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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef MISSILE_PROJECTILE_H
#define MISSILE_PROJECTILE_H
#include "WeaponProjectile.h"
class CUnit;
class CMissileProjectile : public CWeaponProjectile
{
CR_DECLARE(CMissileProjectile);
protected:
void UpdateGroundBounce();
public:
CMissileProjectile(const float3& pos, const float3& speed, CUnit* owner,
float areaOfEffect, float maxSpeed, int ttl, CUnit* target,
const WeaponDef* weaponDef, float3 targetPos);
~CMissileProjectile();
void DependentDied(CObject* o);
void Collision(CUnit* unit);
void Collision();
void Update();
void Draw();
int ShieldRepulse(CPlasmaRepulser* shield, float3 shieldPos,
float shieldForce, float shieldMaxSpeed);
private:
float maxSpeed;
float curSpeed;
float areaOfEffect;
int age;
float3 oldSmoke;
float3 oldDir;
CUnit* target;
public:
CProjectile* decoyTarget;
private:
bool drawTrail;
int numParts;
float3 targPos;
bool isWobbling;
float3 wobbleDir;
int wobbleTime;
float3 wobbleDif;
bool isDancing;
int danceTime;
float3 danceMove;
/**
* Vector that points towards the center of the dance
* to keep the movement "coherent"
*/
float3 danceCenter;
float extraHeight;
float extraHeightDecay;
int extraHeightTime;
/// the smokes life-time in frames
static const float SMOKE_TIME;
};
#endif /* MISSILE_PROJECTILE_H */
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