//////////////////////////////////////////////////////////////////////////////// // 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_ShotBounceh_INCLUDE__) #define __INCLUDE_ShotBounceh_INCLUDE__ #include #include #include #include class ModelRenderer; class ShotBounce : public PhysicsParticleMeta { public: ShotBounce(); ShotBounce( Vector &startPosition, Vector &velocity, WeaponRoller *weapon, unsigned int playerId, unsigned int data); virtual ~ShotBounce(); virtual void simulate(float frameTime, bool &remove); virtual void init(); virtual void draw(); virtual bool writeAction(NetBuffer &buffer); virtual bool readAction(NetBufferReader &reader); virtual void collision(Vector &position); unsigned int getPlayerId() { return playerId_; } WeaponRoller *getWeapon() { return weapon_; } REGISTER_ACTION_HEADER(ShotBounce); protected: ScorchedCollisionInfo collisionInfo_; ViewPoints::ViewPoint *vPoint_; Vector startPosition_, velocity_; Vector lookFrom_; WeaponRoller *weapon_; unsigned int playerId_; unsigned int data_; float totalTime_; ModelRenderer *model_; void doCollision(); private: ShotBounce(const ShotBounce &); const ShotBounce & operator=(const ShotBounce &); }; #endif