File: AAirMoveType.h

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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */

#ifndef A_AIR_MOVE_TYPE_H_
#define A_AIR_MOVE_TYPE_H_

#include "MoveType.h"

/**
 * Supposed to be an abstract class.
 * Do not create an instance of this class.
 * Use either CHoverAirMoveType or CStrafeAirMoveType instead.
 */
class AAirMoveType : public AMoveType
{
	CR_DECLARE(AAirMoveType)
public:

	enum AircraftState {
		AIRCRAFT_LANDED,
		AIRCRAFT_FLYING,
		AIRCRAFT_LANDING,
		AIRCRAFT_CRASHING,
		AIRCRAFT_TAKEOFF,
		/// this is what happens to aircraft with dontLand=1 in fbi
		AIRCRAFT_HOVERING
	} aircraftState;

	AAirMoveType(CUnit* unit);
	virtual ~AAirMoveType();

	virtual bool Update();
	virtual void UpdateLanded();
	virtual void Takeoff() {}
	virtual void Land() {}
	virtual void SetState(AircraftState state) {}
	virtual AircraftState GetLandingState() const { return AIRCRAFT_LANDING; }

	void SetWantedAltitude(float altitude);
	void SetDefaultAltitude(float altitude);

	bool HaveLandingPos() const { return (reservedLandingPos.x != -1.0f); }

	void LandAt(float3 pos, float distanceSq);
	void ClearLandingPos() { reservedLandingPos = -OnesVector; }
	void UpdateLandingHeight();
	void UpdateLanding();

	bool CanApplyImpulse(const float3&) { return true; }
	bool UseSmoothMesh() const;

	void DependentDied(CObject* o);

public:
	/// goalpos to resume flying to after landing
	float3 oldGoalPos;
	float3 reservedLandingPos;
	float landRadiusSq;

	float wantedHeight;
	/// to reset altitude back
	float orgWantedHeight;

	float accRate;
	float decRate;
	float altitudeRate;

	/// mods can use this to disable plane collisions
	bool collide;
	/// controls use of smoothGround for determining altitude
	bool useSmoothMesh;
	bool autoLand;

protected:
	void CheckForCollision();

	/// unit found to be dangerously close to our path
	CUnit* lastColWarning;

	/// 1=generally forward of us, 2=directly in path
	int lastColWarningType;
};

#endif // A_AIR_MOVE_TYPE_H_