//////////////////////////////////////////////////////////////////////////////// // 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_TankMovementh_INCLUDE__) #define __INCLUDE_TankMovementh_INCLUDE__ #include #include #include #include #include #include class VirtualSoundSource; class WeaponMoveTank; class Tank; class TankMovement : public ActionMeta { public: static std::map movingTanks; TankMovement(); TankMovement(unsigned int playerId, WeaponMoveTank *weapon_, int positionX, int positionY); virtual ~TankMovement(); virtual void init(); virtual void simulate(float frameTime, bool &remove); virtual bool writeAction(NetBuffer &buffer); virtual bool readAction(NetBufferReader &reader); void remove(); REGISTER_ACTION_HEADER(TankMovement); protected: // A list containing smooth positions struct PositionEntry { PositionEntry( int fX, int fY, int sX, int sY, float newx, float newy, float newa, bool useF) : firstX(fX), firstY(fY), secondX(sX), secondY(sY), x(newx), y(newy), ang(newa), useFuel(useF) {} int firstX, firstY; int secondX, secondY; float x, y; float ang; bool useFuel; }; WeaponMoveTank *weapon_; std::list expandedPositions_; float timePassed_; ViewPoints::ViewPoint *vPoint_; VirtualSoundSource *moveSoundSource_; SmokeCounter smokeCounter_; unsigned int playerId_; Vector startPosition_; int positionX_, positionY_; int stepCount_; bool remove_, moving_; void moveTank(Tank *tank); void simulationMove(float frameTime); }; #endif