Show CallbackWeapon.h syntax highlighted
////////////////////////////////////////////////////////////////////////////////
// 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_CallbackWeaponh_INCLUDE__)
#define __INCLUDE_CallbackWeaponh_INCLUDE__
#include <weapons/Weapon.h>
#include <engine/ActionReferenced.h>
class WeaponCallback : public Weapon
{
public:
virtual void weaponCallback(
ScorchedContext &context,
WeaponFireContext &weaponContext, Vector &position, Vector &velocity,
unsigned int userData) = 0;
};
class CallbackWeapon : public ActionReferenced
{
public:
CallbackWeapon(WeaponCallback *callback,
float delay, unsigned int callbackData,
WeaponFireContext &weaponContext, Vector &position, Vector &velocity);
virtual ~CallbackWeapon();
virtual void init();
virtual void simulate(float frameTime, bool &remove);
protected:
float totalTime_;
Vector position_;
Vector velocity_;
WeaponFireContext weaponContext_;
float delay_;
unsigned int callbackData_;
WeaponCallback *callback_;
};
#endif // __INCLUDE_CallbackWeaponh_INCLUDE__
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