//-----------------------------------------------------------------------------------
//
// 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
syntax highlighted by Code2HTML, v. 0.9.1