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/* Starshatter: The Open Source Project
Copyright (c) 2021-2022, Starshatter: The Open Source Project Contributors
Copyright (c) 2011-2012, Starshatter OpenSource Distribution Contributors
Copyright (c) 1997-2006, Destroyer Studios LLC.
AUTHOR: John DiCamillo
OVERVIEW
========
Explosion Sprite class
*/
#ifndef Explosion_h
#define Explosion_h
#include "Types.h"
#include "Geometry.h"
#include "SimObject.h"
#include "Sound.h"
// +--------------------------------------------------------------------+
class Solid;
class Particles;
class System;
// +--------------------------------------------------------------------+
class Explosion : public SimObject,
public SimObserver
{
public:
static const char* TYPENAME() { return "Explosion"; }
enum Type { SHIELD_FLASH = 1,
HULL_FLASH = 2,
BEAM_FLASH = 3,
SHOT_BLAST = 4,
HULL_BURST = 5,
HULL_FIRE = 6,
PLASMA_LEAK = 7,
SMOKE_TRAIL = 8,
SMALL_FIRE = 9,
SMALL_EXPLOSION = 10,
LARGE_EXPLOSION = 11,
LARGE_BURST = 12,
NUKE_EXPLOSION = 13,
QUANTUM_FLASH = 14,
HYPER_FLASH = 15
};
Explosion(int type, const Vec3& pos, const Vec3& vel,
float exp_scale, float part_scale,
SimRegion* rgn=0, SimObject* source=0);
virtual ~Explosion();
static void Initialize();
static void Close();
virtual void ExecFrame(double seconds);
Particles* GetParticles() { return particles; }
virtual void Activate(Scene& scene);
virtual void Deactivate(Scene& scene);
virtual bool Update(SimObject* obj);
virtual const char* GetObserverName() const;
protected:
int type;
Particles* particles;
float scale;
float scale1;
float scale2;
SimObject* source;
Point mount_rel;
};
#endif // Explosion_h
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