//////////////////////////////////////////////////////////////////////////////// // 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_TargetShieldh_INCLUDE__) #define __INCLUDE_TargetShieldh_INCLUDE__ #include #include #include class Accessory; class ScorchedContext; class TargetShield { public: TargetShield(ScorchedContext &context, unsigned int playerId); virtual ~TargetShield(); virtual void newGame(); Accessory *getCurrentShield() { return currentShield_; } void setCurrentShield(Accessory *sh); void setPosition(Vector &position); float getShieldPower() { return power_; } void setShieldPower(float power); // Serialize bool writeMessage(NetBuffer &buffer); bool readMessage(NetBufferReader &reader); protected: Vector position_; ScorchedContext &context_; Accessory *currentShield_; float power_; // Physics item dGeomID shieldGeom_; ScorchedCollisionInfo shieldInfo_; }; #endif // __INCLUDE_TargetShieldh_INCLUDE__