//-----------------------------------------------------------------------------------
//
// 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
//
//------------------------------------------------------------------------------------
#ifndef _ENGINEEREDOBJECTS_H_
#define _ENGINEEREDOBJECTS_H_
#include "gameObject.h"
#include "item.h"
#include "barrier.h"
namespace Zap
{
extern void engClientCreateObject(GameConnection *connection, U32 object);
class EngineeredObject : public GameObject
{
typedef GameObject Parent;
protected:
F32 mHealth;
Color mTeamColor;
SafePtr<Item> mResource;
SafePtr<Ship> mOwner;
Point mAnchorPoint;
Point mAnchorNormal;
bool mIsDestroyed;
S32 mOriginalTeam;
enum MaskBits
{
InitialMask = BIT(0),
HealthMask = BIT(1),
TeamMask = BIT(2),
NextFreeMask = BIT(3),
};
public:
EngineeredObject(S32 team = -1, Point anchorPoint = Point(), Point anchorNormal = Point());
void setResource(Item *resource);
bool checkDeploymentPosition();
void computeExtent();
virtual void onDestroyed() {}
virtual void onDisabled() {}
virtual void onEnabled() {}
bool isEnabled();
void processArguments(S32 argc, const char **argv);
void explode();
bool isDestroyed() { return mIsDestroyed; }
void setOwner(Ship *owner);
U32 packUpdate(GhostConnection *connection, U32 updateMask, BitStream *stream);
void unpackUpdate(GhostConnection *connection, BitStream *stream);
void damageObject(DamageInfo *damageInfo);
bool collide(GameObject *hitObject) { return true; }
F32 getHealth() { return mHealth; }
};
class ForceField : public GameObject
{
Point mStart, mEnd;
Timer mDownTimer;
bool mFieldUp;
public:
enum Constants
{
InitialMask = BIT(0),
StatusMask = BIT(1),
FieldDownTime = 250,
};
ForceField(S32 team = -1, Point start = Point(), Point end = Point());
bool collide(GameObject *hitObject);
void idle(GameObject::IdleCallPath path);
U32 packUpdate(GhostConnection *connection, U32 updateMask, BitStream *stream);
void unpackUpdate(GhostConnection *connection, BitStream *stream);
bool getCollisionPoly(Vector<Point> &polyPoints);
void render();
S32 getRenderSortValue() { return -1; }
TNL_DECLARE_CLASS(ForceField);
};
class ForceFieldProjector : public EngineeredObject
{
typedef EngineeredObject Parent;
SafePtr<ForceField> mField;
public:
ForceFieldProjector(S32 team = -1, Point anchorPoint = Point(), Point anchorNormal = Point()) :
EngineeredObject(team, anchorPoint, anchorNormal) { mNetFlags.set(Ghostable); }
bool getCollisionPoly(Vector<Point> &polyPoints);
void render();
void onEnabled();
void onDisabled();
TNL_DECLARE_CLASS(ForceFieldProjector);
};
class Turret : public EngineeredObject
{
typedef EngineeredObject Parent;
Timer mFireTimer;
F32 mCurrentAngle;
public:
enum {
TurretAimOffset = 15,
TurretRange = 600,
TurretPerceptionDistance = 800,
TurretProjectileVelocity = 600,
TurretTurnRate = 4,
TurretFireDelay = 150,
AimMask = EngineeredObject::NextFreeMask,
};
public:
Turret(S32 team = -1, Point anchorPoint = Point(), Point anchorNormal = Point(1, 0));
bool getCollisionPoly(Vector<Point> &polyPoints);
void render();
void idle(IdleCallPath path);
void onAddedToGame(Game *theGame);
U32 packUpdate(GhostConnection *connection, U32 updateMask, BitStream *stream);
void unpackUpdate(GhostConnection *connection, BitStream *stream);
TNL_DECLARE_CLASS(Turret);
};
};
#endif
syntax highlighted by Code2HTML, v. 0.9.1