Napalm.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_Napalmh_INCLUDE__)
00022 #define __INCLUDE_Napalmh_INCLUDE__
00023 
00024 #include <engine/ActionReferenced.h>
00025 #include <weapons/WeaponNapalm.h>
00026 #include <common/Counter.h>
00027 #include <landscapemap/DeformLandscape.h>
00028 #include <list>
00029 #include <vector>
00030 #include <set>
00031 
00032 class GLTextureSet;
00033 class Napalm : public ActionReferenced
00034 {
00035 public:
00036         struct NapalmEntry 
00037         {
00038                 NapalmEntry(int x, int y, int o, int p) : 
00039                         offset(o), posX(x), posY(y), pset(p) {}
00040 
00041                 int pset;
00042                 int offset;
00043                 int posX, posY;
00044         };
00045 
00046         Napalm(int x, int y, Weapon *weapon, NapalmParams *params, 
00047                 WeaponFireContext &weaponContext);
00048         virtual ~Napalm();
00049 
00050         virtual void init();
00051         virtual void simulate(fixed frameTime, bool &remove);
00052         virtual std::string getActionDetails();
00053 
00054         unsigned int getPlayerId() { return weaponContext_.getPlayerId(); }
00055         NapalmParams *getParams() { return params_; }
00056 
00057 protected:
00058         WeaponFireContext weaponContext_;
00059         NapalmParams *params_;
00060         Weapon *weapon_;
00061         Counter counter_;
00062         GLTextureSet *set_;
00063 
00064         // Not sent by wire
00065         int particleSet_;
00066         int startX_, startY_;
00067         fixed totalTime_, hurtTime_;
00068         fixed napalmTime_;
00069         std::set<unsigned int> edgePoints_;
00070         std::map<unsigned int, int> napalmPointsCount_;
00071         std::list<NapalmEntry *> napalmPoints_;
00072         std::vector<NapalmEntry *> napalmRANDPoints_;
00073 
00074         fixed getHeight(int x, int y);
00075         void simulateAddStep();
00076         void simulateAddEdge(int x, int y);
00077         void simulateRmStep();
00078         void simulateDamage();
00079 
00080 };
00081 
00082 #endif

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