src/engine/eSensor.h

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00001 /*
00002 
00003 *************************************************************************
00004 
00005 ArmageTron -- Just another Tron Lightcycle Game in 3D.
00006 Copyright (C) 2000  Manuel Moos (manuel@moosnet.de)
00007 
00008 **************************************************************************
00009 
00010 This program is free software; you can redistribute it and/or
00011 modify it under the terms of the GNU General Public License
00012 as published by the Free Software Foundation; either version 2
00013 of the License, or (at your option) any later version.
00014 
00015 This program is distributed in the hope that it will be useful,
00016 but WITHOUT ANY WARRANTY; without even the implied warranty of
00017 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
00018 GNU General Public License for more details.
00019 
00020 You should have received a copy of the GNU General Public License
00021 along with this program; if not, write to the Free Software
00022 Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA  02110-1301, USA.
00023   
00024 ***************************************************************************
00025 
00026 */
00027 
00028 #ifndef ArmageTron_SENSOR_H
00029 #define ArmageTron_SENSOR_H
00030 
00031 #include "eGameObject.h"
00032 #include "eTess2.h"
00033 //#include "eGrid.h"
00034 
00035 // exception that is thrown when the sensor hit something
00036 class eSensorFinished{};
00037 
00038 // sensor sent out to detect near eWalls
00039 class eSensor: public eStackGameObject{
00040 public:
00041     REAL            hit;            // where is the eWall?
00042     tCHECKED_PTR_CONST(eHalfEdge) ehit;     // the eWall we sense
00043     int             lr;         // and direction it goes to (left/right)
00044     eCoord           before_hit; // a point shortly before that eWall
00045 
00046     eSensor(eGameObject *o,const eCoord &start,const eCoord &d);
00047 
00048     virtual void PassEdge(const eWall *w,REAL time,REAL,int =1);
00049     //  virtual void PassEdge(eEdge *e,REAL time,REAL a,int recursion=1);
00050     void detect(REAL range);
00051 
00052     void SetCurrentFace(eFace *f) { currentFace = f ; }
00053 
00054     inline eSensor & SetInverseSpeed( REAL inverseSpeed );      
00055     inline REAL GetInverseSpeed( void ) const;  
00056     inline eSensor const & GetInverseSpeed( REAL & inverseSpeed ) const;        
00057 protected:
00058     tCHECKED_PTR(eGameObject) owned;
00059 private:
00060     REAL inverseSpeed_; 
00061 };
00062 
00063 // *******************************************************************************
00064 // *
00065 // *    GetInverseSpeed
00066 // *
00067 // *******************************************************************************
00071 // *******************************************************************************
00072 
00073 REAL eSensor::GetInverseSpeed( void ) const
00074 {
00075     return this->inverseSpeed_;
00076 }
00077 
00078 // *******************************************************************************
00079 // *
00080 // *    GetInverseSpeed
00081 // *
00082 // *******************************************************************************
00087 // *******************************************************************************
00088 
00089 eSensor const & eSensor::GetInverseSpeed( REAL & inverseSpeed ) const
00090 {
00091     inverseSpeed = this->inverseSpeed_;
00092     return *this;
00093 }
00094 
00095 // *******************************************************************************
00096 // *
00097 // *    SetInverseSpeed
00098 // *
00099 // *******************************************************************************
00104 // *******************************************************************************
00105 
00106 eSensor & eSensor::SetInverseSpeed( REAL inverseSpeed )
00107 {
00108     this->inverseSpeed_ = inverseSpeed;
00109     return *this;
00110 }
00111 
00112 #endif

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