ShotProjectile.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_ShotProjectileh_INCLUDE__)
00022 #define __INCLUDE_ShotProjectileh_INCLUDE__
00023 
00024 #include <engine/PhysicsParticle.h>
00025 #include <engine/ScorchedCollisionIds.h>
00026 #include <engine/ViewPoints.h>
00027 #ifndef S3D_SERVER
00028         #include <tankgraph/RenderTracer.h>
00029 #endif
00030 #include <weapons/WeaponProjectile.h>
00031 #include <list>
00032 
00033 class ShotProjectile : 
00034         public PhysicsParticleReferenced
00035 {
00036 public:
00037         ShotProjectile(
00038                 FixedVector &startPosition, FixedVector &velocity,
00039                 WeaponProjectile *weapon, WeaponFireContext &weaponContext,
00040                 unsigned int flareType, fixed spinSpeed);
00041         virtual ~ShotProjectile();
00042 
00043         virtual void simulate(fixed frameTime, bool &remove);
00044         virtual void init();
00045         virtual void collision(PhysicsParticleObject &position, 
00046                 ScorchedCollisionId collisionId);
00047         virtual std::string getActionDetails();
00048 
00049         unsigned int getPlayerId() { return weaponContext_.getPlayerId(); }
00050         WeaponProjectile *getWeapon() { return weapon_; }
00051 #ifndef S3D_SERVER
00052         std::list<RenderTracer::TracerLinePoint> &getPositions() { return positions_; }
00053 #endif
00054 
00055 protected:
00056         FixedVector startPosition_, velocity_;
00057         WeaponProjectile *weapon_;
00058         ViewPoints::ViewPoint *vPoint_;
00059         WeaponFireContext weaponContext_;
00060         unsigned int flareType_;
00061         bool up_;
00062         fixed snapTime_;
00063         fixed totalTime_;
00064         //      things like thrusttime etc should have their 
00065         //      values set ONCE per projectile
00066         fixed thrustTime_;
00067         fixed thrustAmount_;
00068         fixed drag_;
00069         fixed timedCollision_;
00070         fixed spinSpeed_;
00071 #ifndef S3D_SERVER
00072         std::list<RenderTracer::TracerLinePoint> positions_;
00073 #endif
00074 
00075         void doCollision(FixedVector &position);
00076 
00077 private:
00078         ShotProjectile(const ShotProjectile &);
00079         const ShotProjectile & operator=(const ShotProjectile &);
00080 
00081 };
00082 
00083 #endif

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