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/*
*************************************************************************
ArmageTron -- Just another Tron Lightcycle Game in 3D.
Copyright (C) 2000 Manuel Moos (manuel@moosnet.de)
#include <stdio>
#include <stdlib.h>
**************************************************************************
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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
***************************************************************************
*/
#ifndef ArmageTron_ADV_WALL_H
#define ArmageTron_ADV_WALL_H
#include "eWall.h"
#include "nNetObject.h"
class eRectangle;
class eWallRim:public eWall{
protected:
int rim_id;
bool bf_cull;
REAL height;
public:
eWallRim(eGrid *grid, bool backface_cull=true,REAL h=10000000);
virtual ~eWallRim();
virtual bool Splittable() const;
// virtual void Split(eWall *& w1,eWall *& w2,REAL a);
#ifndef DEDICATED
virtual void RenderReal(const eCamera *cam)=0;
virtual void Render(const eCamera *cam){
if (rim_id<0 && Edge() )
RenderReal(cam);
}
#endif
virtual REAL Height() const{return height;}
virtual REAL SeeHeight() const{return height*40;}
virtual REAL BlockHeight() const{
if (bf_cull)
return 0;
else
return SeeHeight();
}
//! is x by offset inside the bounds of the rim eWalls?
static bool IsBound(const eCoord &x,REAL offset=0);
//! renders all rim walls
static void RenderAll( eCamera * camera );
//! destroys the display list (call when geometry is updated)
static void DestroyDisplayList();
//! brings x into the bounds of the rim eWalls with a min distance of offset
static REAL Bound(eCoord &x,REAL offset=0);
//! brings out inside the bounds of the rim walls, moving it closer to in.
static REAL Clip(const eCoord& in, eCoord &out,REAL offset=0);
//! returns the bounding rectangle enclosing all rim walls
static eRectangle const & GetBounds();
//! updates the bounding rectangle enclosing all rim walls (call after arena buildup)
static void UpdateBounds();
};
extern tList<eWallRim> se_rimWalls;
#endif
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