//-----------------------------------------------------------------------------------
//
// 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 _PROJECTILE_H_
#define _PROJECTILE_H_
#include "gameType.h"
#include "gameObject.h"
#include "item.h"
#include "gameWeapons.h"
namespace Zap
{
class Ship;
class Projectile : public GameObject
{
public:
enum {
CompressedVelocityMax = 2047,
InitialMask = BIT(0),
ExplodedMask = BIT(1),
};
Point pos;
Point velocity;
U32 mTimeRemaining;
U32 mType;
bool collided;
bool alive;
SafePtr<GameObject> mShooter;
Projectile(U32 type = ProjectilePhaser, Point pos = Point(), Point vel = Point(), U32 liveTime = 0, GameObject *shooter = NULL);
U32 packUpdate(GhostConnection *connection, U32 updateMask, BitStream *stream);
void unpackUpdate(GhostConnection *connection, BitStream *stream);
void handleCollision(GameObject *theObject, Point collisionPoint);
void idle(GameObject::IdleCallPath path);
void explode(GameObject *hitObject, Point p);
virtual Point getRenderVel() { return velocity; }
virtual Point getActualVel() { return velocity; }
void render();
TNL_DECLARE_CLASS(Projectile);
};
class GrenadeProjectile : public Item
{
typedef Item Parent;
public:
GrenadeProjectile(Point pos = Point(), Point vel = Point(), U32 liveTime = 0, GameObject *shooter = NULL);
enum Constants
{
ExplodeMask = Item::FirstFreeMask,
FirstFreeMask = ExplodeMask << 1,
};
S32 ttl;
bool exploded;
bool collide(GameObject *otherObj) { return true; };
void renderItem(Point p);
void idle(IdleCallPath path);
void damageObject(DamageInfo *damageInfo);
void explode(Point p);
U32 packUpdate(GhostConnection *connection, U32 updateMask, BitStream *stream);
void unpackUpdate(GhostConnection *connection, BitStream *stream);
TNL_DECLARE_CLASS(GrenadeProjectile);
};
class Mine : public GrenadeProjectile
{
typedef GrenadeProjectile Parent;
public:
enum Constants
{
ArmedMask = GrenadeProjectile::FirstFreeMask,
SensorRadius = 50,
InnerBlastRadius = 75,
OuterBlastRadius = 100 ,
};
Mine(Point pos = Point(), Ship *owner=NULL);
bool mArmed;
Timer mScanTimer;
SafePtr<GameConnection> mOwnerConnection;
bool collide(GameObject *otherObj);
void idle(IdleCallPath path);
void damageObject(DamageInfo *damageInfo);
void renderItem(Point p);
U32 packUpdate(GhostConnection *connection, U32 updateMask, BitStream *stream);
void unpackUpdate(GhostConnection *connection, BitStream *stream);
TNL_DECLARE_CLASS(Mine);
};
};
#endif
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