//-----------------------------------------------------------------------------------
//
// 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 _ITEM_H_
#define _ITEM_H_
#include "moveObject.h"
#include "timer.h"
namespace Zap
{
class Ship;
class GoalZone;
class Item : public MoveObject
{
protected:
enum MaskBits {
InitialMask = BIT(0),
PositionMask = BIT(1),
WarpPositionMask = BIT(2),
MountMask = BIT(3),
ZoneMask = BIT(4),
FirstFreeMask = BIT(5),
};
SafePtr<Ship> mMount;
SafePtr<GoalZone> mZone;
bool mIsMounted;
bool mIsCollideable;
public:
void idle(GameObject::IdleCallPath path);
void processArguments(S32 argc, const char **argv);
U32 packUpdate(GhostConnection *connection, U32 updateMask, BitStream *stream);
void unpackUpdate(GhostConnection *connection, BitStream *stream);
Item(Point p = Point(0,0), bool collideable = false, float radius = 1, float mass = 1);
void setActualPos(Point p);
void setActualVel(Point vel);
void mountToShip(Ship *theShip);
bool isMounted() { return mIsMounted; }
void setZone(GoalZone *theZone);
GoalZone *getZone();
Ship *getMount();
void dismount();
void render();
virtual void renderItem(Point pos) = 0;
virtual void onMountDestroyed();
bool collide(GameObject *otherObject);
};
class PickupItem : public Item
{
typedef Item Parent;
bool mIsVisible;
Timer mRepopTimer;
protected:
enum MaskBits {
PickupMask = Parent::FirstFreeMask << 0,
FirstFreeMask = Parent::FirstFreeMask << 1,
};
public:
PickupItem(Point p = Point(), float radius = 1);
void idle(GameObject::IdleCallPath path);
bool isVisible() { return mIsVisible; }
U32 packUpdate(GhostConnection *connection, U32 updateMask, BitStream *stream);
void unpackUpdate(GhostConnection *connection, BitStream *stream);
bool collide(GameObject *otherObject);
virtual bool pickup(Ship *theShip) = 0;
virtual U32 getRepopDelay() = 0;
virtual void onClientPickup() = 0;
};
};
#endif
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