//////////////////////////////////////////////////////////////////////////////// // 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(AFX_WEAPONPROJECTILE_H__70119A64_2064_4066_8EE5_FD6A3E24D5FC__INCLUDED_) #define AFX_WEAPONPROJECTILE_H__70119A64_2064_4066_8EE5_FD6A3E24D5FC__INCLUDED_ #include #include <3dsparse/ModelID.h> class WeaponProjectile : public Weapon { public: WeaponProjectile(); virtual ~WeaponProjectile(); virtual bool parseXML(OptionsGame &context, AccessoryStore *store, XMLNode *accessoryNode); Weapon *getCollisionAction() { return collisionAction_; } // Inherited from Weapon virtual void fireWeapon(ScorchedContext &context, unsigned int playerId, Vector &position, Vector &velocity, unsigned int data = 0); REGISTER_ACCESSORY_HEADER(WeaponProjectile, AccessoryPart::AccessoryWeapon); bool getUnder() { return under_; } bool getShowShotPath() { return showShotPath_; } bool getShowEndPoint() { return showEndPoint_; } bool getApexCollision() { return apexCollision_; } bool getApexNoDud() { return apexNoDud_; } bool getCreateSmoke() { return createSmoke_; } bool getCreateFlame() { return createFlame_; } bool getTimedDud() { return timedDud_; } float getWindFactor() { return windFactor_; } float getShieldHurtFactor() { return shieldHurtFactor_; } float getTimedCollision() { return timedCollision_; } float getSpinSpeed() { return spinSpeed_; } float getFlameLife() { return flameLife_; } float getFlameStartSize() { return flameStartSize_; } float getFlameEndSize() { return flameEndSize_; } float getSmokeLife() { return smokeLife_; } float getSmokeStartSize() { return smokeStartSize_; } float getSmokeEndSize() { return smokeEndSize_; } Vector &getFlameStartColor1() { return flameStartColor1_; } Vector &getFlameStartColor2() { return flameStartColor2_; } Vector &getFlameEndColor1() { return flameEndColor1_; } Vector &getFlameEndColor2() { return flameEndColor2_; } const char *getEngineSound() { return engineSound_.c_str(); } float getScale() { return scale_; } ModelID &getModelID() { return modelId_; } protected: bool under_; bool showShotPath_; bool showEndPoint_; bool apexCollision_; bool apexNoDud_, timedDud_; float spinSpeed_; bool createSmoke_, createFlame_; float flameLife_, smokeLife_; float flameStartSize_, flameEndSize_; float smokeStartSize_, smokeEndSize_; float timedCollision_; float shieldHurtFactor_; float scale_; float windFactor_; Vector flameStartColor1_, flameStartColor2_; Vector flameEndColor1_, flameEndColor2_; std::string engineSound_; Weapon *collisionAction_; ModelID modelId_; int flareType_; }; #endif // !defined(AFX_WEAPONPROJECTILE_H__70119A64_2064_4066_8EE5_FD6A3E24D5FC__INCLUDED_)