/* ScummVM - Graphic Adventure Engine * * ScummVM is the legal property of its developers, whose names * are too numerous to list here. Please refer to the COPYRIGHT * file distributed with this source distribution. * * Additional copyright for this file: * Copyright (C) 1995-1997 Presto Studios, Inc. * * This program 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. * This program 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 this program; if not, write to the Free Software * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. * */ #ifndef PEGASUS_NEIGHBORHOOD_MARS_SHUTTLEWEAPON_H #define PEGASUS_NEIGHBORHOOD_MARS_SHUTTLEWEAPON_H #include "pegasus/elements.h" #include "pegasus/neighborhood/mars/spacechase3d.h" namespace Pegasus { // Can fire multiple times? // For now, no... // clone2727 adds: And now forever const TimeScale kShuttleWeaponScale = kFifteenTicksPerSecond; class ShuttleWeapon : public IdlerAnimation { public: ShuttleWeapon(); virtual ~ShuttleWeapon() {} virtual void initShuttleWeapon(); virtual void cleanUpShuttleWeapon(); virtual void fireWeapon(const tCoordType, const tCoordType); bool canFireWeapon(); protected: void timeChanged(const TimeValue); virtual void updateWeaponPosition(); virtual bool collisionWithJunk(Common::Point &impactPoint); bool collisionWithShuttle(Common::Point &impactPoint); virtual void hitJunk(Common::Point impactPoint); virtual void hitShuttle(Common::Point impactPoint); Point3D _weaponOrigin, _weaponTarget; Point3D _weaponLocation; float _weaponTime; TimeValue _weaponDuration; }; } // End of namespace Pegasus #endif