//----------------------------------------------------------------------------------- // // 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 "flagItem.h" #include "gameType.h" #include "ship.h" #include "glutInclude.h" namespace Zap { TNL_IMPLEMENT_NETOBJECT(FlagItem); FlagItem::FlagItem(Point pos) : Item(pos, false, 20) { mTeam = 0; mNetFlags.set(Ghostable); mObjectTypeMask |= FlagType | CommandMapVisType; } void FlagItem::onAddedToGame(Game *theGame) { theGame->getGameType()->addFlag(this); } void FlagItem::processArguments(S32 argc, const char **argv) { if(argc < 3) return; mTeam = atoi(argv[0]); Parent::processArguments(argc-1, argv+1); initialPos = mMoveState[ActualState].pos; } U32 FlagItem::packUpdate(GhostConnection *connection, U32 updateMask, BitStream *stream) { if(stream->writeFlag(updateMask & InitialMask)) stream->writeInt(mTeam + 1, 4); return Parent::packUpdate(connection, updateMask, stream); } void FlagItem::unpackUpdate(GhostConnection *connection, BitStream *stream) { if(stream->readFlag()) mTeam = stream->readInt(4) - 1; Parent::unpackUpdate(connection, stream); } bool FlagItem::isAtHome() { return mMoveState[ActualState].pos == initialPos; } void FlagItem::sendHome() { mMoveState[ActualState].pos = mMoveState[RenderState].pos = initialPos; mMoveState[ActualState].vel = Point(0,0); setMaskBits(PositionMask); updateExtent(); } void FlagItem::renderItem(Point pos) { Point offset; if(mIsMounted) offset.set(15, -15); Color c; GameType *gt = getGame()->getGameType(); c = gt->getTeamColor(getTeam()); renderFlag(pos + offset, c); } bool FlagItem::collide(GameObject *hitObject) { if(mIsMounted) return false; if(hitObject->getObjectTypeMask() & (BarrierType | ForceFieldType)) return true; if(!(hitObject->getObjectTypeMask() & ShipType)) return false; if(isGhost() || ((Ship *) hitObject)->hasExploded) return false; GameType *gt = getGame()->getGameType(); if(gt) gt->shipTouchFlag((Ship *) hitObject, this); return false; } void FlagItem::onMountDestroyed() { GameType *gt = getGame()->getGameType(); if(!gt) return; if(!mMount.isValid()) return; gt->flagDropped(mMount, this); dismount(); } };