this barrier, which is the boundary extruded from the start,end line segment.
bool getCollisionPoly(Vector<Point> &polyPoints);
/// collide always returns true for Barrier objects.
bool collide(GameObject *otherObject) { return true; }
/// clips the current set of render lines against the polygon passed as polyPoints.
void clipRenderLinesToPoly(Vector<Point> &polyPoints);
TNL_DECLARE_CLASS(Barrier);
};
};
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