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0ad/source/simulation/Projectile.h
Ykkrosh c9fa7f13d9 Add GPL header
This was SVN commit r6830.
2009-04-18 17:00:33 +00:00

125 lines
3.9 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
// Projectile.h
//
// Simple class that represents a single projectile in the simulation.
#ifndef INCLUDED_PROJECTILE
#define INCLUDED_PROJECTILE
#include "maths/Vector3D.h"
#include "ps/Vector2D.h"
#include "scripting/ScriptableObject.h"
#include "scripting/DOMEvent.h"
#include "ScriptObject.h"
#include "ps/Game.h"
#include "ps/World.h"
class CProjectileManager;
class CModel;
class CEntity;
class CProjectile : public CJSObject<CProjectile>, public IEventTarget
{
friend class CProjectileManager;
friend class CJSObject<CProjectile>;
CModel* m_Actor;
CVector3D m_Position;
CVector2D m_Axis;
CVector3D m_Position_Previous;
CVector3D m_Position_Graphics;
// Horizontal and vertical velocities
float m_Speed_H;
float m_Speed_V;
float m_Speed_V_Previous;
CEntity* m_Originator;
CScriptObject m_ImpactEventHandler;
CScriptObject m_MissEventHandler;
CProjectile( const CModel* Actor, const CVector3D& Position, const CVector3D& Target, float Speed, CEntity* Originator, const CScriptObject& ImpactScript, const CScriptObject& MissScript );
~CProjectile();
// Updates gameplay information for the specified timestep. Returns 'false' if the projectile should be removed from the world.
bool Update( int timestep_millis );
// Updates graphical information for a point timestep_millis after the previous simulation frame (and before the current one)
void Interpolate( int timestep_millis );
// Scripty things.
public:
static void ScriptingInit();
static JSBool Construct( JSContext* cx, JSObject* obj, uintN argc, jsval* argv, jsval* rval );
JSObject* GetScriptExecContext( IEventTarget* UNUSED(target) ) { return( GetScript() ); }
inline CModel* GetModel() const { return( m_Actor ); }
};
class CEventProjectileImpact : public CScriptEvent
{
CEntity* m_Originator;
CEntity* m_Impact;
CVector3D m_Position;
public:
CEventProjectileImpact( CEntity* Originator, CEntity* Impact, const CVector3D& Position );
};
class CEventProjectileMiss : public CScriptEvent
{
CEntity* m_Originator;
CVector3D m_Position;
public:
CEventProjectileMiss( CEntity* Originator, const CVector3D& Position );
};
// TODO: Maybe roll this (or at least the graphics bit) into the particle system?
// Initially this had g_UnitMan managing the models and g_EntityManager holding the
// projectiles themselves. This way may be less confusing - I'm not sure.
class CProjectileManager
{
friend class CProjectile;
public:
CProjectileManager();
~CProjectileManager();
void DeleteAll();
void UpdateAll( int timestep );
void InterpolateAll( double frametime );
inline const std::list<CProjectile*>& GetProjectiles() { return m_Projectiles; }
CProjectile* AddProjectile( const CModel* Actor, const CVector3D& Position, const CVector3D& Target, float Speed, CEntity* Originator, const CScriptObject& ImpactScript, const CScriptObject& MissScript );
// Only if you have some reason to prematurely get rid of a projectile.
// Under normal circumstances, it will delete itself when it hits something.
void DeleteProjectile( CProjectile* p );
private:
// Keep this so we can go from relative->absolute offsets in interpolate.
int m_LastTurnLength;
// Maintain a list of the projectiles in the world
std::list<CProjectile*> m_Projectiles;
};
#endif