//-----------------------------------------------------------------------------------
//
// Torque Network Library - ZAP example multiplayer vector graphics space game
// Copyright (C) 2004 GarageGames.com, Inc.
// For more information see http://www.opentnl.org
//
// This program 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.
//
// For use in products that are not compatible with the terms of the GNU
// General Public License, alternative licensing options are available
// from GarageGames.com.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
//
//------------------------------------------------------------------------------------
#include "gameObject.h"
#include "gameType.h"
#include "glutInclude.h"
#include "gameNetInterface.h"
#include "UI.h"
#include "gameObjectRender.h"
namespace Zap
{
class LoadoutZone : public GameObject
{
typedef GameObject Parent;
Vector<Point> mPolyBounds;
enum {
MaxPoints = 10,
};
public:
LoadoutZone()
{
mTeam = 0;
mNetFlags.set(Ghostable);
mObjectTypeMask = LoadoutZoneType | CommandMapVisType;
}
void render()
{
renderLoadoutZone(getGame()->getGameType()->getTeamColor(getTeam()), mPolyBounds, getExtent());
}
S32 getRenderSortValue()
{
return -1;
}
void processArguments(S32 argc, const char **argv)
{
if(argc < 7)
return;
mTeam = atoi(argv[0]);
for(S32 i = 1; i < argc; i += 2)
{
Point p;
p.x = atof(argv[i]) * getGame()->getGridSize();
p.y = atof(argv[i+1]) * getGame()->getGridSize();
mPolyBounds.push_back(p);
}
computeExtent();
}
void onAddedToGame(Game *theGame)
{
if(!isGhost())
setScopeAlways();
}
void computeExtent()
{
Rect extent(mPolyBounds[0], mPolyBounds[0]);
for(S32 i = 1; i < mPolyBounds.size(); i++)
extent.unionPoint(mPolyBounds[i]);
setExtent(extent);
}
bool getCollisionPoly(Vector<Point> &polyPoints)
{
for(S32 i = 0; i < mPolyBounds.size(); i++)
polyPoints.push_back(mPolyBounds[i]);
return true;
}
bool collide(GameObject *hitObject)
{
if(!isGhost() && (hitObject->getTeam() == getTeam()) && (hitObject->getObjectTypeMask() & ShipType))
getGame()->getGameType()->updateShipLoadout(hitObject);
return false;
}
U32 packUpdate(GhostConnection *connection, U32 updateMask, BitStream *stream)
{
stream->write(mTeam);
stream->writeEnum(mPolyBounds.size(), MaxPoints);
for(S32 i = 0; i < mPolyBounds.size(); i++)
{
stream->write(mPolyBounds[i].x);
stream->write(mPolyBounds[i].y);
}
return 0;
}
void unpackUpdate(GhostConnection *connection, BitStream *stream)
{
stream->read(&mTeam);
S32 size = stream->readEnum(MaxPoints);
for(S32 i = 0; i < size; i++)
{
Point p;
stream->read(&p.x);
stream->read(&p.y);
mPolyBounds.push_back(p);
}
if(size)
computeExtent();
}
TNL_DECLARE_CLASS(LoadoutZone);
};
TNL_IMPLEMENT_NETOBJECT(LoadoutZone);
};
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