Explosion.h

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00001 ////////////////////////////////////////////////////////////////////////////////
00002 //    Scorched3D (c) 2000-2009
00003 //
00004 //    This file is part of Scorched3D.
00005 //
00006 //    Scorched3D is free software; you can redistribute it and/or modify
00007 //    it under the terms of the GNU General Public License as published by
00008 //    the Free Software Foundation; either version 2 of the License, or
00009 //    (at your option) any later version.
00010 //
00011 //    Scorched3D is distributed in the hope that it will be useful,
00012 //    but WITHOUT ANY WARRANTY; without even the implied warranty of
00013 //    MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00014 //    GNU General Public License for more details.
00015 //
00016 //    You should have received a copy of the GNU General Public License
00017 //    along with Scorched3D; if not, write to the Free Software
00018 //    Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
00019 ////////////////////////////////////////////////////////////////////////////////
00020 
00021 #if !defined(__INCLUDE_Explosionh_INCLUDE__)
00022 #define __INCLUDE_Explosionh_INCLUDE__
00023 
00024 #include <engine/ActionReferenced.h>
00025 #include <engine/ViewPoints.h>
00026 #include <weapons/Weapon.h>
00027 #include <common/FixedVector.h>
00028 
00029 class ExplosionParams;
00030 class Explosion : public ActionReferenced
00031 {
00032 public:
00033         Explosion(FixedVector &position, 
00034                 ExplosionParams *params,
00035                 Weapon *weapon, 
00036                 WeaponFireContext &weaponContext);
00037         virtual ~Explosion();
00038 
00039         FixedVector &getPosition() { return position_; }
00040 
00041         virtual void init();
00042         virtual void simulate(fixed frameTime, bool &remove);
00043         virtual std::string getActionDetails();
00044 protected:
00045         ExplosionParams *params_;
00046         bool firstTime_;
00047         FixedVector position_;
00048         fixed totalTime_;
00049         Weapon *weapon_;
00050         WeaponFireContext weaponContext_;
00051         
00052 };
00053 
00054 #endif

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