1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92
|
/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef SHIELD_PROJECTILE_H
#define SHIELD_PROJECTILE_H
#include "Sim/Projectiles/Projectile.h"
#include <System/creg/STL_List.h>
#include "System/float3.h"
#include "System/type2.h"
#include "System/Color.h"
class CUnit;
class CPlasmaRepulser;
struct WeaponDef;
struct AtlasedTexture;
class ShieldSegmentProjectile;
class ShieldSegmentCollection
{
CR_DECLARE_STRUCT(ShieldSegmentCollection)
public:
// creg only
ShieldSegmentCollection() { }
ShieldSegmentCollection(CPlasmaRepulser*);
~ShieldSegmentCollection();
void Update();
bool AllowDrawing();
CPlasmaRepulser* GetShield() const { return shield; }
const AtlasedTexture* GetShieldTexture() const { return shieldTexture; }
float3 GetShieldDrawPos() const;
void UpdateColor();
SColor GetColor() const { return color; }
float GetSize() const { return size; }
void PostLoad();
private:
bool UsingPerlinNoise() const;
CPlasmaRepulser* shield;
const AtlasedTexture* shieldTexture;
int lastAllowDrawingframe;
bool allowDrawing;
float size;
SColor color;
// NOTE: these are also registered in ProjectileHandler
std::vector<ShieldSegmentProjectile*> shieldSegments; //FIXME deque
};
class ShieldSegmentProjectile: public CProjectile
{
CR_DECLARE_DERIVED(ShieldSegmentProjectile)
public:
ShieldSegmentProjectile() { }
ShieldSegmentProjectile(
ShieldSegmentCollection* collection,
const WeaponDef* shieldWeaponDef,
const float3& shieldSegmentPos,
int xpart,
int ypart
);
~ShieldSegmentProjectile();
void Draw() override;
void Update() override;
void PreDelete();
void Reload(
ShieldSegmentCollection* collection,
const int xpart,
const int ypart
);
virtual int GetProjectilesCount() const override;
private:
static const float3* GetSegmentVertices(const int xpart, const int ypart);
static const float2* GetSegmentTexCoords(const AtlasedTexture* texture, const int xpart, const int ypart);
private:
ShieldSegmentCollection* collection;
const float3* vertices;
const float2* texCoors;
};
#endif
|