TankFalling.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_TankFallingh_INCLUDE__)
00022 #define __INCLUDE_TankFallingh_INCLUDE__
00023 
00024 #include <engine/PhysicsParticle.h>
00025 #include <engine/ScorchedCollisionIds.h>
00026 #include <weapons/Weapon.h>
00027 
00028 #include <map>
00029 #include <list>
00030 
00031 class Parachute;
00032 class TankFalling : 
00033         public PhysicsParticleReferenced
00034 {
00035 public:
00036         TankFalling(Weapon *weapon, unsigned int fallingPlayerId,
00037                         WeaponFireContext &weaponContext, Parachute *parachute);
00038         virtual ~TankFalling();
00039 
00040         virtual void init();
00041         virtual void simulate(fixed frameTime, bool &remove);
00042         virtual std::string getActionDetails();
00043 
00044         virtual void collision(PhysicsParticleObject &position, 
00045                 ScorchedCollisionId collisionId);
00046 
00047         Parachute *getParachute() { return parachute_; }
00048 
00049 protected:
00050         Weapon *weapon_;
00051         Parachute *parachute_;
00052         unsigned int fallingPlayerId_;
00053         WeaponFireContext weaponContext_;
00054         unsigned int data_;
00055         FixedVector tankStartPosition_;
00056 
00057 };
00058 
00059 #endif

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