17 #include <vlpi/disEnums.h>
18 #include <matrix/vlVector.h>
59 virtual const char*
type()
const;
78 virtual void findWeaponControlInterfaces();
81 virtual void setCurrentTargetLocation(
const DtVector& location);
83 virtual const DtVector& currentTargetLocation();
105 static void indirectFireAtLocationTaskCallback(
DtSimMessage* msg,
void* usr);
106 virtual void processIndirectFireAtLocationTask(
DtSimMessage* msg);
108 static void indirectFireAtTargetTaskCallback(
DtSimMessage* msg,
void* usr);
109 virtual void processIndirectFireAtTargetTask(
DtSimMessage* msg);
113 static void FFEOnTargetCallback(
DtSimMessage * msg,
void * usr);
115 static void FFEOnEntityCallback(
DtSimMessage * msg,
void * usr);
117 static void FFEOnLocationCallback(
DtSimMessage * msg,
void * usr);
119 static void userTaskCallback(
DtSimMessage * msg,
void * usr);
127 virtual bool processFFEOnTargetTask(
DtSimMessage * msg);
128 virtual bool processFFEOnLocationTask(
DtSimMessage * msg);
129 virtual bool processFFEOnEntityTask(
DtSimMessage * msg);
162 void makeDisplayNamesUnique();
169 virtual bool createPSR();
UUID is a unique ID wrapper class.
Definition: rwUUID.h:222
#define DT_DLL_vrfmodel
This file is used to determine how to build.
Definition: vrfmodelDefines.h:24
virtual bool postAddComponentsInit()
Called after all components have been created, initialized and added to the component manager...
Definition: simComponent.h:144
DtIndirectFireControllerPSR * myProcessState
Container for state data associated with this component.
Definition: indirectFireController.h:190
DtVrfObject is used to represent any type of simulated object (entities, aggregate, control objects) in a VR-Forces application.
Definition: vrfObject.h:215
DtIndirectFireControllerPSR is a process state repository which holds state variables for the DtIndir...
Definition: indirectFireControllerPSR.h:18
virtual void registerTaskMsgCallbacks()
This class provides a base class for all controllers that are capable of executing a DtSimTask...
Definition: singleTaskControllerComponent.h:20
Description: Readable, Writable DtString Variable substitutions are done on this object when it is re...
Definition: rwString.h:20
A readable, writable type whose name is the name of a component and that has a list of component name...
Definition: componentDescriptor.h:42
File: rwTaitBryan.h.
Definition: rwTaitBryan.h:24
Definition: readerWriterRegistry.h:39
virtual const char * type() const =0
Returns a string identifies the class type of component.
virtual bool init()
Calls setRadio()
virtual void taskComplete(bool success=true)
If we are currently tasked, this will cause us to notify the entity that we're done and delete the ta...
DtUUID myCurrentTarget
Definition: indirectFireController.h:199
virtual void clearTask()
If component is currently tasked, calls clearPendingSubtasks(), sets the tasked flag to false...
DtIndirectFireController is responsible for processing the fire for effect tasks including fire for e...
Definition: indirectFireController.h:36
DtIndirectFireSupportControllerDescriptor * myFireSupportDescriptor
Descriptor to initialize this controller which controlls all the indirect fire weapons attached to th...
Definition: indirectFireController.h:198
std::list< DtIndirectWeaponComponentInterface * > DtIndirectWeaponInterfaceList
Definition: indirectFireController.h:41
File: simMsg.h.
Definition: simMessage.h:35
virtual void tick()
This gives the thread of control to the component.
DtIndirectWeaponInterfaceList myWeaponInterfaceList
List of weapon interfaces through which the indirect fire controller interfaces with the various indi...
Definition: indirectFireController.h:194
The base class for all messages to/from a specific DtVrfObject.
Definition: vrfObjectMessage.h:30
DtVector myCurrentTargetLocation
Definition: indirectFireController.h:200
The DtSimComponent class is the base class for the entire simulation model component hierarchy...
Definition: simComponent.h:67
Instances of DtIndirectFireSupportControllerDescriptor are used to specify the parameters for a DtAim...
Definition: indirectFireSupportControllerDescriptor.h:17
Represents the interface between the DtIndirectFireController and an indirect fire weapon system...
Definition: indirectWeaponComponentInterface.h:24
const DtTaskControllerComponent & operator=(const DtTaskControllerComponent &orig)
assignment operator
The simulation engine is controlled by a single,top-level class called the Simulation Manager...
Definition: simManager.h:102
DtFireForEffectTask is an abstract base class which used to create fire for effect tasks that differ ...
Definition: fireForEffectTask.h:51
A DtTaskMsg is a DtRadioMsg with a pointer to a task.
Definition: taskMessage.h:19