/**********************************************************************
This file is part of Crack dot Com's free source code release of
Golgotha.
for
information about compiling & licensing issues visit this URL
If that doesn't help, contact Jonathan Clark at
golgotha_source@usa.net (Subject should have "GOLG" in it)
***********************************************************************/
#ifndef G1_MISCOBJS_HH
#define G1_MISCOBJS_HH
#include "g1_object.hh"
#include "lisp/li_types.hh"
#include "objs/structure_death.hh"
g1_object_type g1_create_deco_object(char *name);
class g1_deco_definition_class;
class g1_deco_type_manager_class : public i4_init_class
{
i4_array deco_objs;
public:
g1_deco_type_manager_class() : deco_objs(0,32) {}
void uninit();
const char *find_name(const char *name);
void add_type(g1_deco_definition_class *def)
{
int i;
for (i=0; iget_type()->get_flag(g1_object_definition_class::TO_DECO_OBJECT))
return (g1_deco_object_class *)o;
else return 0;
}
g1_deco_object_class(g1_object_type id, g1_loader_class *fp);
virtual i4_bool check_collision(const i4_3d_vector &start,
i4_3d_vector &ray);
void save(g1_saver_class *fp);
// void occupy_location()
// {
// h=g1_get_map()->terrain_height(x,y);
// lh=h;
// g1_object_class::occupy_location();
// }
virtual i4_bool occupy_location()
{
if (occupancy_radius()<0.6)
return occupy_location_corners();
else
return occupy_location_model(draw_params);
}
virtual void think();
virtual void damage(g1_object_class *who_is_hurting,
int how_much_hurt, i4_3d_vector damage_dir);
};
#endif