/* Crystal Space Entity Layer Copyright (C) 2006 by Jorrit Tyberghein This library is free software; you can redistribute it and/or modify it under the terms of the GNU Library General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This library 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 Library General Public License for more details. You should have received a copy of the GNU Library General Public License along with this library; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ #ifndef __CEL_PF_PROJECTILE__ #define __CEL_PF_PROJECTILE__ #include "cstypes.h" #include "csutil/scf.h" /** * This is a projectile property class. This class controls movement * of a projectile from one spot to another (or in some direction). * * This property class can send out the following messages * to the behaviour (add prefix 'cel.parameter.' to get the ID for parameters): * - pcprojectile_stopped: the projectile movement has stopped but no object * was hit. * - pcprojectile_hit: we hit some object (entity, intersection, meshname). * If we hit a mesh that is not an entity then this message will still * be sent but with entity equal to 0 (you can then use the 'meshname' * to see what mesh has been hit). * * This property class supports the following actions (add prefix * 'cel.action.' to get the ID of the action and add prefix 'cel.parameter.' * to get the ID of the parameter): * - Start: start movement in some direction. Parameters 'direction' * (vector3), 'speed' (float), 'maxdist' (float), and 'maxhits' (long). * - Interrupt: interrupt the current movement. * * This property class supports the following properties (add prefix * 'cel.property.' to get the ID of the property: * - moving (bool, read only): returns true if currently moving. */ struct iPcProjectile : public virtual iBase { SCF_INTERFACE (iPcProjectile, 0, 0, 1); /** * Start a movement of this projectile from its current position. * \param direction is the direction to go in. * \param speed is the speed in units per second. * \param maxdist is the maximum distance to move at which point * we will stop and send a pcprojectile_stopped message. * \param maxhits is the maximum number of hits at which point * we will stop and send a pcprojectile_stopped message. * \return false if we couldn't start the movement (usually this * means the projectile is already moving). */ virtual bool Start (const csVector3& direction, float speed, float maxdist, int maxhits) = 0; /** * Interrupt a movement. */ virtual void Interrupt () = 0; /** * Return true if currently moving. */ virtual bool IsMoving () const = 0; }; #endif // __CEL_PF_PROJECTILE__