1 //////////////////////////////////////////////////////////////////////////////// 2 // Scorched3D (c) 2000-2011 3 // 4 // This file is part of Scorched3D. 5 // 6 // Scorched3D is free software; you can redistribute it and/or modify 7 // it under the terms of the GNU General Public License as published by 8 // the Free Software Foundation; either version 2 of the License, or 9 // (at your option) any later version. 10 // 11 // Scorched3D is distributed in the hope that it will be useful, 12 // but WITHOUT ANY WARRANTY; without even the implied warranty of 13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the 14 // GNU General Public License for more details. 15 // 16 // You should have received a copy of the GNU General Public License along 17 // with this program; if not, write to the Free Software Foundation, Inc., 18 // 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. 19 //////////////////////////////////////////////////////////////////////////////// 20 21 #if !defined(__INCLUDE_Lightningh_INCLUDE__) 22 #define __INCLUDE_Lightningh_INCLUDE__ 23 24 #include <actions/Action.h> 25 #include <weapons/WeaponLightning.h> 26 #include <list> 27 28 #ifndef S3D_SERVER 29 #include <GLEXT/GLTextureReference.h> 30 #endif 31 32 class Target; 33 class Lightning : public Action 34 { 35 public: 36 Lightning(WeaponLightning *weapon, 37 WeaponFireContext &weaponContext, 38 FixedVector &position, FixedVector &velocity); 39 virtual ~Lightning(); 40 41 virtual void draw(); 42 virtual void init(); 43 virtual void simulate(fixed frameTime, bool &remove); 44 virtual std::string getActionDetails(); getActionType()45 virtual std::string getActionType() { return "Lightning"; } 46 47 protected: 48 struct Segment 49 { 50 FixedVector start; 51 FixedVector end; 52 FixedVector direction; 53 bool endsegment; 54 fixed size; 55 }; 56 bool firstTime_; 57 fixed totalTime_; 58 std::list<Segment> segments_; 59 60 #ifndef S3D_SERVER 61 GLTextureReference texture_; 62 #endif 63 WeaponLightning *weapon_; 64 FixedVector position_; 65 FixedVector velocity_; 66 WeaponFireContext weaponContext_; 67 68 void damageTargets(FixedVector &position, 69 std::map<unsigned int, fixed> &hurtMap); 70 void dispaceDirection(FixedVector &direction, 71 FixedVector &originalDirection, fixed angle); 72 void generateLightning(int id, int depth, fixed size, 73 FixedVector &originalPosition, FixedVector &originalDirection, 74 FixedVector &position, FixedVector &direction, 75 std::map<unsigned int, fixed> &hurtMap); 76 }; 77 78 #endif // __INCLUDE_Lightningh_INCLUDE__ 79