//////////////////////////////////////////////////////////////////////////////// // Scorched3D (c) 2000-2004 // // 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_TargetRendererImplTargetTreeh_INCLUDE__) #define __INCLUDE_TargetRendererImplTargetTreeh_INCLUDE__ #include class TargetRendererImplTargetTree : public TargetRendererImplTarget { public: TargetRendererImplTargetTree(Target *target, const char *tree, float size, float color, bool useSnow); virtual ~TargetRendererImplTargetTree(); virtual void simulate(float frameTime); virtual void draw(float distance); virtual void drawSecond(float distance); virtual void draw2d(); virtual void shieldHit(); virtual void fired(); virtual void targetBurnt(); virtual Vector &getPosition() { return target_->getTargetPosition(); } protected: Target *target_; bool burnt_; }; #endif // __INCLUDE_TargetRendererImplTargetTreeh_INCLUDE__