torque Torque Game Engine Documentation
TGE Version 1.5.2

WeatherLightning Class Reference

#include <weatherLightning.h>

Inheritance diagram for WeatherLightning:

Inheritance graph
[legend]

Public Member Functions

 WeatherLightning ()
 ~WeatherLightning ()
void strikeRandomPoint ()
void processEvent (WeatherLightningStrikeEvent *)
U32 packUpdate (NetConnection *conn, U32 mask, BitStream *stream)
 Instructs this object to pack its state for transfer over the network.
void unpackUpdate (NetConnection *conn, BitStream *stream)
 Instructs this object to read state data previously packed with packUpdate.
 DECLARE_CONOBJECT (WeatherLightning)

Static Public Member Functions

static void initPersistFields ()
 Register dynamic fields in a subclass of ConsoleObject.

Protected Member Functions

bool onAdd ()
 Called when the object is added to the sim.
void onRemove ()
 Called when the object is removed from the sim.
bool onNewDataBlock (GameBaseData *dptr)
 Called when a new datablock is set.
bool prepRenderImage (SceneState *state, const U32 stateKey, const U32 startZone, const bool modifyBaseZoneState)
 Called when the SceneGraph is ready for the registration of RenderImages.
void renderObject (SceneState *state, SceneRenderImage *image)
 Called when the object is supposed to render itself.
void processTick (const Move *move)
 Processes a move event and updates object state once every 32 milliseconds.
void advanceTime (F32 dt)
 Advances simulation time for animations.
TextureHandle * getRandomStrike ()
TextureHandle * getRandomFlash ()
TextureHandle * getRandomFuzzy ()
S32 getRandomSound ()

Private Types

typedef GameBase Parent

Private Attributes

WeatherLightningDatamDataBlock
U32 lastThink
U32 strikesPerMinute
U32 boltDeathAge
VectorPtr< WeatherLightningBolt * > mActiveBolts
Vector< SoundEventmSoundEvents

Data Structures

struct  SoundEvent

Member Typedef Documentation

Reimplemented from GameBase.


Constructor & Destructor Documentation

WeatherLightning::WeatherLightning (  ) 

WeatherLightning::~WeatherLightning (  ) 


Member Function Documentation

bool WeatherLightning::onAdd (  )  [protected, virtual]

Called when the object is added to the sim.

Reimplemented from GameBase.

void WeatherLightning::onRemove (  )  [protected, virtual]

Called when the object is removed from the sim.

Reimplemented from GameBase.

bool WeatherLightning::onNewDataBlock ( GameBaseData dptr  )  [protected, virtual]

Called when a new datablock is set.

This allows subclasses to appropriately handle new datablocks.

See also:
setDataBlock()
Parameters:
dptr New datablock

Reimplemented from GameBase.

bool WeatherLightning::prepRenderImage ( SceneState state,
const U32  stateKey,
const U32  startZone,
const bool  modifyBaseZoneState 
) [protected, virtual]

Called when the SceneGraph is ready for the registration of RenderImages.

See also:
SceneState
Parameters:
state SceneState
stateKey State key of the current SceneState
startZone Base zone index
modifyBaseZoneState If true, the object needs to modify the zone state.

Reimplemented from SceneObject.

void WeatherLightning::renderObject ( SceneState state,
SceneRenderImage image 
) [protected, virtual]

Called when the object is supposed to render itself.

Parameters:
state Current rendering state.
See also:
SceneState
Parameters:
image Image associated with this object to render.
See also:
SceneRenderImage

Reimplemented from SceneObject.

void WeatherLightning::processTick ( const Move move  )  [protected, virtual]

Processes a move event and updates object state once every 32 milliseconds.

This takes place both on the client and server, every 32 milliseconds (1 tick).

See also:
ProcessList
Parameters:
move Move event corresponding to this tick, or NULL.

Reimplemented from GameBase.

void WeatherLightning::advanceTime ( F32  dt  )  [protected, virtual]

Advances simulation time for animations.

This is called every frame.

Parameters:
dt Time since last advance call

Reimplemented from GameBase.

TextureHandle* WeatherLightning::getRandomStrike (  )  [protected]

TextureHandle* WeatherLightning::getRandomFlash (  )  [protected]

TextureHandle* WeatherLightning::getRandomFuzzy (  )  [protected]

S32 WeatherLightning::getRandomSound (  )  [protected]

void WeatherLightning::strikeRandomPoint (  ) 

void WeatherLightning::processEvent ( WeatherLightningStrikeEvent  ) 

U32 WeatherLightning::packUpdate ( NetConnection conn,
U32  mask,
BitStream stream 
) [virtual]

Instructs this object to pack its state for transfer over the network.

Parameters:
conn Net connection being used
mask Mask indicating fields to transmit.
stream Bitstream to pack data to
Returns:
Any bits which were not dealt with. The value is stored by the networking system. Don't set bits you weren't passed.

Reimplemented from GameBase.

void WeatherLightning::unpackUpdate ( NetConnection conn,
BitStream stream 
) [virtual]

Instructs this object to read state data previously packed with packUpdate.

Parameters:
conn Net connection being used
stream stream to read from

Reimplemented from GameBase.

WeatherLightning::DECLARE_CONOBJECT ( WeatherLightning   ) 

static void WeatherLightning::initPersistFields (  )  [static]

Register dynamic fields in a subclass of ConsoleObject.

See also:
addField(), addFieldV(), addDepricatedField(), addGroup(), endGroup()

Reimplemented from GameBase.


Field Documentation




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