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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"
#include "System/type2.h"
class CCannon: public CWeapon
{
CR_DECLARE_DERIVED(CCannon)
protected:
/// cached input for GetWantedDir
float3 lastTargetVec;
/// cached result for GetWantedDir
float3 lastLaunchDir = -UpVector;
/// this is used to keep range true to range tag
float rangeBoostFactor = 1.0f;
/// projectile gravity
float gravity = 0.0f;
/// indicates high trajectory on/off state
bool highTrajectory = false;
public:
CCannon(CUnit* owner = nullptr, const WeaponDef* def = nullptr): CWeapon(owner, def) {}
void Init() override final;
void UpdateRange(const float val) override final;
void UpdateWantedDir() override final { wantedDir = GetWantedDir(currentTargetPos - aimFromPos); }
void SlowUpdate() override final;
float GetRange2D(float ydiff, float rbFac, float hbFac) const { return (GetStaticRange2D({range, ydiff}, {projectileSpeed, gravity}, {rbFac, hbFac})); }
float GetRange2D(float boost, float ydiff) const override final { return (GetRange2D(ydiff, rangeBoostFactor, heightBoostFactor)) + boost; }
// baseConsts{.x := weaponDefRange, .y := modHeightDif}
// projConsts{.x := speed, .y := gravity}
// boostFacts{.x := range, .y := height}
static float GetStaticRange2D(const float2& baseConsts, const float2& projConsts, const float2& boostFacts);
private:
/// tells where to point the gun to hit the point at pos+diff
float3 GetWantedDir(const float3& diff);
float3 CalcWantedDir(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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