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Zap::Ship class Reference
Zap::Ship Class Reference#include <ship.h>
Inheritance diagram for Zap::Ship:
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Public Types |
enum | {
MaxVelocity = 450,
Acceleration = 2500,
BoostMaxVelocity = 700,
BoostAcceleration = 5000,
RepairRadius = 65,
RepairDisplayRadius = 18,
CollisionRadius = 24,
VisibilityRadius = 30,
KillDeleteDelay = 1500,
ExplosionFadeTime = 300,
MaxControlObjectInterpDistance = 200,
TrailCount = 2,
EnergyMax = 100000,
EnergyRechargeRate = 6000,
EnergyBoostDrain = 15000,
EnergyShieldDrain = 27000,
EnergyRepairDrain = 15000,
EnergySensorDrain = 8000,
EnergyCloakDrain = 8000,
EnergyEngineerCost = 75000,
EnergyShieldHitDrain = 20000,
EnergyCooldownThreshold = 15000,
WeaponFireDecloakTime = 350,
ShipModuleCount = 2,
ShipWeaponCount = 3,
SensorZoomTime = 300,
CloakFadeTime = 300,
CloakCheckRadius = 200,
RepairHundredthsPerSecond = 16,
MaxEngineerDistance = 100,
WarpFadeInTime = 500
} |
enum | MaskBits {
InitialMask = BIT(0),
PositionMask = BIT(1),
MoveMask = BIT(2),
WarpPositionMask = BIT(3),
ExplosionMask = BIT(4),
HealthMask = BIT(5),
PowersMask = BIT(6),
LoadoutMask = BIT(7)
} |
Public Member Functions |
void | selectWeapon () |
void | selectWeapon (U32 weaponIndex) |
void | render () |
| Ship (StringTableEntry playerName="", S32 team=-1, Point p=Point(0, 0), F32 m=1.0) |
F32 | getHealth () |
void | onGhostRemove () |
| onGhostRemove is called on the client side before the destructor when ghost has gone out of scope and is about to be deleted from the client.
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bool | isShieldActive () |
bool | isBoostActive () |
bool | isCloakActive () |
bool | isSensorActive () |
bool | isRepairActive () |
bool | isEngineerActive () |
bool | engineerBuildObject () |
bool | hasEngineeringModule () |
bool | isDestroyed () |
bool | areItemsMounted () |
bool | carryingResource () |
Item * | unmountResource () |
F32 | getSensorZoomFraction () |
Point | getAimVector () |
void | setLoadout (U32 module1, U32 module2, U32 weapon1, U32 weapon2, U32 weapon3) |
void | idle (IdleCallPath path) |
void | processMove (U32 stateIndex) |
void | processWeaponFire () |
void | processEnergy () |
void | updateModuleSounds () |
void | emitMovementSparks () |
bool | findRepairTargets () |
void | repairTargets () |
void | controlMoveReplayComplete () |
void | emitShipExplosion (Point pos) |
void | setActualPos (Point p) |
virtual void | damageObject (DamageInfo *theInfo) |
void | kill (DamageInfo *theInfo) |
void | kill () |
void | writeControlState (BitStream *stream) |
void | readControlState (BitStream *stream) |
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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void | processArguments (S32 argc, const char **argv) |
| TNL_DECLARE_CLASS (Ship) |
Data Fields |
Timer | mFireTimer |
Timer | mWarpInTimer |
F32 | mHealth |
S32 | mEnergy |
StringTableEntry | mPlayerName |
bool | mCooldown |
U32 | mSensorStartTime |
U32 | mModule [ShipModuleCount] |
bool | mModuleActive [ModuleCount] |
SFXHandle | mModuleSound [ModuleCount] |
U32 | mWeapon [ShipWeaponCount] |
U32 | mActiveWeapon |
Timer | mSensorZoomTimer |
Timer | mWeaponFireDecloakTimer |
Timer | mCloakTimer |
U32 | mSparkElapsed |
S32 | mLastTrailPoint [TrailCount] |
FXTrail | mTrail [TrailCount] |
F32 | mass |
bool | hasExploded |
Vector< SafePtr< Item > > | mMountedItems |
Vector< SafePtr< GameObject > > | mRepairTargets |
Private Types |
typedef MoveObject | Parent |
Member Typedef Documentation
Member Enumeration Documentation
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- Enumeration values:
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MaxVelocity |
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Acceleration |
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BoostMaxVelocity |
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BoostAcceleration |
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RepairRadius |
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RepairDisplayRadius |
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CollisionRadius |
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VisibilityRadius |
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KillDeleteDelay |
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ExplosionFadeTime |
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MaxControlObjectInterpDistance |
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TrailCount |
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EnergyMax |
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EnergyRechargeRate |
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EnergyBoostDrain |
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EnergyShieldDrain |
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EnergyRepairDrain |
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EnergySensorDrain |
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EnergyCloakDrain |
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EnergyEngineerCost |
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EnergyShieldHitDrain |
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EnergyCooldownThreshold |
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WeaponFireDecloakTime |
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ShipModuleCount |
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ShipWeaponCount |
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SensorZoomTime |
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CloakFadeTime |
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CloakCheckRadius |
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RepairHundredthsPerSecond |
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MaxEngineerDistance |
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WarpFadeInTime |
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- Enumeration values:
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InitialMask |
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PositionMask |
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MoveMask |
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WarpPositionMask |
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ExplosionMask |
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HealthMask |
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PowersMask |
