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Zap::Item class Reference
Zap::Item Class Reference#include <item.h>
Inheritance diagram for Zap::Item:
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Public Member Functions |
| void | idle (GameObject::IdleCallPath path) |
| void | processArguments (S32 argc, const char **argv) |
| U32 | packUpdate (GhostConnection *connection, U32 updateMask, BitStream *stream) |
| | Write the object's state to a packet.
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| void | unpackUpdate (GhostConnection *connection, BitStream *stream) |
| | Unpack data written by packUpdate().
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| | Item (Point p=Point(0, 0), bool collideable=false, float radius=1, float mass=1) |
| void | setActualPos (Point p) |
| void | setActualVel (Point vel) |
| void | mountToShip (Ship *theShip) |
| bool | isMounted () |
| void | setZone (GoalZone *theZone) |
| GoalZone * | getZone () |
| Ship * | getMount () |
| void | dismount () |
| void | render () |
| virtual void | renderItem (Point pos)=0 |
| virtual void | onMountDestroyed () |
| bool | collide (GameObject *otherObject) |
Protected Types |
| enum | MaskBits {
InitialMask = BIT(0),
PositionMask = BIT(1),
WarpPositionMask = BIT(2),
MountMask = BIT(3),
ZoneMask = BIT(4),
FirstFreeMask = BIT(5)
} |
Protected Attributes |
| SafePtr< Ship > | mMount |
| SafePtr< GoalZone > | mZone |
| bool | mIsMounted |
| bool | mIsCollideable |
Member Enumeration Documentation
Constructor & Destructor Documentation
| Zap::Item::Item |
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Point |
p = Point(0, 0), |
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bool |
collideable = false, |
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float |
radius = 1, |
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float |
mass = 1 |
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) |
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Member Function Documentation
| void Zap::Item::processArguments |
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S32 |
argc, |
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const char ** |
argv |
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) |
[virtual] |
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Write the object's state to a packet.
packUpdate is called on an object when it is to be written into a packet stream for transmission to the client. The updateMask parameter contains the out-of-date state mask for the object. The initial update mask for any object to a client will always be 0xFFFFFFFF, signifying that all states are out of date. It is often useful to check for this mask, to write one-time initialization information for that object.
Reimplemented from TNL::NetObject.
Reimplemented in Zap::FlagItem, Zap::HuntersFlagItem, Zap::PickupItem, Zap::GrenadeProjectile, and Zap::Mine. |
| void Zap::Item::unpackUpdate |
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GhostConnection * |
connection, |
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BitStream * |
stream |
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) |
[virtual] |
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| void Zap::Item::setActualPos |
( |
Point |
p |
) |
[virtual] |
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| void Zap::Item::setActualVel |
( |
Point |
vel |
) |
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| void Zap::Item::mountToShip |
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Ship * |
theShip |
) |
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| bool Zap::Item::isMounted |
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[inline] |
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| void Zap::Item::setZone |
( |
GoalZone * |
theZone |
) |
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| Ship* Zap::Item::getMount |
( |
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) |
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| void Zap::Item::dismount |
( |
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| void Zap::Item::render |
( |
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[virtual] |
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| virtual void Zap::Item::renderItem |
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Point |
pos |
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[pure virtual] |
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| virtual void Zap::Item::onMountDestroyed |
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[virtual] |
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| bool Zap::Item::collide |
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GameObject * |
otherObject |
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[virtual] |
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Field Documentation
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