mod_sim::MissileActor Class Reference

Missile. More...

#include <mod_sim_missile.hh>

Inheritance diagram for mod_sim::MissileActor:

mod_sim::game::Actor

List of all members.

Public Member Functions

CLASS_METHOD void MakeMissile (const WorldVertex &position, const Vector3 &direction, SharedPtr< Craft > craftLauncher, SharedPtr< game::Actor > target)

Private Member Functions

 MissileActor (const WorldVertex &position, const Vector3 &direction, SharedPtr< Craft > craftLauncher, SharedPtr< game::Actor > target)
 ~MissileActor ()
void AddParticle (const WorldVertex &pos, const RGBA color)
void Action (const Milliseconds millisecElapsed)
void UpdateMissileView (const Vector3 &step)

Private Attributes

CLASS_VAR RGBA msLightColorAmbientDiffuse
CLASS_VAR SafePtr
< MissileActor
msLightOwner
 current missile owns the one light source
CLASS_VAR SafePtr
< MissileActor
msMissileViewOwner
 current missile owns missile View
WorldVertex mPosition
 position of missile itself
shptr< game::ActormTarget
 the missile's target
bool mHitTarget
 remembers when missile hits target
Guidance mGuidance
 computes forward vector (step) of missile every tick
Milliseconds mTimeOfDeath
 when missile expires
bool mZombie
 if missile was added to zombie list (done once!)
ParticleSystem mParticleSystem
 for missile smoke trail
uint mParticlesPerTick
 particles added per timer-tick

Classes

class  SmokeTrailParticle
 Particle of missile smoke trail. More...


Detailed Description

Missile.

Missile maintains its own container of Missiles, so ctor/dtor are private. Missile is fire-and-forget to the client (pun intended).


Constructor & Destructor Documentation

mod_sim::MissileActor::MissileActor ( const WorldVertex &  position,
const Vector3 &  direction,
SharedPtr< Craft >  craftLauncher,
SharedPtr< game::Actor target 
) [private]

mod_sim::MissileActor::~MissileActor (  )  [private]


Member Function Documentation

CLASS_METHOD void mod_sim::MissileActor::MakeMissile ( const WorldVertex &  position,
const Vector3 &  direction,
SharedPtr< Craft >  craftLauncher,
SharedPtr< game::Actor target 
)

void mod_sim::MissileActor::AddParticle ( const WorldVertex &  pos,
const RGBA  color 
) [private]

void mod_sim::MissileActor::Action ( const Milliseconds  millisecElapsed  )  [private, virtual]

Reimplemented from mod_sim::game::Actor.

void mod_sim::MissileActor::UpdateMissileView ( const Vector3 &  step  )  [private]


Member Data Documentation

RGBA mod_sim::MissileActor::msLightColorAmbientDiffuse [private]

SafePtr< MissileActor > mod_sim::MissileActor::msLightOwner [private]

current missile owns the one light source

SafePtr< MissileActor > mod_sim::MissileActor::msMissileViewOwner [private]

current missile owns missile View

WorldVertex mod_sim::MissileActor::mPosition [private]

position of missile itself

shptr<game::Actor> mod_sim::MissileActor::mTarget [private]

the missile's target

bool mod_sim::MissileActor::mHitTarget [private]

remembers when missile hits target

Guidance mod_sim::MissileActor::mGuidance [private]

computes forward vector (step) of missile every tick

Milliseconds mod_sim::MissileActor::mTimeOfDeath [private]

when missile expires

bool mod_sim::MissileActor::mZombie [private]

if missile was added to zombie list (done once!)

ParticleSystem mod_sim::MissileActor::mParticleSystem [private]

for missile smoke trail

uint mod_sim::MissileActor::mParticlesPerTick [private]

particles added per timer-tick


The documentation for this class was generated from the following files: Palomino 3D Engine documents generated by doxygen 1.5.3 on Fri Nov 23 11:26:31 2007