Code Search for Developers
 
 
  

Napalm.h from Scorched 3D at Krugle


Show Napalm.h syntax highlighted

////////////////////////////////////////////////////////////////////////////////
//    Scorched3D (c) 2000-2003
//
//    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_Napalmh_INCLUDE__)
#define __INCLUDE_Napalmh_INCLUDE__

#include <engine/ActionReferenced.h>
#include <weapons/WeaponNapalm.h>
#include <common/Counter.h>
#include <landscapemap/DeformLandscape.h>
#include <list>

class GLTextureSet;
class Napalm : public ActionReferenced
{
public:
	struct NapalmEntry 
	{
		NapalmEntry(int x, int y, int o) : 
			offset(o), posX(x), posY(y) {}

		int offset;
		int posX, posY;
	};

	Napalm(int x, int y, Weapon *weapon, WeaponFireContext &weaponContext);
	virtual ~Napalm();

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

	unsigned int getPlayerId() { return weaponContext_.getPlayerId(); }
	WeaponNapalm *getWeapon() { return weapon_; }

protected:
	int x_, y_;
	WeaponFireContext weaponContext_;
	WeaponNapalm *weapon_;
	Counter counter_;
	GLTextureSet *set_;

	// Not sent by wire
	bool hitWater_;
	float totalTime_, hurtTime_;
	float napalmTime_;
	float allowedNapalmTime_;
	float napalmHeight_;
	float stepTime_;
	float hurtStepTime_;
	float hurtPerSecond_;
	float groundScorchPer_;
	int effectRadius_;
	std::list<NapalmEntry *> napalmPoints_;

	float getHeight(int x, int y);
	void simulateAddStep();
	void simulateRmStep();
	void simulateDamage();

};

#endif




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