7c3a39e639
- Replaced raw pointers with references or smart pointers. Nullable references are represented by `stmp::optional<const T&>`. (There are many raw pointers still remaining. They should be replaced at some point.) - Added class template specializations `stmp::optional<T &>` and `stmp::optional<const T&>`. - Fixed `stmp::optional`'s various behaviors - `World::{players, playerPersistents}` are now `std::array`. - More uses of `stmp::optional` to clarify the semantics - Renamed `PlayerThrownGrenade` to `PlayerThrewGrenade` - Replaced old-style `for` loops with range based ones - Deleted `Player`'s default constructors and `operator =` - Deleted `TCGameMode`'s default constructor and `operator =` - Deleted `CTFGameMode`'s default constructor and `operator =` - Replaced `static_cast` with `dynamic_cast` for down-casting - `RefCountedObject::operator*()` no longer requires non-constness to return `T &`. - Replaced the uses of `std::vector::operator[]` with `std::vector::at` for bounds checking. - Made some methods of `GameMap` `const`. - Added some null checks.
59 lines
1.6 KiB
C++
59 lines
1.6 KiB
C++
/*
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Copyright (c) 2013 yvt
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based on code of pysnip (c) Mathias Kaerlev 2011-2012.
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#pragma once
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#include <Core/Math.h>
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namespace spades {
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namespace client {
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class World;
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class Grenade {
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World &world;
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float fuse;
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Vector3 position;
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Vector3 velocity;
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// FIXME: this actually shouldn't be here because
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// the orientation is actually not a part of grenade physics...
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Quaternion orientation;
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void Explode();
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/** @return non-zero if bounced, 2 when sound should be played. */
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int MoveGrenade(float fsynctics);
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public:
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Grenade(World &, Vector3 pos, Vector3 vel, float fuse);
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~Grenade();
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/** @return true when exploded. */
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bool Update(float dt);
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Vector3 GetPosition() const { return position; }
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Vector3 GetVelocity() const { return velocity; }
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Quaternion GetOrientation() const { return orientation; }
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float GetFuse() const { return fuse; }
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};
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} // namespace client
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} // namespace spades
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