WeaponDelay.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(AFX_WeaponDelay_H__B5C043F0_7DC6_4198_AE5B_E19002234FCE__INCLUDED_)
00022 #define AFX_WeaponDelay_H__B5C043F0_7DC6_4198_AE5B_E19002234FCE__INCLUDED_
00023 
00024 #include <actions/CallbackWeapon.h>
00025 
00026 class WeaponDelay  : public WeaponCallback
00027 {
00028 public:
00029         WeaponDelay();
00030         virtual ~WeaponDelay();
00031 
00032         // Inherited from Weapon
00033         virtual bool parseXML(AccessoryCreateContext &context,
00034                 XMLNode *accessoryNode);
00035         void fireWeapon(ScorchedContext &context,
00036                 WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity);
00037 
00038         REGISTER_ACCESSORY_HEADER(WeaponDelay, AccessoryPart::AccessoryWeapon);
00039 
00040         // Inhirited from CallbackWeapon
00041         virtual void weaponCallback(
00042                         ScorchedContext &context,
00043                         WeaponFireContext &weaponContext, FixedVector &position, FixedVector &velocity,
00044                         unsigned int userData);
00045 
00046 protected:
00047         NumberParser delay_;
00048         Weapon *delayedWeapon_;
00049 
00050 };
00051 
00052 #endif // !defined(AFX_WeaponDelay_H__B5C043F0_7DC6_4198_AE5B_E19002234FCE__INCLUDED_)

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