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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef PROJECTILE_H
#define PROJECTILE_H
#include <vector>
#ifdef _MSC_VER
#pragma warning(disable:4291)
#endif
#include "ExpGenSpawnable.h"
#include "ProjectileMemPool.h"
#include "System/float3.h"
#include "System/type2.h"
class CUnit;
class CFeature;
class CVertexArray;
class CMatrix44f;
class CProjectile: public CExpGenSpawnable
{
CR_DECLARE_DERIVED(CProjectile)
public:
CProjectile();
CProjectile(
const float3& pos,
const float3& spd,
const CUnit* owner,
bool isSynced,
bool isWeapon,
bool isPiece,
bool isHitScan = false
);
virtual ~CProjectile();
virtual void Collision() { Delete(); }
virtual void Collision(CUnit* unit) { Collision(); }
virtual void Collision(CFeature* feature) { Collision(); }
//Not inheritable - used for removing a projectile from Lua.
void Delete();
virtual void Update();
virtual void Init(const CUnit* owner, const float3& offset) override;
virtual void Draw(CVertexArray* va) {}
virtual void DrawOnMinimap(CVertexArray& lines, CVertexArray& points);
virtual int GetProjectilesCount() const = 0;
// override WorldObject::SetVelocityAndSpeed so
// we can keep <dir> in sync with speed-vector
// (unlike other world objects, projectiles must
// always point directly along their vel-vector)
//
// should be called when speed-vector is changed
// s.t. both speed.w and dir need to be updated
void SetVelocityAndSpeed(const float3& vel) override {
CWorldObject::SetVelocityAndSpeed(vel);
if (speed.w > 0.0f) {
dir = speed / speed.w;
}
}
void SetDirectionAndSpeed(const float3& _dir, float _spd) {
dir = _dir;
speed.w = _spd;
// keep speed-vector in sync with <dir>
CWorldObject::SetVelocity(dir * _spd);
}
CUnit* owner() const;
unsigned int GetOwnerID() const { return ownerID; }
unsigned int GetTeamID() const { return teamID; }
int GetAllyteamID() const { return allyteamID; }
unsigned int GetProjectileType() const { return projectileType; }
unsigned int GetCollisionFlags() const { return collisionFlags; }
void SetCustomExplosionGeneratorID(unsigned int id) { cegID = id; }
// UNSYNCED ONLY
CMatrix44f GetTransformMatrix(bool offsetPos) const;
float GetSortDist() const { return sortDist; }
void SetSortDist(float d) { sortDist = d + sortDistOffset; }
public:
bool synced; ///< is this projectile part of the simulation?
bool weapon; ///< is this a weapon projectile? (true implies synced true)
bool piece; ///< is this a piece projectile? (true implies synced true)
bool hitscan; ///< is this a hit-scan projectile?
bool luaMoveCtrl;
bool checkCol;
bool ignoreWater;
bool deleteMe;
bool callEvent; //do we need to call the ProjectileCreated event
bool castShadow;
bool drawSorted;
float3 dir;
float3 drawPos;
float mygravity;
float sortDist; ///< distance used for z-sorting when rendering
float sortDistOffset; ///< an offset used for z-sorting
int tempNum;
protected:
unsigned int ownerID;
unsigned int teamID;
int allyteamID;
unsigned int cegID;
unsigned int projectileType;
unsigned int collisionFlags;
static bool GetMemberInfo(SExpGenSpawnableMemberInfo& memberInfo);
public:
std::vector<int> quads;
};
#endif /* PROJECTILE_H */
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