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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef WEAPON_PROJECTILE_H
#define WEAPON_PROJECTILE_H
#include "Sim/Projectiles/Projectile.h"
struct WeaponDef;
class CPlasmaRepulser;
/**
* Base class for all projectiles originating from a weapon or having
* weapon-properties. Uses data from a weapon definition.
*/
class CWeaponProjectile : public CProjectile
{
CR_DECLARE(CWeaponProjectile);
public:
enum {
WEAPON_BASE_PROJECTILE = (1 << 0),
WEAPON_BEAMLASER_PROJECTILE = (1 << 1),
WEAPON_EMG_PROJECTILE = (1 << 2),
WEAPON_EXPLOSIVE_PROJECTILE = (1 << 3),
WEAPON_FIREBALL_PROJECTILE = (1 << 4),
WEAPON_FLAME_PROJECTILE = (1 << 5),
WEAPON_LARGEBEAMLASER_PROJECTILE = (1 << 6),
WEAPON_LASER_PROJECTILE = (1 << 7),
WEAPON_LIGHTNING_PROJECTILE = (1 << 8),
WEAPON_MISSILE_PROJECTILE = (1 << 9),
WEAPON_STARBURST_PROJECTILE = (1 << 10),
WEAPON_TORPEDO_PROJECTILE = (1 << 11),
};
CWeaponProjectile();
CWeaponProjectile(const float3& pos, const float3& speed, CUnit* owner,
CUnit* target, const float3& targetPos, const WeaponDef* weaponDef,
CWeaponProjectile* interceptTarget, int ttl);
virtual ~CWeaponProjectile() {}
virtual void Collision();
virtual void Collision(CFeature* feature);
virtual void Collision(CUnit* unit);
virtual void Update();
/// @return 0=unaffected, 1=instant repulse, 2=gradual repulse
virtual int ShieldRepulse(CPlasmaRepulser* shield, float3 shieldPos, float shieldForce, float shieldMaxSpeed) { return 0; }
virtual void DrawOnMinimap(CVertexArray& lines, CVertexArray& points);
/// true if we are a nuke and an anti is on the way
bool targeted;
const WeaponDef* weaponDef;
std::string weaponDefName;
CUnit* target;
float3 targetPos;
std::string cegTag;
unsigned int cegID;
int colorTeam;
protected:
float3 startpos;
int ttl;
int bounces;
bool keepBouncing;
virtual void UpdateGroundBounce();
bool TraveledRange();
CWeaponProjectile* interceptTarget;
public:
void DependentDied(CObject* o);
void PostLoad();
};
#endif /* WEAPON_PROJECTILE_H */
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