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Action.h from Scorched 3D at Krugle


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////////////////////////////////////////////////////////////////////////////////
//    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(AFX_ACTION_H__2C00E711_B337_4665_AB54_C6661FD67E5D__INCLUDED_)
#define AFX_ACTION_H__2C00E711_B337_4665_AB54_C6661FD67E5D__INCLUDED_

class Action;
class ScorchedContext;
class ActionRenderer
{
public:
	friend class Action;

	ActionRenderer();
	virtual ~ActionRenderer();

	virtual void draw(Action *action) = 0;
	virtual void simulate(Action *action, float frametime, bool &removeAction);

};

class Action
{
public:
	Action(ActionRenderer *render = 0);
	virtual ~Action();

	virtual void init() = 0;

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

	virtual void setActionRender(ActionRenderer *renderer);
	virtual void setScorchedContext(ScorchedContext *context);
	virtual ScorchedContext *getScorchedContext();
	virtual bool getReferenced() { return false; }
	virtual const char *getActionType() { return "Action"; }

	void setActionStartTime(float time) { actionStartTime_ = time; }
	float getActionStartTime() { return actionStartTime_; }
	bool getActionEvent() { return actionEvent_; }
	void setActionEvent(bool ae) { actionEvent_ = ae; }
	unsigned int getActionNumber() { return actionNumber_; }
	void setActionNumber(unsigned int number) { actionNumber_ = number; }

protected:
	ActionRenderer *renderer_;
	ScorchedContext *context_;
	float actionStartTime_;
	unsigned int actionNumber_;
	bool actionEvent_;

};

class SpriteAction : public Action
{
public:
	SpriteAction(ActionRenderer *render = 0);
	virtual ~SpriteAction();

	virtual void init();
	virtual const char *getActionType() { return "SpriteAction"; }

};

class SpriteActionReferenced : public SpriteAction
{
public:
	SpriteActionReferenced(ActionRenderer *render = 0);
	virtual ~SpriteActionReferenced();

	virtual bool getReferenced() { return true; }
	virtual const char *getActionType() { return "SpriteActionReferenced"; }

};

#endif // !defined(AFX_ACTION_H__2C00E711_B337_4665_AB54_C6661FD67E5D__INCLUDED_)




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

  Action.cpp
  Action.h
  ActionController.cpp
  ActionController.h
  ActionReferenced.cpp
  ActionReferenced.h
  EventContainer.cpp
  EventContainer.h
  GameState.cpp
  GameState.h
  GameStateI.cpp
  GameStateI.h
  GameStateStimulusI.cpp
  GameStateStimulusI.h
  MainLoop.cpp
  MainLoop.h
  MainLoopI.cpp
  MainLoopI.h
  MetaClass.cpp
  MetaClass.h
  ModDirs.cpp
  ModDirs.h
  ModFileEntry.cpp
  ModFileEntry.h
  ModFiles.cpp
  ModFiles.h
  ModInfo.cpp
  ModInfo.h
  PhysicsParticle.cpp
  PhysicsParticle.h
  PhysicsParticleObject.cpp
  PhysicsParticleObject.h
  PlayShots.cpp
  PlayShots.h
  ScorchedCollisionIds.cpp
  ScorchedCollisionIds.h
  ScorchedContext.cpp
  ScorchedContext.h
  ShotState.cpp
  ShotState.h
  SyncCheck.cpp
  SyncCheck.h
  ViewPoints.cpp
  ViewPoints.h