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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef SCRIPT_MOVE_TYPE_H
#define SCRIPT_MOVE_TYPE_H
#include "MoveType.h"
class CScriptMoveType : public AMoveType
{
CR_DECLARE(CScriptMoveType)
public:
CScriptMoveType(CUnit* owner);
virtual ~CScriptMoveType();
public:
bool Update();
void ForceUpdates();
void SetPhysics(const float3& pos, const float3& vel, const float3& rot);
void SetPosition(const float3& pos);
void SetVelocity(const float3& vel);
void SetRelativeVelocity(const float3& rvel);
void SetRotation(const float3& rot);
void SetRotationVelocity(const float3& rvel);
void SetHeading(short heading);
void SetNoBlocking(bool state);
public: // null'ed virtuals
void StartMoving(float3, float goalRadius) {}
void StartMoving(float3, float goalRadius, float speed) {}
void KeepPointingTo(float3, float distance, bool aggressive) {}
void KeepPointingTo(CUnit* unit, float distance, bool aggressive) {}
void StopMoving(bool callScript = false, bool hardStop = false) {}
void SetGoal(const float3& pos, float distance = 0.0f) {}
void SetMaxSpeed(float speed) {}
void SetWantedMaxSpeed(float speed) {}
void LeaveTransport() {}
protected:
void CalcDirections();
void CheckLimits();
void CheckNotify();
public:
int tag;
bool extrapolate;
bool useRelVel;
bool useRotVel;
float drag;
/// velocity vector
float3 velVec;
/// relative velocity (to current direction)
float3 relVel;
/// angular position
float3 rot;
/// angular velocity
float3 rotVel;
float3 mins;
float3 maxs;
bool trackSlope;
bool trackGround;
float groundOffset;
float gravityFactor;
float windFactor;
bool noBlocking;
bool gndStop;
bool shotStop;
bool slopeStop;
bool collideStop;
protected:
int scriptNotify;
};
#endif // SCRIPT_MOVE_TYPE_H
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