//----------------------------------------------------------------------------------- // // 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 // //------------------------------------------------------------------------------------ #ifndef _GOALZONE_H_ #define _GOALZONE_H_ #include "gameObject.h" namespace Zap { class GoalZone : public GameObject { typedef GameObject Parent; Vector mPolyBounds; enum { MaxPoints = 10, FlashDelay = 500, FlashCount = 5, InitialMask = BIT(0), TeamMask = BIT(1), }; S32 mFlashCount; Timer mFlashTimer; public: GoalZone(); void render(); bool isFlashing() { return mFlashCount & 1; } bool didRecentlyChangeTeam() { return mFlashCount != 0; } S32 getRenderSortValue(); void processArguments(S32 argc, const char **argv); void setTeam(S32 team); void onAddedToGame(Game *theGame); void computeExtent(); bool getCollisionPoly(Vector &polyPoints); bool collide(GameObject *hitObject); U32 packUpdate(GhostConnection *connection, U32 updateMask, BitStream *stream); void unpackUpdate(GhostConnection *connection, BitStream *stream); void idle(GameObject::IdleCallPath path); TNL_DECLARE_CLASS(GoalZone); }; }; #endif