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Lightning.h from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    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_Lightningh_INCLUDE__)
#define __INCLUDE_Lightningh_INCLUDE__

#include <engine/ActionReferenced.h>
#include <weapons/WeaponLightning.h>
#include <list>

class GLTexture;
class Target;
class Lightning : public ActionReferenced
{
public:
	Lightning(WeaponLightning *weapon,
		WeaponFireContext &weaponContext,
		Vector &position, Vector &velocity);
	virtual ~Lightning();

	virtual void draw();
	virtual void init();
	virtual void simulate(float frameTime, bool &remove);

protected:
	struct Segment
	{
		Vector start;
		Vector end;
		Vector direction;
		bool endsegment;
		float size;
	};
	bool firstTime_;
	float totalTime_;
	std::list<Segment> segments_;

	GLTexture *texture_;
	WeaponLightning *weapon_;
	Vector position_;
	Vector velocity_;
	WeaponFireContext weaponContext_;

	void damageTargets(Vector &position, 
		std::map<unsigned int, float> &hurtMap);
	void dispaceDirection(Vector &direction, 
		Vector &originalDirection, float angle);
	void generateLightning(int id, int depth, float size, 
		Vector &originalPosition, Vector &originalDirection,
		Vector &position, Vector &direction,
		std::map<unsigned int, float> &hurtMap);
};

#endif // __INCLUDE_Lightningh_INCLUDE__




See more files for this project here

Scorched 3D

Scorched3D is a 3D remake of the popular 2D artillery game Scorched Earth.\r\nScorched3D can be played against the computer, other players and remotely across the internet or LAN.

Project homepage: http://sourceforge.net/projects/scorched3d
Programming language(s): C,C++,XML
License: gpl2

  AddTarget.cpp
  AddTarget.h
  Animation.cpp
  Animation.h
  CallbackWeapon.cpp
  CallbackWeapon.h
  CameraPositionAction.cpp
  CameraPositionAction.h
  Explosion.cpp
  Explosion.h
  Laser.cpp
  Laser.h
  Lightning.cpp
  Lightning.h
  Napalm.cpp
  Napalm.h
  Resurrection.cpp
  Resurrection.h
  ShieldHit.cpp
  ShieldHit.h
  ShotBounce.cpp
  ShotBounce.h
  ShotProjectile.cpp
  ShotProjectile.h
  SkyFlash.cpp
  SkyFlash.h
  SoundAction.cpp
  SoundAction.h
  TankDamage.cpp
  TankDamage.h
  TankFalling.cpp
  TankFalling.h
  TankFired.cpp
  TankFired.h
  TankMovement.cpp
  TankMovement.h
  TankResign.cpp
  TankResign.h
  TankSay.cpp
  TankSay.h
  Teleport.cpp
  Teleport.h