/**********************************************************************
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 ROCKET_HH
#define ROCKET_HH
#include "g1_object.hh"
#include "player_type.hh"
#include "path.hh"
class g1_solid_class;
class g1_map_piece_class;
class g1_smoke_trail_class;
#define G1_ROCKET_DATA_VERSION 1
class g1_rocket_class : public g1_object_class
{
protected:
g1_typed_reference_class who_fired_me, track_object;
g1_typed_reference_class smoke_trail;
i4_float zv, // z velocity
speed; // velocity in the x-y plane (uses theta for direction)
i4_float g() { return 0.05; }
i4_float vo() { return 0.4; }
public:
w32 damage;
// fire_at setups all the rocket variables so it will hit a specific object fired
// from sx,sy,sz if the object is too far away the rocket will land in front of the object
// if owner is not 0, then owner will be notified when the rocket hits or misses
// this function will also add the rocket to the map and do a request_think()
virtual void fire_at(i4_float sx, i4_float sy, i4_float sz,
i4_float angle,
g1_map_piece_class *kill_target,
g1_map_piece_class *owner,
w32 damage);
// fire is called to setup the rocket if the rocket is not being fired at anything in
// particular. In this case it will travel it's maximum range at the specified angle
// if owner is not 0, then owner will be notified when the rocket hits or misses
// this function will also add the rocket to the map and do a request_think()
virtual void fire(i4_float sx, i4_float sy, i4_float sz, i4_angle angle,
g1_map_piece_class *owner,
w32 damage);
g1_rocket_class(g1_object_type id, g1_loader_class *fp);
virtual void save(g1_saver_class *fp);
virtual void think();
virtual void draw(g1_draw_context_class *context);
virtual i4_bool move(i4_float x_amount,
i4_float y_amount,
i4_float z_amount);
};
#endif