//////////////////////////////////////////////////////////////////////////////// // 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_TankLibh_INCLUDE__) #define __INCLUDE_TankLibh_INCLUDE__ #include #include #include class Tank; namespace TankLib { bool intersection(ScorchedContext &context, Vector position, float xy, float yz, float power, int dist); float getDistanceToTank(Vector &position, Tank *targetTank); void getTanksSortedByDistance( ScorchedContext &context, Vector &position, std::list > &result, unsigned int teams, float maxDistance = -1); bool getSniperShotTowardsPosition(ScorchedContext &context, Vector &position, Vector &shootAt, float distForSniper, float &angleXYDegs, float &angleYZDegs, float &power, bool checkIntersection = false); void getShotTowardsPosition( ScorchedContext &context, Vector &position, Vector &shootAt, float &angleXYDegs, float &angleYZDegs, float &power); Vector &getVelocityVector(float xy, float yz); Vector &getGunPosition(float xy, float yz); }; #endif