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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"
#include "Sim/Projectiles/ProjectileParams.h" // easier to include this here
#include "WeaponProjectileTypes.h"
struct WeaponDef;
struct ProjectileParams;
class CVertexArray;
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:
CWeaponProjectile();
CWeaponProjectile(const ProjectileParams& params);
virtual ~CWeaponProjectile() {}
virtual void Explode(CUnit* hitUnit, CFeature* hitFeature, float3 impactPos, float3 impactDir);
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);
void DependentDied(CObject* o);
void PostLoad();
void SetTargetObject(CWorldObject* newTarget) {
if (newTarget != NULL) {
targetPos = newTarget->pos;
}
target = newTarget;
}
const CWorldObject* GetTargetObject() const { return target; }
CWorldObject* GetTargetObject() { return target; }
const WeaponDef* GetWeaponDef() const { return weaponDef; }
void SetStartPos(const float3& newStartPos) { startPos = newStartPos; }
void SetTargetPos(const float3& newTargetPos) { targetPos = newTargetPos; }
const float3& GetStartPos() const { return startPos; }
const float3& GetTargetPos() const { return targetPos; }
void SetBeingIntercepted(bool b) { targeted = b; }
bool IsBeingIntercepted() const { return targeted; }
bool TraveledRange() const;
protected:
void UpdateInterception();
virtual void UpdateGroundBounce();
protected:
const WeaponDef* weaponDef;
CWorldObject* target;
unsigned int weaponDefID;
int ttl;
int bounces;
/// true if we are an interceptable projectile
// and an interceptor projectile is on the way
bool targeted;
float3 startPos;
float3 targetPos;
};
#endif /* WEAPON_PROJECTILE_H */
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