/**********************************************************************
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 BULLET_HH
#define BULLET_HH
#include "g1_object.hh"
#include "player_type.hh"
#include "path.hh"
#include "objs/model_draw.hh"
class g1_solid_class;
class g1_map_piece_class;
class g1_light_object_class;
class g1_particle_emitter_class;
class g1_bullet_class : public g1_object_class
{
enum { DATA_VERSION=7 };
protected:
void move_forward();
void done(i4_bool hit=i4_F,g1_object_class *hit_object=0);
r1_texture_handle tex;
public:
g1_typed_reference_class who_fired_me;
g1_typed_reference_class light;
g1_typed_reference_class particle_emitter;
enum { IS_SPRITE=2,
CREATES_ACID=4,
CREATES_NAPALM=8,
MAKE_SMOKE=16,
SPINS=32
};
i4_float range, // how much further we can travel
range_decrement; // hom much range to subtract each tick
i4_3d_vector vel;
virtual i4_float occupancy_radius() const { return 0.1; }
virtual i4_bool move();
g1_bullet_class(g1_object_type id, g1_loader_class *fp);
virtual void save(g1_saver_class *fp);
w32 bullet_flags;
virtual void setup(const i4_3d_vector &start_pos,
const i4_3d_vector &vel,
g1_object_class *this_guy_fired_me,
i4_float range,
w32 flags=0,
r1_texture_handle sprite_texture=0,
g1_light_object_class *light=0);
virtual void draw(g1_draw_context_class *context);
virtual void think();
};
#endif