//----------------------------------------------------------------------------------- // // 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 _RABBITGAME_H_ #define _RABBITGAME_H_ #include "gameType.h" #include "item.h" #include "gameWeapons.h" #include "shipItems.h" namespace Zap { class Ship; class RabbitFlagItem; class RabbitGameType : public GameType { typedef GameType Parent; FlagItem *mRabbitFlag; Timer mFlagReturnTimer; Timer mFlagScoreTimer; public: enum { RabbitMsgGrab, RabbitMsgRabbitKill, RabbitMsgRabbitDead, RabbitMsgDrop, RabbitMsgReturn, RabbitMsgGameOverWin, RabbitMsgGameOverTie }; enum { RabbitKillBonus = 4, //one for the kill and 4 more = 5 point bonus RabbidRabbitBonus = 4 }; RabbitGameType() { mTeamScoreLimit = 100; mRabbitFlag = NULL; } void processArguments(S32 argc, const char **argv); void spawnShip(GameConnection *theClient); void idle(GameObject::IdleCallPath path); void addFlag(FlagItem *theFlag); void flagDropped(Ship *theShip, FlagItem *theFlag); void shipTouchFlag(Ship *theShip, FlagItem *theFlag); bool objectCanDamageObject(GameObject *damager, GameObject *victim); void controlObjectForClientKilled(GameConnection *theClient, GameObject *clientObject, GameObject *killerObject); bool shipHasFlag(Ship *ship); Color getShipColor(Ship *s); void onFlagGrabbed(Ship *ship, RabbitFlagItem *flag); void onFlagHeld(Ship *ship); void onFlagDropped(Ship *victimShip); void onFlaggerDead(Ship *killerShip); void onFlaggerKill(Ship *rabbitShip); void onFlagReturned(); void onClientScore(Ship *ship, S32 howMuch); const char *getGameTypeString() { return "Rabbit"; } const char *getInstructionString() { return "Grab the flag and hold it for as long as you can!"; } TNL_DECLARE_RPC(s2cRabbitMessage, (U32 msgIndex, StringTableEntry clientName)); TNL_DECLARE_CLASS(RabbitGameType); }; }; #endif