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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef PROJECTILE_H
#define PROJECTILE_H
#include <list>
#ifdef _MSC_VER
#pragma warning(disable:4291)
#endif
#include "ExplosionGenerator.h"
#include "System/float3.h"
#include "System/type2.h"
class CUnit;
class CFeature;
class CVertexArray;
class CMatrix44f;
class CProjectile: public CExpGenSpawnable
{
CR_DECLARE(CProjectile)
/// used only by creg
CProjectile();
public:
CProjectile(
const float3& pos,
const float3& spd,
const CUnit* owner,
bool isSynced,
bool isWeapon,
bool isPiece,
bool isHitScan = false
);
virtual ~CProjectile();
virtual void Detach();
virtual void Collision();
virtual void Collision(CUnit* unit);
virtual void Collision(CFeature* feature);
virtual void Update();
virtual void Init(const CUnit* owner, const float3& offset);
virtual void Draw() {}
virtual void DrawOnMinimap(CVertexArray& lines, CVertexArray& points);
virtual void DrawCallback() {}
struct QuadFieldCellData {
CR_DECLARE_STRUCT(QuadFieldCellData)
// must match typeof(QuadField::Quad::projectiles)
typedef std::list<CProjectile*>::iterator iter;
const int2& GetCoor(unsigned int idx) const { return coors[idx]; }
const iter& GetIter(unsigned int idx) const { return iters[idx]; }
void SetCoor(unsigned int idx, const int2& co) { coors[idx] = co; }
void SetIter(unsigned int idx, const iter& it) { iters[idx] = it; }
private:
// coordinates and iterators for pos, (pos+spd)*0.5, pos+spd
// non-hitscan projectiles *only* use coors[0] and iters[0]!
int2 coors[3];
iter iters[3];
};
// override WorldObject::SetVelocityAndSpeed so
// we can keep <dir> in sync with speed-vector
// (unlike other world objects, projectiles must
// always point directly along their vel-vector)
//
// should be called when speed-vector is changed
// s.t. both speed.w and dir need to be updated
void SetVelocityAndSpeed(const float3& vel) {
CWorldObject::SetVelocityAndSpeed(vel);
if (speed.w > 0.0f) {
dir = speed / speed.w;
}
}
void SetDirectionAndSpeed(const float3& _dir, float _spd) {
dir = _dir;
speed.w = _spd;
// keep speed-vector in sync with <dir>
CWorldObject::SetVelocity(dir * _spd);
}
CUnit* owner() const;
unsigned int GetOwnerID() const { return ownerID; }
unsigned int GetTeamID() const { return teamID; }
void SetQuadFieldCellData(const QuadFieldCellData& qfcd) { qfCellData = qfcd; }
const QuadFieldCellData& GetQuadFieldCellData() const { return qfCellData; }
QuadFieldCellData& GetQuadFieldCellData() { return qfCellData; }
unsigned int GetProjectileType() const { return projectileType; }
unsigned int GetCollisionFlags() const { return collisionFlags; }
void SetCustomExplosionGeneratorID(unsigned int id) { cegID = id; }
// UNSYNCED ONLY
CMatrix44f GetTransformMatrix(bool offsetPos) const;
float GetSortDist() const { return sortDist; }
void SetSortDist(float d) { sortDist = d; }
public:
static bool inArray;
static CVertexArray* va;
static int DrawArray();
bool synced; ///< is this projectile part of the simulation?
bool weapon; ///< is this a weapon projectile? (true implies synced true)
bool piece; ///< is this a piece projectile? (true implies synced true)
bool hitscan; ///< is this a hit-scan projectile?
bool luaMoveCtrl;
bool checkCol;
bool ignoreWater;
bool deleteMe;
bool castShadow;
bool drawSorted;
float3 dir;
float3 drawPos;
float mygravity;
float sortDist; ///< distance used for z-sorting when rendering
protected:
unsigned int ownerID;
unsigned int teamID;
unsigned int cegID;
unsigned int projectileType;
unsigned int collisionFlags;
QuadFieldCellData qfCellData;
};
#endif /* PROJECTILE_H */
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