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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _CANNON_H
#define _CANNON_H
#include "Weapon.h"
class CCannon: public CWeapon
{
CR_DECLARE_DERIVED(CCannon)
protected:
/// this is used to keep range true to range tag
float rangeFactor;
/// cached input for GetWantedDir
float3 lastDiff;
/// cached result for GetWantedDir
float3 lastDir;
public:
CCannon(CUnit* owner = nullptr, const WeaponDef* def = nullptr);
void Init() override final;
void UpdateRange(const float val) override final;
void UpdateWantedDir() override final;
void SlowUpdate() override final;
float GetRange2D(float yDiff, float rFact) const;
float GetRange2D(const float yDiff) const override final;
/// indicates high trajectory on/off state
bool highTrajectory;
/// projectile gravity
float gravity;
private:
/// tells where to point the gun to hit the point at pos+diff
float3 GetWantedDir(const float3& diff);
float3 GetWantedDir2(const float3& diff) const;
const float3& GetAimFromPos(bool useMuzzle = false) const override { return weaponMuzzlePos; }
bool HaveFreeLineOfFire(const float3 srcPos, const float3 tgtPos, const SWeaponTarget& trg) const override final;
void FireImpl(const bool scriptCall) override final;
};
#endif // _CANNON_H
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