//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2003 // // This file is part of Scorched3D. // // Scorched3D is free software; you can redistribute it and/or modify // it under the terms of the GNU General Public License as published by // the Free Software Foundation; either version 2 of the License, or // (at your option) any later version. // // Scorched3D is distributed in the hope that it will be useful, // but WITHOUT ANY WARRANTY; without even the implied warranty of // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the // GNU General Public License for more details. // // You should have received a copy of the GNU General Public License // along with Scorched3D; if not, write to the Free Software // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA //////////////////////////////////////////////////////////////////////////////// #if !defined(__INCLUDE_Napalmh_INCLUDE__) #define __INCLUDE_Napalmh_INCLUDE__ #include #include #include #include #include class GLTextureSet; class Napalm : public ActionMeta { public: struct NapalmEntry { NapalmEntry(int x, int y, int o) : offset(o), posX(x), posY(y) {} int offset; int posX, posY; }; Napalm(); Napalm(int x, int y, Weapon *weapon, unsigned int playerId, unsigned int data); virtual ~Napalm(); virtual void init(); virtual void simulate(float frameTime, bool &remove); virtual bool writeAction(NetBuffer &buffer); virtual bool readAction(NetBufferReader &reader); unsigned int getPlayerId() { return playerId_; } WeaponNapalm *getWeapon() { return weapon_; } REGISTER_ACTION_HEADER(Napalm); protected: static DeformLandscape::DeformPoints deformMap_; static bool deformCreated_; int x_, y_; unsigned int playerId_; unsigned int data_; WeaponNapalm *weapon_; SmokeCounter counter_; GLTextureSet *set_; // Not sent by wire bool hitWater_; float totalTime_, hurtTime_; float napalmTime_; std::list napalmPoints_; float getHeight(int x, int y); void simulateAddStep(); void simulateRmStep(); void simulateDamage(); }; #endif