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LoadoutMask |
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Constructor & Destructor Documentation
Member Function Documentation
void Zap::Ship::selectWeapon |
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void Zap::Ship::selectWeapon |
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U32 |
weaponIndex |
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void Zap::Ship::render |
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[virtual] |
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F32 Zap::Ship::getHealth |
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[inline, virtual] |
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void Zap::Ship::onGhostRemove |
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[virtual] |
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onGhostRemove is called on the client side before the destructor when ghost has gone out of scope and is about to be deleted from the client.
Reimplemented from TNL::NetObject. |
bool Zap::Ship::isShieldActive |
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[inline] |
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bool Zap::Ship::isBoostActive |
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[inline] |
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bool Zap::Ship::isCloakActive |
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[inline] |
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bool Zap::Ship::isSensorActive |
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[inline] |
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bool Zap::Ship::isRepairActive |
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[inline] |
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bool Zap::Ship::isEngineerActive |
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[inline] |
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bool Zap::Ship::engineerBuildObject |
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[inline] |
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bool Zap::Ship::hasEngineeringModule |
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[inline] |
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bool Zap::Ship::isDestroyed |
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[inline, virtual] |
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bool Zap::Ship::areItemsMounted |
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[inline] |
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bool Zap::Ship::carryingResource |
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Item* Zap::Ship::unmountResource |
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F32 Zap::Ship::getSensorZoomFraction |
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[inline] |
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Point Zap::Ship::getAimVector |
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void Zap::Ship::setLoadout |
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U32 |
module1, |
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U32 |
module2, |
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U32 |
weapon1, |
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U32 |
weapon2, |
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U32 |
weapon3 |
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void Zap::Ship::processMove |
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U32 |
stateIndex |
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void Zap::Ship::processWeaponFire |
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void Zap::Ship::processEnergy |
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void Zap::Ship::updateModuleSounds |
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void Zap::Ship::emitMovementSparks |
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bool Zap::Ship::findRepairTargets |
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void Zap::Ship::repairTargets |
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void Zap::Ship::controlMoveReplayComplete |
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[virtual] |
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void Zap::Ship::emitShipExplosion |
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Point |
pos |
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void Zap::Ship::setActualPos |
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Point |
p |
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[virtual] |
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virtual void Zap::Ship::damageObject |
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DamageInfo * |
theInfo |
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[virtual] |
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void Zap::Ship::writeControlState |
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BitStream * |
stream |
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[virtual] |
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void Zap::Ship::readControlState |
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BitStream * |
stream |
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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. |
void Zap::Ship::unpackUpdate |
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GhostConnection * |
connection, |
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BitStream * |
stream |
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[virtual] |
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Unpack data written by packUpdate().
unpackUpdate is called on the client to read an update out of a packet's bit stream. Because the update mask is not encoded by the network system directly, each unpack update function will have to determine from the bit stream which states are being updated.
Reimplemented from TNL::NetObject. |
void Zap::Ship::processArguments |
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S32 |
argc, |
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const char ** |
argv |
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[virtual] |
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Zap::Ship::TNL_DECLARE_CLASS |
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Ship |
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Field Documentation
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