//-----------------------------------------------------------------------------------
//
// 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 _GAMEOBJECTRENDER_H_
#define _GAMEOBJECTRENDER_H_
#include "point.h"
#include "tnl.h"
using namespace TNL;
namespace Zap
{
extern void glVertex(Point p);
extern void glColor(Color c, float alpha = 1);
extern void drawCircle(Point pos, F32 radius);
extern void fillCircle(Point pos, F32 radius);
extern void renderCenteredString(Point pos, U32 size, const char *string);
extern void renderShip(Color c, F32 alpha, F32 thrusts[], F32 health, F32 radius, bool cloakActive, bool shieldActive);
extern void renderTeleporter(Point pos, U32 type, bool in, S32 time, F32 radiusFraction, F32 radius, F32 alpha);
extern void renderTurret(Color c, Point anchor, Point normal, bool enabled, F32 health, F32 barrelAngle, F32 aimOffset);
extern void renderFlag(Point pos, Color c);
extern void renderLoadoutZone(Color c, Vector<Point> &bounds, Rect extent);
extern void renderProjectile(Point pos, U32 type, U32 time);
extern void renderMine(Point pos, bool armed, bool visible);
extern void renderGrenade(Point pos);
extern void renderRepairItem(Point pos);
extern void renderForceFieldProjector(Point pos, Point normal, Color teamColor, bool enabled);
extern void renderForceField(Point start, Point end, Color c, bool fieldUp);
extern void renderGoalZone(Vector<Point> &bounds, Color c, bool isFlashing);
};
#endif
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